Sid Meier's Civilization V

Sid Meier's Civilization V

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Essential Mods Collection
   
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Description
Mods which make Civ V the game as it should have been from the very beginning.

I will be adding more mods here after ensuring that they work together fine.

Description of components:
Enlightenment Era - just great all around.
City and Barb Camp placement fix - mainly to disallow stupid polar barbarians
Smart AI - the best AI mod out there
Quick Turns - greatly enhances performance at final stages of the game
Faster Aircraft Animations - basic game animations are sloooow
Global Relations - very helpful in trade and diplomacy if you are not using EUI
Resource Rebalance - makes any initial luxuries equally playable as well as give meaningful choices between possible expansion locations.
Artificial Unintelligence helps AI to form logical strategies
Korea nerf - should make Korea less broken
No futuristic units - they are not only overpowered, but also just stupid.
Fixed Trade makes internal trade rotes less broken
Separate Great People Counters makes generating GP less stupid
Atomic Tourism fixes nukes
Tectonic map script makes on standard settings more suitable for a fun gameplay maps
Trading Posts Grow into Renaissance Towns makes Trading Posts much more fun
Ancient Goodies makes Ruins more fun and balanced
Cities 4 Hexes Away stops AI city spam a little
Civilibra Separate... hides annoying technical promo from units
Gibraltar... - fixes the placement of some natural wonders
Fall of Guilds - makes guilds more fun and fixes other problems with Great People and Specialists.
More Active Religions makes race for religion less urgent.
Lake Victoria ... - makes it a lake :)
Honest Difficulty - fixes the problems with "reversed" difficulty, when the game is hard at the beginning and easy at the end
Roads and Forts fixes some annoyances in the worker production speeds
Items (27)
Enlightenment Era
Created by Pouakai
http://i.imgur.com/n9yY9XR.png The Enlightenment Era, The Century of Lights, The Age of Reason. Those are but a few names people have dubbed the Eighteenth Century, one hundred years that pushed the world into the direction of scientific and social progres...
City and Barb Camp Placement Fix
Created by TofuSojo
Prevents cities from being founded, and barbarian camps from spawning, on Snow Tiles or waterless Desert Tiles (not next to an Oasis, River, Lake, or the Coast) for realism's sake. Snow Tiles represent Antartica-like conditions (land buried under miles-thi...
Smart AI
Created by ninakoru
This is an AI upgrade in their behaviour, doesn't change the game mechanics, and doesn't change any database variable to do so. AI use their knowledge based on what they see and know and perform moves much like a human would do. The goal of this patch is t...
Quick Turns
Created by Krzyzyk
Intelligently toggles Quick Movement/Combat during AI turns, which results in significantly reduced time you will spend waiting and watching what the AI does instead of actually playing, especially in the late game. Only important AI unit actions, relevant...
Faster Aircraft Animations
Created by Gedemon
This mod speed up aircraft combat animation (x2) You can change that speed factor by editing the file FasterAircraft.sql in the "\My Documents\My Games\Sid Meier's Civilization 5\MODS\Faster Aircraft Animations (v 1)" folder and change "2" to the new value...
Global Relations
Created by Aristos
UPDATED!!! Now compatible across the board, from Vanilla to G&K to BNW!!! If you feel that InfoAddict, robk's masterpiece, gives too much information, this is for you. Global Relations is entirely based on robk's Infoaddict, but only shows the information ...
Resource Rebalance
Created by elotar
Luxury resources in this game are terribly unbalanced as well as boring as hell. Somehow, while we have lots of mods changing many other aspects of the game, there are very few efforts to fix this key issue. So here is mine. Points which was taken into acc...
Artificial Unintelligence Lite
Created by Delnar_Ersike
Improves Civilization 5's Artificial Intelligence (Computer Players). Nothing more, nothing less. This is the Lite version of the mod: it contains XML modifications exclusively, so it is maximally compatible with other mods, especially ones that modify the...
Passable Ice
Created by elotar
Ice is annoying for no apparent reason - most of the time it just doesn't matter, but then sombody with coastal bias will be stupidly landlocked by it. Here is the fix of it as well as some other minor terrain tweaks. Changes: Ice is passable for ships, em...
Units - No Futuristic Units
Created by BlouBlou
This mod disable the Giant-Death Robot and The XCOM Squad from normal games, letting you play in the latest age without the Sci-fi components. Features: The Unit: Giant Death-Robot has been disabled. The Unit: XCOM Squad has been disabled. Related Technolo...
