Sid Meier's Civilization V

Sid Meier's Civilization V

(5UC) 5th Unique Component
57 Comments
Kali 13 Jan, 2024 @ 11:36pm 
you need this for the textile mill:
<Buildings>
<Delete BuildingType="BUILDING_3UC_TEXTILE"/>
</Buildings>
JollyLlama 25 Jan, 2021 @ 3:38am 
Denmark smokehouse is op needs to be brought down to 1 food and bananas, wheat removed.
hawkseye17 15 Jun, 2020 @ 9:37pm 
When I try to use it with Really Advanced Setup, I can't choose the AI leaders. Same goes with all the 3UC and 4UC
kardiomed 5 Apr, 2020 @ 11:11am 
Dear author, can I ask you, please, to pick up her various mods from the workshop Prosat, Baray, Royal Tromeak, Khlon, Mountain Temple, militia at Khmer and the square well at Champa and lay out all these elements separately for Siam, please.
DIY Miracle 9 Feb, 2020 @ 3:03pm 
Balance? Where we're going, we don't need balance
Gerishnakov 13 Jan, 2020 @ 5:07pm 
Any word on how well balanced this is?
JEELEN 29 Aug, 2019 @ 5:46pm 
@cuse845: Since it mentions no mod compatibility, why would it work with VP?
cuse845 7 Jun, 2019 @ 9:53pm 
will this work with vox populi? if not does 5uc exist for vp?
Keukotis  [author] 26 Apr, 2019 @ 1:55pm 
I'm not associated with the 3UC or 4UC project. I just picked it up and added to it after they were done. Likewise, I am done now and have no plans for a 6UC. I certainly wouldn't mind seeing someone pick this project back up. I will make a fair warning to anyone who might want to do that: it's a ton of work.
TheCraftedNexus 21 Apr, 2019 @ 7:35am 
Will there ever be a 6th unique component mod?
Lucius, the Heavenly Dragon 1 Jul, 2018 @ 10:41am 
Thanks for the info.
Keukotis  [author] 30 Jun, 2018 @ 4:50pm 
3UC and 4UC are not included with this mod. They are also not required. If you have them, 5UC will make some changes to them to accommodate its additions.
Lucius, the Heavenly Dragon 30 Jun, 2018 @ 2:33pm 
Do you need 3u and 4u separately? Or are they included with this?
Freelance Gynecologist 20 Jan, 2018 @ 4:30pm 
very good
Zyrkl3 6 Jan, 2018 @ 8:20am 
Ok, thank you very much. Will try.
Keukotis  [author] 6 Jan, 2018 @ 7:56am 
Yes. It's one of my published mods, so it'll be easy to find. Moutain tiles cannot have yields, but Workable Mountains places a hidden feature on every mountain tile and then adds yields to that feature. 5UC does not require Workable Mountains, but it obviously does require it for those mountain yields to be added.
Zyrkl3 6 Jan, 2018 @ 6:54am 
Not that I know. Is it named as such?
Keukotis  [author] 4 Jan, 2018 @ 3:37pm 
Do you have the Workable Mountains mod active?
Zyrkl3 4 Jan, 2018 @ 6:05am 
The +1 faith for worked Mountains Bonus for Japan doesn't work for me.
Keukotis  [author] 14 Dec, 2017 @ 1:52pm 
While this mod does make some changes to the 3UC and 4UC items, it does not outright remove and replace any of them, and I have no plans to do that. If you don't like the Hun's Centaur, that's an issue with 4UC, so it's not mine to change. Do note that the 3-5UC mods are all very modular. You can freely remove anything you don't like and stick in something else in its place.
Chrissant 14 Dec, 2017 @ 3:24am 
Sorry for the lengthy text, I just want to make a complete suggestion rather than an empty plea.
It'd be okay to have a horseman UU be available in a tech other than horsemanship immersion-wise because we're assuming the huns already somewhat mastered it earlier with the wheel (horse archers duh), and a more sophisticated version of it came out after they found out how to make iron - real hunnic horsemen happened to wear mail, and also wielded lances along with their comp bows. They also came into Europe around the end of the classical age and Roman rule - so it'd make sense for it to show up early enough in the classical era to be used but late enough not to be 10 turns of research away from just unlocking horse archers.
