Sid Meier's Civilization V

Sid Meier's Civilization V

[G&K] Drell Civilization
103 Comments
Maximum Broly! 20 Oct, 2014 @ 12:11pm 
Any chance of you adding this to Beyond Earth?
✧Starshadow Melody✧ 15 May, 2014 @ 3:17pm 
The Drell have the same issue as the vorcha, being that there are few named ones. I suppose the leader works, for that reason.
Pluvia  [author] 21 Jan, 2014 @ 4:24pm 
@Bigbob - Yeah they're getting nerfed next update, but that wont be for a week or so.
Legion 2-3 Golf 21 Jan, 2014 @ 3:41pm 
The growth of cities in desert is a bit op for me, but other than that i really like the mod! Thanks =P
Pluvia  [author] 7 Jan, 2014 @ 1:43pm 
The Terminus Systems have been released.
Pluvia  [author] 6 Dec, 2013 @ 5:25pm 
Updated the list of civilisations to include the Terminus Systems.
Pluvia  [author] 6 Dec, 2013 @ 5:25pm 
The Reapers have arrived.
kreia 6 Nov, 2013 @ 5:18am 
ok no probs cheers
Pluvia  [author] 5 Nov, 2013 @ 2:53pm 
@Revan - Not sure, they had a design overhaul.
kreia 5 Nov, 2013 @ 2:25am 
when will the reapers be ready to play?
Ash 18 Oct, 2013 @ 7:45am 
This civ is the most broken one since krogan v1, or maybe even more broken, I've done some testing and the worst game out of 4 games was a 312 turn science victory on immortal, the best was a 239 turn science victory. I had 1.6k science with 5 cities, the most powerful one reached 500 alone and 252 production, just simply broken. Please remove the oasis culture bonus and give it only like 1 food, or disable petra on the civ
Brontes 8 Sep, 2013 @ 8:54am 
This civ is almost broken in the desert...with the desert start bias and a speed teck to the Petra, I've seen Thane get up to 45 Pop by Modern Era...that's without Medical Labs, Hospitals, Temple of Artemis, or the Hanging Gardens.
Shadoon 5 Sep, 2013 @ 6:01am 
absolutely killer in the desert. But the assassin is kind of useless in my opinion. he is way too expensive to build or buy. And in Renaissance he is the only unit to conquer cities. You can't build riflemen so all I had was crossbow and siege...
FireSuperiorityComplex 28 Aug, 2013 @ 2:38am 
I think the Drell should of been a City-State...
Pluvia  [author] 25 Aug, 2013 @ 9:26pm 
The Brave New World versions have been released.
Pluvia  [author] 20 Aug, 2013 @ 3:08pm 
UPDATE V.4 - AI update.

Remember not to update if you want to continue a saved game.
Pluvia  [author] 20 Aug, 2013 @ 3:05pm 
@Cpt Victory - Man it's been almost a month, I'm sorry I missed your post. Anyway probably not, you'd effectively have to recreate the vanilla civs.
Evochron 13 Aug, 2013 @ 8:27pm 
@Pluvia is there any chance for the next updates to all the mods to have them titled/start with Mass Effect so they're easy to activate all of them in mods browser?
Cpt Victory 25 Jul, 2013 @ 7:42pm 
@pluvia is there a way to get the bonuses from the mass effect civs onto a civ from the game?
Pluvia  [author] 25 Jul, 2013 @ 1:23pm 
The Protheans have been released.
KRX 22 Jul, 2013 @ 9:14pm 
I hate mass effect 3 if only for how they handled thane! That man would not be in the hospital during his final days, he would be by my side on the normandy and he would of died on the battlefield along with everyone else from mass effect 2!

