Sid Meier's Civilization V

Sid Meier's Civilization V

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Caral - Norte Chico (Brave New World)
   
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File Size
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17.678 MB
19 Jan, 2015 @ 8:39am
6 Feb, 2017 @ 2:13pm
20 Change Notes ( view )

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Caral - Norte Chico (Brave New World)

In 2 collections by Tomatekh
Tomatekh's New Civilizations
31 items
Tomatekh's Cradles of Civilization
10 items
Description
Adds Caral to the base game.

This mod is also available as part of the Cradles of Civilization Pack (BNW).

The Norte Chico culture, more formally referred to as the Caral-Supe Civilization, was a pre-Columbian culture that developed on the north-central coast of what is today Peru. It has been established as the oldest known civilization in the Americas, flourishing between 3200-1800 BC, and one of the six sites where civilization independently originated in the ancient world. Norte Chico potentially represents a unique reliance on maritime food sources in absence of a staple cereal; however, current studies also stress the role of agriculture in supporting industry and augmenting diet. It is likely that Norte Chico was the cultural predecessor for many of the great subsequent Andean civilizations, such as the Chavin and Inca.

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Note:
- This civilization requires the Brave New World expansion.
- Updates to the mod will most likely break save games. Please do not update until you are ready to begin a new game.

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Leader: Qhapaq

UA: Maritime Foundation: Inland Cities receiving a Trade Route from a Coastal City also receive the base yields of all improved Sea Resources worked by that City. Building a Plantation provides a Production boost in all Coastal Cities.

UU: Fisher: Replaces Worker & Work Boat. Can improve both land and sea tiles (does not consume). Can embark immediately. +2 movement when embarked. Can build Fishing Boats prior to researching Sailing (still requires Sailing to trade these resources).

UB: Shicra Pyramid: Replaces Monument. +1 Production. Allows Production to be traded domestically.

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Credits:
- Leader scene by Leugi
- UU, UB icons by Sukritact
- Incan Worker[forums.civfanatics.com] graphic by Hangman
- Andean Cargo Ship[forums.civfanatics.com] graphic by Chuggi & Hangman
- DoM voiceover by Andrew Holt (Charlatan Alley[soundcloud.com])
- War theme “Inca” taken from Medieval II: Total War; copyright 2006 SEGA, The Creative Assembly, Sumthing Else Music Works
- Modular City Info Stack[forums.civfanatics.com] lua code by Sukritact
- Leugi for civ design help and ideas
- All code and art otherwise not listed created by Tomatekh (primary author).

~~~

For more great American civs, please check out Leugi’s Patria Grande Project [forums.civfanatics.com].
103 Comments
Max 28 Jan @ 7:42am 
Fun mod! Not sure why, but every once in a while all my Fishers (even ones on land) start a turn with 4 move, and then go back to 2 next turn. Perhaps if ONE is embarking, they ALL get +2 move?
pat.benike 9 Feb, 2023 @ 1:43pm 
:steamthumbsup: solely for the worker unit. I have been trying to figure out how to make a worker that can build fishing boats for a while now. Glad I was able to steal some code from here to get it done!
TY 28 Jul, 2022 @ 11:33pm 
It works now...somehow. Harappa had the same problem when this did, but now the issue is gone. Idk why, but thanks.
Tomatekh  [author] 28 Jul, 2022 @ 9:43am 
@RMD🦆ck
It's been a while, but I'm pretty sure it only requires BNW. Does the Cradles of Civilization Pack version (linked at the top of the description) also not work for you? I'm wondering if something changed with an update or patch since I last uploaded the mod.
TY 27 Jul, 2022 @ 11:02pm 
I have BNW, but the game says I'm missing dependencies when trying to load this mod. Does it depend on something else?
Tomatekh  [author] 25 Jan, 2022 @ 9:06am 
@Gwyrddu
Thanks! I'm glad to hear people are still enjoying my mods after all these years and relieved that they are all still working well!
Gwyrddu 24 Jan, 2022 @ 1:20am 
Works well, music is nice and honestly who likes having to build fishing boats anyway? So far I've added about a dozen custom civs with half of them being from Tomatekh and I haven't had a problem with any of them so far.
Tomatekh  [author] 24 Oct, 2021 @ 8:15am 
@shplim
Checking the files, the code to build Trading Posts looks correct. Are you using any other mods that alter Trading Posts or Workers in some way? My first guess would be that another mod in your list removes or alters the base Trading Post from the game and then updates all UNIT workers with a new or altered one, and it doesn't catch the mod's Fisher for the update because it's a different UNIT entry.

@PlumHoodlum
One of your other mods likely alters the civ Selection menu user interface which is potentially causing a conflict with Caral's unique which replaces two units instead of one. There's no way to really fix that conflict on your end. Unfortunately, I no longer have my original Civ V mods folders to update my mods to address the conflict.
shplim 23 Oct, 2021 @ 8:40am 
Not sure if this mod is still being looked at, but for some reason the Fisher's can't build Trading Posts. Has anyone else encountered this?
PlumHoodlum 17 Jan, 2020 @ 7:08am 
Does anyone know why my civ selection menu loses the ability to scroll when I load the game with the Champa or Norte Chico on my modlist?