Sid Meier's Civilization V

Sid Meier's Civilization V

149 ratings
[GFC] Wood Orcs
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.143 MB
15 Jun, 2016 @ 2:58pm
23 Jun, 2016 @ 5:08am
4 Change Notes ( view )

Subscribe to download
[GFC] Wood Orcs

In 1 collection by xalauch
Generic Fantasy Civilizations
13 items
Description
[Requires "Brave New World" DLC]

New civilization "Wood Orcs" for fantasy-themed maps. The Shaman as their leader. This is a war based civ.


Special Traits:

- WRAAAAAGH!: Gains Culture for the empire from each enemy unit killed. Receive triple Gold from Barbarian encampments and pillaging Cities.

Special Units:

- Goblin Archer: Ancient ranged infantry unit. Only orcs may train it. It can attack on short range and move without terrain cost. Very vulnerable to melee attacks, but cost no maintenance.

( model by "Nomad_or_What" from civfanatics.com )

- Ogre: Renaissance era unit replacing the Cannon. Very strong against cities (+200%). Can only melee attack and has increased production cost.

( model by "Deliverator" from civfanatics.com )

Special Building:

- Orcish Totem: Replaces the Monument. +2 culture +2 faith +1 happiness.
46 Comments
Cebi 11 Aug, 2020 @ 10:06am 
Hey can someone who knows how to mod make a compatibility patch between RED just Diversity to apply Orc skins to these orc warriors?
slickrinche 17 Apr, 2017 @ 3:46pm 
nice! is it possible for civ 6?
czarny_pc 30 Jan, 2017 @ 2:33pm 
Nice :D
Narrelama 11 Dec, 2016 @ 4:26am 
Seems to be missing graphics when browsing them in the main menu (selecting civ's and leaders). Sure it only requies BNW?
Sakota 12 Sep, 2016 @ 3:11pm 
Im creating a scenario (actually it will be 3 of them), going to use some of your civilizations, Orcs, Halflings, High Elves, Pirates, Centaurs, Dwarfs, Undead and Dune in this first scenario, when done with the first one ill post it here and in civfanatics,is that allright for you?

Also, im playing with Orcs at the moment, its fun having a goblin army, kind of suicide units yet with so many of them and no maintenance cost its worth it.

Going to play the pirates later today, so I may post tomorow the the pirates post my opinion ;)
Economic Terrorist 3 Sep, 2016 @ 7:51pm 
WAAAAUGH!
Little Nash Rambler 12 Aug, 2016 @ 10:37pm 
.chalaux I had an idea for a Generic Fantasy Civilization that I thought you might what to steal. I’ll probably post this in more that one place so as to better your chance of seeing it and deciding to take it or leave it. So here it is, Mountain Orcs. their traits, building and units would of course be up to you however I did have some thoughts on what they could be (the names are changeable and in no way perfect). Uruk-hai. Heavily armored orc warriors replacing the longsword men or the musket men. Mountain Troll. Tough sieg unit replacing the trebuchet or the cannon. Wolf Riders or Warg Riders. Fast mounted unit replacing the knight or lancer. Orc Stronghold. Powerful replacement for the castle. Orc Forge. Improved replacement for the Forge. Orc Fortress. A replacement for the fort tile improvement. So there it is, take it or leave it, or even take it then leave it, or anything else really.
XXXX rules 27 Jul, 2016 @ 4:00am 
Would this work?

INSERT INTO Building_TerrainYieldChanges (BuildingType , TerrainType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','TERRAIN_GRASS','YIELD_FOOD','-2');

INSERT INTO Building_FeatureYieldChanges (BuildingType , ResourceType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','FEATURE_MARSH','YIELD_FOOD','3')
, ('BUILDING_ORC_TOTEM','FEATURE_JUNGLE','YIELD_FOOD','3');

insert into BuildFeatures ('BuildType' , 'FeatureType' ,'PrereqTech', 'Time')
values ('BUILD_REMOVE_MARSH','FEATURE_MARSH','TECH_AGRICULTURE','100'),
values ('BUILD_REMOVE_JUNGLE','FEATURE_JUNGLE','TECH_AGRICULTURE','100');
XXXX rules 22 Jul, 2016 @ 1:04am 
I love them.
Perhaps they should get food only from marsh and jungle (nothing from grassland) to keep them bottled up in particular arreas?
Maybe a wonder or building that gives extra food from marsh.
Give them a starting location afinity with marsh ?
Would replacing their workers with ooze be in keeping with the theme ?

I know what it needs - their oozes terraform grassland into marsh :steamhappy:
mr. Lucius 21 Jul, 2016 @ 9:27am 
I'd like Russian