Sid Meier's Civilization V

Sid Meier's Civilization V

The Darkspawn Civilization [G&K]
88 Comments
Latex Santa 16 Jul, 2018 @ 10:36am 
If you wanted to build a horde civilization, that zergs its enemies through sheer numbers, it would have been best to give them a significant bonus to military production, not just unit maintenance, that applies to all eras. As it is, The Darkspawn civ has a chance to gain an advantage only in the early eras, if it can overrun a neighbor in the classical era, with its cheaper swordsmen and comp bowmen equivalents.
Cardinal Sin 31 Jul, 2016 @ 6:23pm 
Hey there, I haven't played Civ5 in a while, and started to play it again, and I thought making a Blight Scenario would be cool, but for some reason after making my scenario for it, it would not load, it stopped at the loading screen and said not responding several times. What do you think could be causing this, also do you know how to fix this. :steamsalty:
☠UwU☠ 18 Oct, 2014 @ 3:11am 
Dragon Age навсегда
Amilarah 4 Jul, 2014 @ 5:26pm 
Perhaps it is just my particular setup of mods, but was it intended for Hurlocks and Genlocks to be unupgradeable? It makes it difficult to continue fighting when your veteran units are outmatched by musketeers without rebuilding your entire army as soon as you finally get to steel+.

Other than that, great job! I think the 25% reduced science might be a little too harsh, but only a little. I got stuck on an island with only one victim to play with until I could get to astronomy and cross the ocean. On the bright side, nobody saw Denmark quietly disappear off the face of the earth. Muahhahaha...
...Then I won through diplomacy anyway. High tech armies beat small long-distance hordes from another continent.
Gunnaka  [author] 5 Jun, 2014 @ 7:48pm 
I have now released the Qunari civilization which can be found here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=267726601&searchtext=

Thanks for all the support and feedback so far, I will try to have more out soon.
Bromora 2 Jun, 2014 @ 12:30pm 
I have some civ's you could add the inquistion true not much is known so just have cassandra and look on dragon age wiki for the inquision and get all needed info and first enchanter Irving for the circle of magi, lady of the forest for werewolves, the chantry and the antivan crows
Jagger (Yeah-Gir) 22 Mar, 2014 @ 1:05pm 
Would be cool if you could make kirkwall civ, run by hawke, or maybe like the viscount.
kreia 9 Feb, 2014 @ 1:19pm 
soooo um i take it no more dragon age civs are coming out soon?
Acrolein 3 Jan, 2014 @ 1:32am 
I haven't been able to get this to work with Gods & Kings expansion. Help?
Hegemon de frontier 23 Nov, 2013 @ 7:50am 
Nice one, sadly not all units can be made as blight ones :outlander:
76561198098729136 26 Oct, 2013 @ 3:05pm 
is there one for vanilla
ThunderWolf 10 Oct, 2013 @ 7:52pm 
Just one question, how the heck do you converse with the Archdemaon? I mean it is hard to hear what he is saying trough all the fire.
Gunnaka  [author] 29 Sep, 2013 @ 5:58pm 
Alright so I released the BNW version of this mod, and I think it should work fine, please mention if you notice a problem.
Gunnaka  [author] 29 Sep, 2013 @ 5:09pm 
Actually, after looking it looks like somebody else has started to release some of them. I'll talk a look at them and if I feel I have better ideas I'll continue, it depends.
Gunnaka  [author] 29 Sep, 2013 @ 5:08pm 
@Korkrag

Actually, in the original version of the mod that's what it was. I changed it because of how I wanted them to work. I wanted them to be a quantity over quality type of civ, which ogres didn't really work with.

In other news I might release the BNW version of this soon and make some of the other nations I said I would. I lost a bit of interest after I couldn't get a certain trait working, but I'm willing to try again. If I have some extra time I'll get on that soon.
Layla Spellwind 29 Sep, 2013 @ 4:04am 
No Ogres to replace siege weapons? Tisk tisk!
czwisler777 31 Aug, 2013 @ 1:57pm 
Needs a BNW version.
Sir Calen 18 Aug, 2013 @ 5:47pm 
You should also make a Chantry/templars civ and a Gray warden order civ.
Rykhath 12 Aug, 2013 @ 11:43am 
Dude great Job :) If you ever need more help on a race let me know I'm very skilled in graphic art, coding and other speciaties that isn't 100% legal like lock picking :)
Geminis Angel 7 Aug, 2013 @ 2:56pm 
LOL promoting mass effect civs 1st picture
Plebistocracy 27 Jul, 2013 @ 7:51pm 
What about Antiva with the antivan crows as special units
Aphelion 11 Jul, 2013 @ 7:21pm 
i noticed that you don't plan on making the Grey Wardens. Will or has that changed?
as a sugestion they should have increased sight and attack when darkspawn are near
sleigha102 25 Jun, 2013 @ 10:11pm 
U should also consider making The Chantry with templar and seeker units, the circle of magi with tranquil workers and mage ranged unit, and maybe demons of the fade and spirits of the fade.
Gunnaka  [author] 19 Jun, 2013 @ 3:03pm 
No, unfortunately. I have no art skills whatsoever.
EvilDonut 19 Jun, 2013 @ 3:01pm 
Seems nice, does it also have custom units skins?
Gunnaka  [author] 16 Jun, 2013 @ 8:09pm 
@xaviergrim - I don't see this happening, I'm not a fan of mods that add more unique items than you see in the base game, it really runs into many balance issues, and I'd like to keep these rather equal to the other Civilizations in the game, as much as I can. Another problem is that there are no real suitable replacements for the later game units, even if they were just a swap of names.

