Sid Meier's Civilization V

Sid Meier's Civilization V

Fantasy Army (V5)
Showing 1-5 of 5 entries
Update: 24 Jun, 2018 @ 11:58am

Version 5 Change Notes:

- Units may now upgrade!!!!

- Added a function to force the AI to upgrade units when possible

- All Level 4 FA units (the last in each class) leave fallout on land tiles when they die

- The Drako units Drake and Amphitere also leave fallout when killed on land (not cities, though)

- Nerfed XP gain from -150% to -75% - units should be able to gain a few promotions during the game now

- Barb Monsters removed from this mod – they are now in the FA-Wandering Monster expansion

- Several other changes to improve stability/compatibility, and fixed a more than a few text errors

Update: 27 Nov, 2017 @ 1:29pm

20171127 Changes:
- Added the "Corsair Class" -- a pirate/Steampunk-themed class of naval and airship melee units.
- Added the Skyjacker Biplane as part of the Corsair Class.
- Fixed the Civilopedia, so it now actually works in game!
- Since I fixed the Civilopedia, I had to add all the entries that were missing in to it.
- Added the Necromaner and Wizard Tower Terrain Improvements.
- Fixed several typos, misleading entries in the unit descriptions, Civilopedia, and manual.
- QOL: Added the Battleship to Missile Cruiser upgrade (pet peeve of mine), Sped up aircraft animations (another one).

Update: 4 Oct, 2017 @ 1:38pm

20171004 Changes:
- No longer able to purchase any units using Faith. It just caused too many issues and bypassed too many protections to keep the units from becoming seriously OP. Most units cannot be purchased with Gold, either, requiring the full wait using Production. Helps with pacing/balancing.
- Many later Era units have been made more expensive
- Changed the last 2 Drako units (Amphirite and Celestial Dragon) so that they "hover" over water and don't embark. This also forces the Helicopter Gunship to behave the same way, but hopefully that doesn't bother too many players.
- Buffed many building flavors so the AI will build them earlier and more often.
- Added the "Cairn" terrain improvement. It is a lite version of the Holy Site. Any Fantasy Army unit that previously built HS now builds Cairns. Cairns add +2 Faith, and +1 Gold & Culture.
- Lowered Faith generation by buildings, especially in latter Eras.
- Added the "Pottery" technology as a prerequisite for the Rune Warrior. This prevents him from replacing the Shoshone Pathfinder unit.

Update: 4 Aug, 2017 @ 2:44pm

20170804 – Changes:
- Added the Drako and Beasmaster classes/promotions
- Changed Apothecary description so to "Holy Site" instead of "Academy"
- Added horse requirement to Marauder unit; changed obsolete tech to Guilds vs Printing Press
- Fixed the non-working Rune Warrior model
- Adjusted the new Barbarian units so they would appear earlier in the tech tree and not obsolete so early – intent is to have more of these units available longer while the map isn't completely controlled by major civs
- Set multiplayer options to "ON" – in an attempt to test MP functionality
- Increased flavor settings for later-era units to help the AI spawn them more often
- Adjusted several classes, so that fewer units can build Holy Sites. In the next version, I plan to add the "Cairn" terrain improvement, which is similar to a Holy Site, but with lower yields. Most of the units in the mods will be building them instead of Holy Sites.
- Added several QOL adjustments: removes XP limit for killing Barbarian units; allows Great Artists, Engineers, Merchants, Scientists, Settlers, and Workers to be captured. Settlers remain Settlers when captured; allows Caravans, Cargo Ships, Settlers, Workboats, and Workers to be available the same turn they are purchased; increases Settler and Worker movement to 3; provides a free Worker at the start of the Ancient Era.

Update: 13 Jul, 2017 @ 8:19am

Initial upload.