Sid Meier's Civilization V

Sid Meier's Civilization V

Cthulhu Civ
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Update: 7 Sep, 2014 @ 3:06pm

Under the hood changes that improve turn speed when Cthulhu mod is loaded but Cthulhu civ is not in the game.

Update: 1 Sep, 2014 @ 11:01pm

Corrects a problem where Cthulhu would crash the game if the capital city was not founded on the first turn.

Update: 31 Aug, 2014 @ 5:06pm

Hides the klunky Cthulhu trait buildings from the city screen. Does not affect gameplay otherwise.

Update: 7 Aug, 2014 @ 4:07pm

This change reflects what I feel are legitimate concerns about the OPness of Shoggoths, and the civ as a whole:

Cthulhu no longer receives Eldritch Terror (-10% CS to nearby enemy units) on all combat units. This is now Shoggoth-specific.

Shoggoths no longer capture enemy units or ignore terrain.

Despite concern from the community, I have decided to leave the rest of the civ as-is, based on additional playtesting and the following observations:

1) The game is playtested on Emperor difficulty, where frankly it does not really feel all that powerful.
2) Science from faith loses effectiveness late-game
3) Some of the most effective results of having faith (Using Holy Warriors to purchase Shoggoths, spamming religious buildings and taking Religious Art, or taking For the Glory of God and using late game great people) require Piety, as does making any good use of the holy sites. Finishing Piety imposes tremendous opportunity costs vs. a more typical playstyle. Part of the idea of this civ was to make Piety (and those many weird ocean islands) decently useful.
4) Cthulhu should be somewhat OP, since it is Cthulhu, after all. There are other OP civs in the game (have you ever tried being Babylon or Poland?).

That being said, I'm considering the idea of making blood shrines or Shoggoths give unhappiness. We'll see how necessary it seems.

Please, actually try to play with the civ before commenting that it "seems OP".

Additional general comments:

1) Shoggoths perform worker functions because that's what they did in the canon, for instance in At the Mountains of Madness.
2) Civ 5 makes it impossible to change how faith purchasing works without modding the game dll, which vastly reduces compatabiltiy with other mods. That is why there's no changes in that regard.
3) Has anyone tried just deleting all their workers once they upgraded their military to Shoggoths? I wonder how effective the extra gold you get makes you.
4) While this mod can in theory be implemented for G&K, the vast differences in religious play between G&K and BNW make it so the civilization would have to seriously rebalanced.
5) Note for those with Macs: Unfortunately, Mac support for mods is limited, but it can be done with a good deal of work. See: http://forums.civfanatics.com/showthread.php?p=13282382#post13282382

Update: 26 Jul, 2014 @ 12:22am