Sid Meier's Civilization V

Sid Meier's Civilization V

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Divine Daredevils - Assassins vs. Templars
   
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22 Jan, 2018 @ 1:33pm
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Divine Daredevils - Assassins vs. Templars

Description
"Deus vult!" Pope Urban II

"Are you sure????" Saladin

"Divine Daredevils – Assassins vs. Templars" is a mod that seeks to add more variety and flavor to the Middle Ages portion of the Civ V game. The goal is to capture some of that mystery, intrigue, and magic of that colorful period – that period roughly corresponding to the very late Classical through the early Industrial Eras, with even a small amount of influence into the Modern Era. While, technically, the Assassins and Templars were no longer active in these latter Eras, there were subsequent organizations forming that were essentially performing the same role as "protectors of the faith."

This mod - "Divine Daredevils – Assassins vs. Templars" - adds 14 units to the game, appearing in the Classical to Modern Eras. Seven each for each "side." These units have been modified to add more colorful attack animations, and improve the overall look of Middle Ages combat in the game.

They have specialized promotions to give them more unconventional warfare capability, such as the customized "Divine Daredevil Promotion" (4 different levels) that can provide invisibility to most units, a chance to frighten adjacent enemies (lowering their combat strength), withdraw from losing combat, and moving after attack. These units also receive a random "Daredevil Specialty Promotion" that is awarded after their first combat. Some of the possible promotions they might receive are the ability to enter another civ's territory when not at war, additional damage to wounded units, and several of the promotions from the "Mystic Blade" random promotion (Ambition, Enemy Blade, Evil Spirits, Heroism, and Restlessness).

Please note: this mod really has nothing to do with the Assassin's Creed video game - other than they're both set in about the same time period.

Acknowledgements: Special thanks to these great modders who built the models or provided tutorials on unit animations: Nomad or What, Civtar, bouncymischa, PawelS, Bane, and Deliverator
8 Comments
S-Man  [author] 3 Nov, 2018 @ 3:49pm 
@maj - it should not require DLC. All of the needed models are contained within the mod.

All of these units were expanded into a different mod, that is designed to work with my "Fantasy Army" mod. The new mod is called "Arcane Allies"

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1417415155

It has a more magical theme than this mod does, and many of the attack animations in the new mod are more "colorful..."

Arcane Allies can be played without the Fantasy Army mod, as well.
maj4262 3 Nov, 2018 @ 2:36pm 
dose it need dlc
pfcole 19 Mar, 2018 @ 8:02pm 
Indeed they do sir, thank you again sir. :steamhappy:
S-Man  [author] 19 Mar, 2018 @ 5:26pm 
@pfcole - thanks! I enjoy playing the mod - the units add a lot of "color" to the game, I think.
pfcole 16 Mar, 2018 @ 8:31pm 
Wow is all I can think to say :)... Awesome. Thank you sir for all your creative hard work here.
S-Man  [author] 24 Jan, 2018 @ 3:23pm 
@Vondraco - Have ran a couple of long Live Tuner games with those three in combination - so far the only incompatibility is the "unit naming" scripts in the Omnibus Mod and the Exotic Units mod conflict - so no unit nicknames are assigned.

I'm currently working on the next version of the Exotic Units mod (may release it tomorrow) which will fix that problem.

So if you can live without the nicknames for the Mercenaries for a day or so, they seem to work well together.
vondraco 24 Jan, 2018 @ 1:20pm 
How well does this work together with your Omnibus Mod and the Fantasy Army mod?
Skidee 22 Jan, 2018 @ 2:19pm 
Good job :)