Sid Meier's Civilization V

Sid Meier's Civilization V

New Specialists
73 Comments
Legodudelol9a 25 Jan @ 5:26pm 
I've noticed that this mod will randomly conflict with the In-Game Editor mod mid-game and make IGE unable to be used. It always cites this mod as being the issue. Is there a mod that fixes this issue?
Lyokoheros 15 Jan, 2024 @ 5:47am 
I wonder... can this:
<Type>SPECIALIST_PRIEST</Type>
<GreatPeopleUnitClass>UNITCLASS_PROPHET</GreatPeopleUnitClass>
<GreatPeopleRateChange>3</GreatPeopleRateChange>
Even work? I mean there are no "great people points" for prophets as far as I know... they're just generated with faith.
DerigarsChairman 1 Mar, 2022 @ 9:10pm 
breaks ige
Legodudelol9a 18 Jul, 2021 @ 4:26pm 
I'd like to suggest something: Entertainment specialists whom provide 1 culture and happiness.
Zammerz 23 Jul, 2018 @ 3:51pm 
My game crashes when I try to start a game with this mod :steamsad: I hope I can figure out the problem, because it seems really cool
Ender 13 Dec, 2017 @ 11:12am 
Sadly I can't use this it breaks by city screen. Maybe it's my EUI? I know this is necroing but author plz fix if possible.
Danny 9 Dec, 2015 @ 6:30am 
It does make sense to have farmer specialist but great farmer? XD
NunquamReverto 24 Aug, 2015 @ 1:36am 
Hmm. Okay, there's one wierd thing: When I use this mod, any time I use the "improve resource" option with a city state, if they have any strategic resources on flat ground, it places a great farm on them. That's a bit strange, but it's also kind of OP. If you are about to invade a city state, just create a great farm first so you get higher yields when you conquer it.
seanarchy 29 May, 2015 @ 11:40am 
Isn't the generalist a bit overpowered? It's basically a god king pantheon in each city, right?
ambug666  [author] 11 Feb, 2015 @ 2:57pm 
Yes for wheat. Great Farmer is the only new great person in this mod.
Eyeswideshut 5 Feb, 2015 @ 6:42pm 
I have used this mod three times, and so far only the "great farmer" is gnerated.....
Vevca 25 Oct, 2014 @ 2:56am 
Good mod but the farms look kind of shit.
Coin 21 Oct, 2014 @ 8:11pm 
Do the great farmers automatically improve wheat when building great farms on them? Just not sure since the tooltips and such are a bit ambiguous about that.
/* Anders */ 30 Aug, 2014 @ 3:03pm 
Sjin would be a great farmer.
Livigy 24 Aug, 2014 @ 4:25am 
It would be great if this mod also added some great person points to existing wonders such as the relgious wonders giving great prophet points (Hagia Sophia, Stone Henge, Borobudur, Great Mosque of Djenne) . Unless I avoid building wonders I have great difficulty spawning a great prophet from the great person point generation. Possibly also include faster great prophet generation rate (25%) with the piety opening social policy and a couple of priest slots for the Grand Temple..
lichen 15 Aug, 2014 @ 4:30pm 
Who would be a Great Farmer?
Blendy 30 Jul, 2014 @ 2:18am 
why cant you make a "generalists" fill military structures as opposed to random buildings?
Candy Magus 10 Jul, 2014 @ 9:35am 
You may wish to jack in the Grand Temple and the Cathedral with a few priests also.
[Viet]RayLeeMental 31 May, 2014 @ 9:53pm 
Having a bug where (as Portugal, haven't got a Great Farmer with another Civ yet) when I move my newly aquired Great Farmer from the city it spawned to a tile containing a farm it crashes my game.
Rogal Dorn 16 May, 2014 @ 11:39pm 
cant the normal mosque get a priest
ambug666  [author] 16 May, 2014 @ 2:23pm 
They don't seem to allow me to remove tags. Sorry.
jason002003 10 May, 2014 @ 4:10am 
this is a great mod! I love it. However, I am not sure if the proplem is coming from this Mod or not. I have noticed that there is a "- # for free" coming from my culture.n if this isn't a known problem of this mod, maybe someone has seen it elsewhere.. thank you for your help, in advance!
ambug666  [author] 23 Apr, 2014 @ 11:39am 
Korea is a glitch. I'll see if I can fix it. Thanks!
Lexx Lothar Sloan 17 Apr, 2014 @ 10:28am 
Hey, great mod, cheers. :o) One possible glitch - neither farmer, priest nor generalist receive the "+2 science per specialist" bonus when playing as Korea. Is this by design? (The regular Rationalism --> Secularism policy, also +2 science per specialist, applies without trouble.)
dougwead (Gabe) 1 Feb, 2014 @ 8:10am 
Just tried this mod and love it so far. Haven't gotten the generalist yet. Thanks much. And it seems to work well with other mods to create an endles assortment of games.
Woon 25 Jan, 2014 @ 9:14am 
Ahh, excellent, thanks!
hosemaus 24 Jan, 2014 @ 7:42pm 
thank you :)
ambug666  [author] 24 Jan, 2014 @ 7:32pm 
Mod has been updated to work with BNW. Fixes the toolbar problems.
Farshot57 16 Jan, 2014 @ 9:08am 
When I use this mod with BNW the Tourism and Trade route counters are all messed up (000,000/000,000) display for trade routes and "!Tourism" instead of the tourism counter
hosemaus 26 Dec, 2013 @ 2:33pm 
Yes please
Woon 21 Dec, 2013 @ 11:08am 
@pstreynolds Walk me through the process?
Hyperion135 7 Dec, 2013 @ 4:47pm 
I think I have found a bug in the InfoTooltipInclude LUA file. It requires the GetHelpTextForProcess() function to be defined else users may experience the "can't choose production" bug. I copied the function from another mod and seems to have fixed the problem...for now!;-p
Ramblin' Bob 18 Oct, 2013 @ 3:43pm 
ought the famer to work on farms? not cities

