Sid Meier's Civilization V

Sid Meier's Civilization V

Fire Emblem Kutolah Tribe
Showing 1-9 of 9 entries
Update: 18 Aug, 2018 @ 10:31am

Fixed a bug that stopped the Great Generals from spawning and tweaked the cost on the gers.

Update: 16 Aug, 2018 @ 4:09pm

A very major update that overhauls most of the mod and turns the original idea on its head! No longer will he Kutolah find strength in Recluse, it's time to leave the mark of Dayan on the world!

Update: 16 Apr, 2018 @ 7:08am

Though I have a rework for this mod planned, it's been on the backburner for a while. As it stands though, Dayan simply isn't all that powerful anymore with the recent powercreep in Fire Emblem Civ 5. Henceforth, I have removed some restrictions and made some minor tweaks to make Dayan more potent.

Tl;dr for the upcoming dump of info:
-Nomads upgrade into Crossbowmen.
-Gers cost no maintenance.
-Updated leader flavors.

For starters, Nomads now upgrade into Crossbowmen. This will mean that the sneaky early knight strat some players might have found out may be no longer possible, but that does mean the nomad gets to keep all of their accumulated promotions and not lose it to the melee class. Furthermore, nomads now actually move after attacking, making them very powerful and not something a civ should trifle with easily.

Secondly, Gers now cost NO maintenance. I've debated over this internally for a while, since I found the balance that was struck with 4 upkeep pretty decent indeed, but soon realized that with other civs out there like the expansion demon Lyn, the Kutolah would already have a hard time surviving with their one city (my update is remedying that, though, but the Revamp is still far away).

Lastly, Dayan had some of his flavors tweaked to make him stronger. I've noticed that the guy never actually builds any Gers, which is a shame since I don't know how to make him do and, but am also scared that the civ AI can't handle it (in a similar vein to Corrin).
His boldness has been exponentially increased, as well as his unit production. He also builds more traderoutes now to futher accomodate his Trait. He is also just a tad bit more prone to declaring war on you now, though his diplo balance has been decreased; he's only out for his people.

Update: 11 Nov, 2017 @ 12:33pm

Probably my last update for the mod, I'm sorry if people have had to continuously quit ongoing games because of my persistent updating.
This update polishes up on a few aspects; mainly the lackluster art of the mod, as well as a missing start bias and a few typo's here and there in the diplomacy responses.

Originally I had plans to implement dynamic leader screens into the mod as well, and I got most of that working, however, a nasty bug I didn't know how to squash reared its head in that in every game the first leader screen a player would see would be blank screen despite everything working from that point on. I axed the feature because it's quite jarring to see, even though you'd only see it once, and Civ modders usually put a lot of time into their diplomacy lines and I wouldn't want to rob people of the custom quotes.

Update: 8 Oct, 2017 @ 4:01pm

Was suddenly getting an error with the 32 Civ Alpha, If anyone was having the same problem this should fix it, if you weren't having any problems you can safely ignore this patch.

Update: 22 Sep, 2017 @ 11:56am

New Workshop cover, diplomacy fix, Nomads can actually move after attacking now.

Update: 22 Sep, 2017 @ 11:16am

Minor update. Changed around city art.

Update: 11 Sep, 2017 @ 6:40pm

After careful consideration, axed the no annex cities penalty (poor Dayan wants an Empire too), to compensate for underwhelming UA and lack of settlers, add two nomad units to start with and remove their maintenance cost so that it doesn't mess with the natural progression of expansion through Gers.

Update: 10 Sep, 2017 @ 3:35pm