Chrissant 14 Dec, 2017 @ 3:23am 
I think it's very unhealthy gameplaywise for the huns to have an upgrade of the horse archer. Their niche is early rushers like the Sumerians from civ 6, but to have a redundant ranged unit upgrade - why would anybody pick the mongols over the huns if they know the huns have pretty much the same if not better UU that fills the exact same role as the keshik? Perhaps it should be a horseman replacement that the chariot archer upgrades to rather than the knight, and place it in different tech like iron working so we don't have two UUs back to back in tech requirements. It'd be a vanilla-friendly change too because a similar thing already exists with berserkers - they're available in metal casting rather than steel - so it's like a transition-era unit, a half-step ahead of where it should be.
Darklord Morius 8 Dec, 2017 @ 2:03pm 
You are right, my bad! In a craze haze i've completely forgot about the american state of Washington and just remembered the District City of Washington!
Apart from this, your mods are amazing!
How about make a homage to the best cavalry in medieval Europe, the French Cavalry?
Keukotis  [author] 8 Dec, 2017 @ 1:45pm 
Pithouse was originally on Shoshone in the standalone mod. I wanted to add Totem Poe and that made no sense as Iroquois. Totem poles are from the area around Washington and British Columbia. It's a stretch already to give them to Shoshone. Giving them to Iroquois would be like giving the Funduq to Germany. The Pit-house, meanwhile, is something found in many cultures and so it moved just fine.
Darklord Morius 8 Dec, 2017 @ 8:59am 
Suggestion: Why not put the Iroquois Pithouse to the Shoshone, removing it from the Iroquois? Remove the border expansion and add 1 extra culture yeld to Bison instead.
Sugestion 2: Remove the Totem to the Shoshone and add it to the Iroquois. Add the border expansion on it, remove the production yeld and add a 1 food yeld instead.
Carbs are the enemy 3 Nov, 2017 @ 11:55am 
I am guessing this does not work with No quitters then?
Keukotis  [author] 16 Oct, 2017 @ 6:32am 
The Community Patch fixes the issue with the Tradition finisher, which is why I hadn't noticed this in testing. I don't want to require players to use another mod, nor do I want to penalize (by balancing Cistern weaker) players who do use that. I'll likely want to just switch the Cistern to replace another building class. I'll think about this.
brometheus 15 Oct, 2017 @ 6:55pm 
hey SushiSquid, love your mod and appreciate your responsivnes. Just wanted to say thanks for your hard work, can't wait to play this with friends!
Keukotis  [author] 15 Oct, 2017 @ 5:39pm 
@CoolBossAndy
Different policies are built different ways. It is not a feature of my mod, and I would change it if I could because it would make balancing stuff simpler. The issue is that the Tradition finisher policy awards you a free building in your first four cities, and it apparently (through testing it to fix this issue) chooses the building to give you by grabbing the lowest-era building with a food carry bonus. That's frustrating and means I've got to work around it by changing the Sewer and by lowering the benefits of the Cistern, but I would need a DLL edit to change how that policy works because it's using a hardcoded function.

