Sid Meier's Civilization V

Sid Meier's Civilization V

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Orangechrisy's Kingdom of Naples under Robert I
   
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File Size
Posted
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4.911 MB
1 Jul, 2019 @ 5:40pm
22 Feb, 2020 @ 2:03pm
5 Change Notes ( view )

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Orangechrisy's Kingdom of Naples under Robert I

In 1 collection by Orangechrisy
Orangechrisy's Mods
14 items
Description
Adds the Kingdom of Naples under Robert I into the game.

UA: Center of the Mediterranean:
External trade routes provide +1 gold, +1 science, and +1 culture. Units gain bonus strength when on tiles with a trade route.

UB: Villa:
(Zoo Replacement)
+10% culture. +5% unit production in city per trade route. 1 great work of art slot.

UU: Arquebusier:
(Musketman Replacement)
Provides great artist points when enemy units are defeated nearby. Gains 15XP when created in a city with a trade route.

Mod support: JFDLC, YnAEMP, Map Labels, Ethnic Units, Civ IV Traits, Unique Cultural Influence.

Very big thanks to:
Jarcast (Art and Code) (Literally the best guy), JakeWalrusWhale (Art and Code), ExplosiveWatermelon (Code), TopHatPaladin (Code)

As this is my first mod please let me know if there needs to be any tweaks or anything for balancing, issues, or other problems with the mod. Also because I couldn't find it in me to do it, there is no unique music or unit models.
25 Comments
Orangechrisy  [author] 23 Sep, 2024 @ 12:41pm 
True... Well I'll see whenever I get around to it I guess
Davinci 23 Sep, 2024 @ 12:37pm 
On July 9 2019 you hit it right on the head. "If I don't have extra trade routes the trade route bonuses for Naples will be basically unnoticeable and have no affects on the civ" that was before I started playing civ but I couldn't agree with you more. 😀
Orangechrisy  [author] 23 Sep, 2024 @ 11:13am 
Cause trade routes in general are really strong, Idk, I got 2.3k hours in this game so I'd like to think I have a decent grasp on its mechanics as well. But either way I don't intend to adjust anything until I get done with some other stuff and come back to Naples to try and update it, in which case I'll give its various parts more thought about what is balanced.
Davinci 23 Sep, 2024 @ 11:08am 
First of all, thank you for responddng but I respectfully disagree with you. I have well over 3000 hours of play time of civ 5. I strongly believe that most of your trade routes should be internal especially in the early game so your cities will grow faster. 1 gold, 1 science, and 1 culture per an external trade route is tiny. Hypotherically in the early game you go from 30 culture , 30 science etc to 31 for an external route. That's next to nothing. Not sure why you think it's overpowered but it's your decision
Orangechrisy  [author] 23 Sep, 2024 @ 8:46am 
@Davinci, Think that would make things too overpowered as they stand, extra trade routes can be very strong. Seems I had forgotten to update the UA text here but it does cover 2 tiles near the trade route rather than just the trade route itself as compensation.
Davinci 22 Sep, 2024 @ 8:33pm 
looks like you removed a trade route 4 years ago. Maybe you bring it back? :)
Orangechrisy  [author] 8 Apr, 2024 @ 6:19pm 
@Davinci, Oh nice, glad you enjoy and also cool that you have that connection
Davinci 8 Apr, 2024 @ 1:27pm 
I enjoy the mod. My ancestors are from Naples so its extra special. Im not sure what strategy to use with them though
Orangechrisy  [author] 5 Apr, 2024 @ 6:46pm 
@Davinci, uhhhhhh I do want to make some changes to the mod at some point, but it would involve like a larger design overhaul since this was my first design and imo it's not great
Davinci 5 Apr, 2024 @ 6:35pm 
ty..... any chance you could buff the UA? or maybe add more trade routes for this civ?