Normal Venice
Created by McCain Palin
Makes venice more...normal. Specifically: UA: Double number of trade routes. Receive a Mechant of Venice after researching Optics. MoV: Double amount of influence and gold from trade missions (no more CS buying). I also took the liberty of adding 10 or so ...
Fixed Trade
Created by elotar
Internal trade routes are broken - they provide enormous amounts of most important resource in the game - food. It destroys gameplay balance, because AI fails to use them optimally, it breaks game pase when cities start to grow rapidly and it breaks immers...
Separate Great People Counters (BNW)
Created by Machiavelli
When you generate a Great Merchant, Scientist or Engineer the costs of the other two Great People do not increase. Discussion thread on CivFanatics | Download from CivFanatics If you like the mod and want me to prioritize development of it let me know by r...
Early Eras Fix
Created by elotar
This mod started as a small fix to couple annoying early game problems, but it ended as a total rework of the first three eras. Incomplete change log: My two main priorities was gameplay and historical accuracy, as it can be reached in civ V. - Flatland ci...
Atomic Tourism
Created by elotar
Do you know that more than 2000 nuclear warheads was used during 20th century? I was looking at the video of "nuclear tests" above and got a revelation - after Cuban Missile Crisis "superpowers" was using them as an intimidation device! Which quickly leads...
Tectonic Map Script
Created by Jibbles
Generates a map based on global tectonics. Maps are similar to a combination of Fractal, Small Continents, Archipelago, with added tectonic elements like mountain belts and rift zones. Works best on relatively large maps (Map size options are equivalent to...
Trading Posts Grow into Renaissance Towns
Created by Seb
With this mod enabled, Trading Posts come in 4 varieties: Trading Post=+1gold; Hamlet=+2gold; Village=+3gold-1yield; Town=+4gold-2yield. Only the first can be build; starting now with Trapping instead of Guilds, and each version will grow over an increasin...
Ancient Goodies
Created by elotar
Each time I open "reveal barbarian camps" from ancient ruins I curse loudly on aramaic. So today I desided to spend some time to make this crap stop. Changes: 1. Reveal map and Reveal barbarians merged, revealed area greatly widened so I hope information g...
Cities 4 Hexes Away
Created by von Jahgmann
Simple mod that changes the Global define for minimum city distance from 3 to 4 hexes, thereby reducing AI city spam. Compatible with Vanilla, Gods & Kings and Brave New World....
Civilibra - Separate Great People Counters - Hidden Promotion Icons
Created by Terra
Hides the promotion icon of the mod Separate Great People Counters (BNW) (needs this mod installed, of course). ----------- part of the Civilibra Balancing and Enhancement Project...
Gibraltar, Reef, and Krakatoa Fixes
Created by Barrowulf
::::::::: FEATURES ::::::::: Prevents Gibraltar from spawning on small islands; especially single-tile ones which may render it unworkable! (special thanks to whoward69 for help) Prevents Gibraltar from spawning next to ice, which I believe looks really ba...
Fall of Guilds
Created by elotar
Guilds are stupid, boring and anachronistic. They was always bothering me, by being so unlike all the other line of buildings in the game. For some reason there are no mods fixing the situation, so I write own. Also there are some other changes to speciali...
More Active Religions
Created by Cirien
Increases the number of possible Religions for each map type. Duel: 2 Religions (no change) Tiny: 4 Religions (+1) Small: 5 Religions (+1) Standard: 7 Religions (+2) Large: 8 Religions (+2) Huge: 8 Religions (+1) __________________ I could not set more tha...
Lake Victoria Fix
Created by Calypso
A simple mod that makes a couple of XML tweaks to boost the functionality of the Lake Victoria natural wonder. The purpose of both changes is to cause it to behave like other inland lakes in game, while retaining its unique status as a natural wonder. - Az...
Honest Difficulty
Created by elotar
Comments motivated me to play several games without usual heavy modding and AI really is struggling to play the game right, so here is "big year 2024 update": Main problem I’m trying to solve with this mod is the “inverted difficulty” of civ, when you are ...
Civilibra - Natural Wonders
Created by Terra
Balances all Natural Wonders. ----------- part of the Civilibra Balancing and Enhancement Project ----------- Detailed Changes: Yields adjusted (s. image) so no Natural Wonder is totally useless but neither one is a complete game winner. Removed FirstFinde...
Roads and Forts
Created by elotar
When I was annoyed while doing stupid "build two turns of road and cansel" sequence I've made this small mod. Changes: 1. Roads and Railroads takes 1 turn to build (at standard speed) 2. Farms and Mines take 1 more turn to build (to compensate) 3. Repair a...