Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Arthur's Civs: Goths - Antiquity
   
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10.585 MB
13 Jul @ 4:40pm
26 Jul @ 9:23pm
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Arthur's Civs: Goths - Antiquity

Description
Who doesn’t love the Goths? Unleash chaos in the Antiquity Age with this wild and powerful civilization. Pillage, burn, and carve your name into history. Looking for continuity? Pass the torch to the Normans… or the Spanish. Your choice — just make sure nothing survives.

“From the shadowed forests of the north to the sacked palaces of Rome, the Goths march as the relentless echo of a world in transition. A wandering people, forged by hardship and led by fierce warlords, they carry not only the edge of the sword, but the seed of new laws, new crowns, and new kingdoms. Where empires fall, the Goths sow history.”


FEATURES

- New Civilization: Adds a new Civilization representing the Goths in the Antiquity Age. Great warriors, focused on military expansion.
- Unique building: If you want to expand your borders quickly and earn more gold, there's nothing like the Hall of Federated Realms.
- Unique Military Unit: You can count on the new Gothic cavalry (replaces the horseman) and Alaric's raiders (replaces the scout).
- Unique Civic Tree: A unique Civic Tree that expands the the power of a fierce and dominant kingdom.
- Associated Wonder: Mausoleum of Theodoric.


LANGUAGES

The mod is available in the following languages:

✸ English
✸ Spanish


COMPATIBLE MODS

- Arthur's Civs: Spanish Empire


MORE INFO

- No 3D assets are available. Uses default placeholder models for unique units and unique buildings are invisible. We'll update this as soon as possible :)
- No narrative events
- All feedback is welcome!
9 Comments
Doc_Furtado 28 Jul @ 8:41am 
Nice work, thank you. Just one thing i had experienced in mod units, they appear as three "renaissance guys" with pistols when AI use that civ, dont show the real art of the unit, can you help me with that issue?
younes 25 Jul @ 3:14pm 
Hi, it seems that the tradition giving you +3 culture on natural wonders actually gives you 5 per settlement? Or at least it looks like it, as it went up every time I conquered a settlement.
Arthur  [author] 20 Jul @ 12:17pm 
Hii thanks for the comments, a few things:

- I've read about the Hall bugs and some potential balance issues, so that's going to be the priority right now. Sorry about that, I'm still messing around with the code, trying to make the civs as unique as I can.

- Not open to commissions.
Wolfkaktus 20 Jul @ 11:18am 
settler limit is a bit to op. also when the hall is pillaged the city goes rogue
Muggale 20 Jul @ 3:36am 
Amazing Mod!
tmgevedon 16 Jul @ 6:23am 
Also, when you build the Hall of Federated Realms, it gives you a settler as it's supposed to. But then if the Hall gets destroyed by a disaster and you rebuild it, you also get a settler then as well.
tmgevedon 16 Jul @ 5:26am 
Seems like a good Civ, definitely something needed in the game. Is the Chronicle of the Barbarian Kings tradition broken though? It's giving me +15 Culture even though I don't have any natural wonders in my civilization.
Meltryllis 15 Jul @ 8:49am 
your mods are amazing! btw do you by any chance open for commission?
Aristaeus 13 Jul @ 7:09pm 
I love your modded Civs! Can't wait to see more :)