eQ Geoffercake 7 Oct, 2013 @ 10:45pm 
seems im having a similar problem to others. seems when i reasearch the ability to turn production to gold the production menu on cities bugs and doesnt open for whatever reason. i tried every mod im using to see what did it and its this one. this is with all DLC.
hosemaus 3 Oct, 2013 @ 5:44pm 
I am a big fan of this mod, but I haven't been able to use it for quite some time. Will it be updated soon? It would be appreciated :)
Maksik 8 Sep, 2013 @ 12:58pm 
im waiting ...
thenagel 9 Aug, 2013 @ 1:53pm 
i also have the string of 0's across the top, and cannot use the 'produce' button inside the city screen. you can work around that for a little while by first clicking ' purchase' then clicking 'produce' at the bottom of the purchase menu, but that's very aggravating.
i like the idea of this mod, i hope you are able to fix it.
ambug666  [author] 18 Jul, 2013 @ 7:22am 
I suspect the patch broke this mod. I will be unable to look into it until August and will post a message when it works again.
Dr Fish 17 Jul, 2013 @ 8:16am 
HI, this does not work with BNW as when I use this (and have been through all the mods and this one causes it). I get some strange stuff happen with teh top info bar, it says something like turn 0000,000000, twice but not in the turn area and also Tourism!
Shame really as I liked the great farmer and wished they had put him in the game
Frank 15 Jul, 2013 @ 10:38am 
This mod is causing problems, where after researching "Guilds" i am no longer able to use my cities? cannot select, or build in my cities. I have this problem with all civs i have tried, and also starting after guilds does not work either. It has the same effect.
Please fix this?
14c 29 Jun, 2013 @ 3:51am 
i don't hope that change the picture of normal farm,how should i do?
64bitrobot 18 Jun, 2013 @ 12:11am 
This seems pretty nifty. I might have to take a look, though the generalist seems like he'd be crazy good with a specialist focus.
buddha2723 9 Jun, 2013 @ 12:31pm 
By drop food improvements I mean, a farmer has charges like a missionary, with wheat and maybe other resources to plant on an appropriate tile.
buddha2723 9 Jun, 2013 @ 12:29pm 
Great farmer should have the ability to drop food improvements as well, then maybe add a late game marine biologist who can do the same for aquatic food resources. Good ideas, hope to see more, sir.
ambug666  [author] 26 May, 2013 @ 11:58am 
I just checked and it worked in my game. You may need to get the latest version. An older version didn't give faith.
DrakenX999 12 Apr, 2013 @ 8:14am 
I don't think the priest specialist actually gives faith. Is this a bug?
HiddenSquire 6 Apr, 2013 @ 10:52am 
I really like this mod. Also, despite complaints by others, I found the great farmer to be very useful, especially after the effects of great farm are doubled by a maxed Freedom policy tree (+5 food & +5 production to whatever tile it's on). Overall, having more specialist slots is extremely helpful, particularly, again, if you enjoy taking the freedom path. Citizens that would otherwise be unemployed in a 55+ population city finally have somewhere to go. Having a generalist specialist sounds like an oxymoron, but that too was fun nonetheless.
Cavalier General 3 Apr, 2013 @ 2:00am 
Come on, a great farmer, are you serious? I like the farming specialist slot idea for buildings but a having great farmer seems a bit redundant when you already have workers around doing the same thing.
slayer5590 30 Mar, 2013 @ 10:15pm 
i'm getting _TEXT_ instead of name of the specialists since the update the other day.
ambug666  [author] 30 Mar, 2013 @ 7:20pm 
I just checked and if you automate a Great Farmer, it will build a Great Farm.