While I know it is kind of strange to see Darkspawn building a circus or a Gatling gun, I think it's for the best as far as gameplay itself goes.

In other news, I'm working on the Qunari, but having some issues with the trait, as it's much more complex than what I did with this one, and I admittedly am learning as I go.

I'm sorry to those of your having problems, I'll see if the next release has similar issues, and will try find a solution based on that. Are a lot more of you guys affected by it, or is it only the few that said something about it?
xaviergrim 16 Jun, 2013 @ 3:48pm 
Seeing how the Darkspawn are so alien to the rest of the races of Thedas, I would suggest them having a completely unique unit list. Hurlocks and Genlocks are fine, but there are also the Ghouls, Ogres, Shrieks, etc... The Shrieks would be akin to the Scout, fast moving and best used in groups. Ogres are giant seige creatures, smashing through a cities defences. And Ghouls could be converted enemy units that have fallen to the Blight. And instead of Garrisons a Broodmother would be acceptable, seeing how they're non combat darkspawn centred around unit productivity.
I just see a lot of potential here and I want to see it done to perfection.
xaviergrim 15 Jun, 2013 @ 5:41pm 
You could try to throw in the Chantry and the Circle as well, Perhaps with Templars being units for both sides, seeing as the story of the game is focusing on a full scale civil war between the factions.
Bazbek 13 Jun, 2013 @ 11:41pm 
it wont let me use the mod
TheHarvesting 13 Jun, 2013 @ 9:10pm 
Love your mod its awesome! hope you make more like this (p.s MAKE DWARVES!!!!!)
Al4cr1ty 13 Jun, 2013 @ 4:48pm 
How can I use this mod, I have this downloaded along with other civ adding mods and none of them show up
HelpHelpI'm being Repressed 13 Jun, 2013 @ 3:43pm 
try to make elves
FЯOG 13 Jun, 2013 @ 12:29pm 
Dragons would be pretty sweet.
Skittl3s 13 Jun, 2013 @ 12:21pm 
i have the mod downloaded but it wont let me use it. It doesnt show up
Klimklam 13 Jun, 2013 @ 10:54am 
This is awesome!
iatemattstoast 13 Jun, 2013 @ 9:28am 
if possible do the grey wardens, it would be cool if you could get units from your party, like shale
Aldrakir 13 Jun, 2013 @ 9:08am 
Nice i personally love dragon age one of my favorite games so PLEASE make all the ones you are going to make
Feliaria 13 Jun, 2013 @ 8:18am 
Maybe you could do a Circle civ?
schizobob 12 Jun, 2013 @ 10:04pm 
I think it is really cool that you are making civ's based on Bioware's franchise, but you might want to make these guys a bit more powerful. It seems like they will be a weaker version of Germany. Maybe you could give them a bonus in production towards military units?
gbullock57 12 Jun, 2013 @ 2:05pm 
that is cool :0
Gunnaka  [author] 12 Jun, 2013 @ 1:26pm 
Also to everybody, I've been busy finishing up my school year for the last few days, so haven't had much time to work on this. The Qunari are in progress, and could be done in the next few days, but I can't say for sure.
Gunnaka  [author] 12 Jun, 2013 @ 1:24pm 
@W_A_M_O

Yeah, I was thinking of something like that, but the problem is that I don't really want to do just factions of people, as they're not actually Civilizations. I was thinking of mixing them into the actual countries though, like Tevinter may have a form of mage, as well as Nevarra if I do it.
Gunnaka  [author] 12 Jun, 2013 @ 1:22pm 
@ Wombraider

No mods work in multiplayer :(
W_A_M_O 12 Jun, 2013 @ 12:30pm 
First of all, I LOVE the idea of Dragon Age civs and second of all, I'd like to see a chantry/circle civ with the templar knights as a replacement for longswordsmen and mages instead of archers,
gruumsh4 12 Jun, 2013 @ 12:15pm 
My only issue with this is that I just tried to play it and the whole computer crashed. Since I don't see anyone else having similar issues (and I do happen to have all the current expansions), will try again.
Al4cr1ty 12 Jun, 2013 @ 9:23am 
Is is possible to use mods like this with multiplayer?
drdyllan 12 Jun, 2013 @ 4:19am 
oh wait. i didnt realise you haveto press next on the mod section and then play single layer from there. sorry. it works fine
alaska 12 Jun, 2013 @ 3:49am 
Awesome mod!!!! absolutley my play style and is exactly the kind of civ i have been looking for. I usaually go for the Iroqous? (I think thats how you spell it, the native americans) or the Romans because of their fast movments but this is way better being able to build so many units that mobility isnt a problem because all my untis are spread out every where
Yoana Mcfergus 12 Jun, 2013 @ 2:33am 
having problems installing it :S
Gunnaka  [author] 11 Jun, 2013 @ 2:41pm 
Once you've subscribed you just open the game and go to the mods menu, from there it should install. You can then activate it from the list.