I'm very glad to hear that the free culture building policy is working correctly for these uniques. I actually hadn't tried that and I'm happy that it is functioning for mod-added stuff. I suppose I was mistaken about other policies working this way.
MindBombs 15 Oct, 2017 @ 11:52am 
Hi SushiSquid,

When you say that policies are supposed to give you the base building instead of a civ's unique building do you mean that that's a feature of your mod?

I've played a ton of unmodded games as Ethiopia and the legalism policy from the tradition tree has always given me a stele, not a monument and in my modded Shoshone game I received totem poles and couldn't build monuments on top of them the way I could with aqueducts and sewers.

I'm pretty sure policies are supposed to give the unique building, but since steles are the only building in the base game effected by this I can't say for sure.

Also, I didn't mention it last time but great work on this mod. I had fun playing Iroquois for probably the first time ever :)
Keukotis  [author] 15 Oct, 2017 @ 11:35am 
I found out what was causing this. The Tradition finisher was awarding the lowest-era building that had a Food Carried Over bonus. Unfortunately, that's an issue with the game itself and I can't fix that. So to fix the problem it was causing with this mod, I switched Sewer to a Water Mill replacement instead. A few other minor fixes and changes have also been made. Please see the change notes.
Keukotis  [author] 13 Oct, 2017 @ 2:52pm 
Got it. I'll look into fixing that. As a note, policies that give free buildings are supposed to give the base building, even if that civilization has a unique (so India and Ottomans should get free aqueducts while still able to build their unique one). I don't know what caused the Sewer to get replaced for all civs in this one instance, though. I'll look into that.
Wunkem of Worms 13 Oct, 2017 @ 2:41pm 
Just came here to ditto what CoolBossAndy and AbI0n have said. Playing a tall empire with 50+ pop was fun once, but I don't want to play against it when I got tall.
Abl0n 13 Oct, 2017 @ 7:50am 
CoolBossAndy, same thing here playing as Ethiopia. The free aqueducts and cultural building are not working fime. Beyond that, great job, guys! Keep it up!
MindBombs 10 Oct, 2017 @ 10:54pm 
I'm playing as the Shoshone using 3UC, 4UC, 5UC, and Events and Decisions and when I finished the tradition policy tree instead of getting free aqueducts I instead got free sewers. It even says in the description that only India can build them. Also, I was still able to build aqueducts even though I already have free sewers.
Comrade Irish 5 Oct, 2017 @ 7:00pm 
i just cummed while looking at this
M.Sy 5 Oct, 2017 @ 1:31am 
I LUV IT:steamhappy:
Yoda Nobunaga 3 Oct, 2017 @ 10:21pm 
Holy shit, man. 4 is plenty. (Although I don't mind a little extra...)
Kung Fu PANDA 3 Oct, 2017 @ 12:28pm 
Have you tried this with any of JFD's mods. Cities in Development for example adds several new buildings (including another cistern) and modifiers to them.
vondraco 3 Oct, 2017 @ 1:46am 
Do any of the mods in this 'line' (3UC, 4UC, or 5UC) have any effect on civs added by mods? I use quite a few of those, so wouldn't using this mod make playing a non-base civ unappealing, and give such a civ a bit of a disadvantage?

--V
Keukotis  [author] 2 Oct, 2017 @ 2:07pm 
That's... weird. I use Community Patch, 3UC, 4UC, and this. All have non-alphanumeric first characters and don't cause issues.

Good to hear it isn't just this mod, though. I've tried and I couldn't replicate what you were describing. If you're seeing this with other mods, try having Steam check your files (game properties, -> local files -> verify integrity of game cache) to see if that helps. It sounds like it could be an issue with your install, which can rarely become corrupted.
Capoutchi 2 Oct, 2017 @ 2:02pm 
Sorry, I have the same issue with the Community Patch, it seems it has nothing to do with your mod. Strange tho, because I've never had this kind of trouble, and affect only mods with a non-alphabetical first-caracter in their name in the mod list...
Capoutchi 2 Oct, 2017 @ 10:52am 
@SushiSquid I've got all the DLC and expansions, tried to launch it with the DirectX10 and 11 version, AND with the windows 8 version.
Keukotis  [author] 1 Oct, 2017 @ 7:23pm 
@Capoutchi
I'll look into this. I have tested this by itself, with 3UC and 4UC, and with several other mods. I haven't see this behavior, but I can look into this. What other details can you provide me? This sounds really strange. Which DLC and expansions do you have?
Capoutchi 1 Oct, 2017 @ 8:34am 
Using ONLY your mod without 3UC and 4UC broke the tech tree (unscrollable), and even with these 2 other mods China's Stupa is a basic shrine and Polynesia don't have Fale Tele NOR Harbor.
BTW, your mod did show up in the screen after mods selection, but is always listed at the very bottom of the list (I was using too much mods to see it), but it should be listed in alphabetical
Capoutchi 1 Oct, 2017 @ 7:36am 
I've got a weird bug with your mod : it shows up in the mod list, I can activate it, but in the next screen (after the loading time) the mod does not appear in the list of activated mods for the session, and in game I don't have the 5UC anywhere like the mod were not loaded :/
I don't have EUI installed, and every other mod (including 3UC and 4UC) seems to work fine
Muffin Man 30 Sep, 2017 @ 11:47am 
wow seems good make more adds keeep going friend :DD
Hokkeyfreak94 29 Sep, 2017 @ 8:09pm 
regarding my previous comment: just continued my babylone game and for some reason aboutn 3 turns after finishing the monument suddenly it starting regenerating the gpp for scientists ^^
so all good
Hokkeyfreak94 29 Sep, 2017 @ 8:04pm 
when playing as babylon i do not get a great scientist point from the monument replacement. playing as germany doesnt give me a unique barracks replacement. iam using no mod that changes babylon civ at all but iam using maddogs better germany mod.
therefore i can understand why the german barack replacement might not work (unique knight/UA are working fine), however i do not know why babylons monument replacement is not giving me a scientist points.

i hope u can help me, thanks in advance great mod :)
Keukotis  [author] 29 Sep, 2017 @ 12:21pm 
@volsang
Thus mod doesn't touch tech trees, so it isn't doing that. I'd actually be surprised if this could even conflict with another mod to cause that issue, because again, this doesn't touch tech trees at all. Check what else you're running.