Good work with the mod though!
Pluvia  [author] 18 Jul, 2013 @ 5:24pm 
The Batarians have been released.
Pluvia  [author] 18 Jul, 2013 @ 5:24pm 
@Darkblade - Yes, though not perfect.
Nighthawk87 17 Jul, 2013 @ 1:44pm 
Are these mods okay for use in Brave New World?
Elrofrost 16 Jul, 2013 @ 5:38pm 
Good old Thane. he broke one of my Shepard's heart. :). Again, thanks for all the mods.
Pluvia  [author] 11 Jul, 2013 @ 5:47am 
The Salarians have been released.
Pluvia  [author] 11 Jul, 2013 @ 5:47am 
@Wraith - Sounds alright. The Drell get bonuses for Faith, Gold, Culture, Growth and one of the best units in the game. A reduced city taking ability in the mid game, especially on a race which isn't combat based, sounds like an alright trade.
wraith_73 10 Jul, 2013 @ 3:46pm 
My only problem with the Drell civilization is actually a pretty big problem for me. You take the primary melee unit, and make that the unit that is upgradable into the assassin. I would think that a ranged unit would make more sense. I generally have seven or more musketmen that become stagnant because of the massive upgrade cost as opposed to my three or four crossbows. This means I have to stick with musketmen as my primary melee unit until I reach Great War Infantry because everything else suffers a penalty for attacking cities, or is unable to attack cities. So from shortly after the point that I should be getting riflemen until I reach great war infantry, my offense must stagnate.
Pluvia  [author] 10 Jul, 2013 @ 11:21am 
The Elcor have been released.
Pluvia  [author] 8 Jul, 2013 @ 5:34pm 
@Triston and TheJangler - Can't do that.
DutchKoelie 8 Jul, 2013 @ 5:20pm 
hey pluvia when you are done making all the civs, is it possible to make the civs more graphical? like make the units look more like the alien? or can you not do that
Raysol 7 Jul, 2013 @ 4:50am 
You wont find it in his profile, but in the coments. I think he said it in the Krogan Civ area.
TheJangler 6 Jul, 2013 @ 1:05pm 
I know you put in a lot of work with these civilizations and honestly they are beyond amazing. I am having a lot of fun playing all of these civs. One question though, will you be making unique units for everything? Just seeing human warriors under the alien races banners cause me to twitch a little. Of course, this is asking a lot and I am sure other people have asked before but with the qucik research I did in your profile I didnt see an answer.
Jeruzalem 5 Jul, 2013 @ 7:24pm 
tho i wouldnt mind having all mass effect races colonize a single planet, do their diplomacy menu move, or do i have to stare into his big black eyes the whole time..
Pluvia  [author] 5 Jul, 2013 @ 11:43am 
@Overlord - Will have to wait for BNW versions.
Chao 5 Jul, 2013 @ 7:51am 
I plan on buying A Brave New World, will i still be able to play these mods with the expansion downloaded? Or will i have to wait until you make the Brave New World versions? (I believe you mentioned making seperate version for A Brave New World at one point.) (May be a stupid question, but i want to be sure.)
Mudtop 4 Jul, 2013 @ 10:00am 
Wonderful job! Played a game on a desert map and as expected the Drell were excellent. Keep up the good work.
soft wizard 3 Jul, 2013 @ 5:41am 
Sounds pretty sensible, Pluvia. Nice work.
Pluvia  [author] 3 Jul, 2013 @ 5:29am 
UPDATE V.3 - The Sea Temple no longer provides +2 production on desert tiles. The Sea Temple now provides +1 production on each nearby flood plain. Massively increased the cost of producing the Assassin.

Remember not to update if you want to continue a saved game.
Zenith 3 Jul, 2013 @ 1:08am 
I think it's pretty OP that desert hill tiles get the +2 food to go along with their normal +2 production.
Pluvia  [author] 3 Jul, 2013 @ 12:37am 
@D3ND - Cheers for pointing that out, will fix it in the next update.

@dorseymatt - The Sea Temple will be adjusted, but the Assassin can't do anything any city taking units. If your opponents aren't using any of the units that are used to take cities then they don't really deserve to take the city in the first place, plus when compared to the other races the Assassin can't do anything to pretty much all the UU's. The Rachni and Collectors even each have a city siege UU which completely ignores the Assassin.
soft wizard 2 Jul, 2013 @ 8:36pm 
Pluvia -- with this civ and the right start, nobody is getting to armor or aircraft before the game is essentially over. I am not that great of a player, but I finished around turn 230 science victory (verrrrry early for me) with the Drell and had 4 or 5 coastal desert cities. Maybe it was just a really lucky start. Anway, one-shotting any non-seige unit that comes within three tiles of a city is super, super powerful. With one or two melee meat sheilds, I just don't see that city falling.
IronSun 2 Jul, 2013 @ 7:13pm 
Not sure if anyone's already mentioned this, but I believe you have a typo on the civ loading screen. "But Thane, can you(r) guide and protect your..."
Unfuse 2 Jul, 2013 @ 6:15pm 
been following all your ME civ updates, and glad to see what you did with the Drell (and all of them!). Can't wait until you're done with all of them and I can play an all-ME all-races game =)
Pluvia  [author] 2 Jul, 2013 @ 2:21pm 
@dorseymatt - It's only 2 production in coastal desert cities, which are even rarer. Assassins can't do anything to siege, armor or aircraft, meaning that if you want to protect your city it would smarter to place a siege unit there, rather than a unit that can't hurt city taking units.
soft wizard 2 Jul, 2013 @ 11:32am 
Sounds good, Pluvia. Two food and two hammers for every desert tile, before improvements, is pretty nuts. I was building assasins in 3 turns! But yeah, very fun. I can't possibly see how anyone could take a non-coastal city that an assassin was stationed in, though. Would you think about nerfing assassins in some way while they're based in a city? Is that even possible?
eeeee 2 Jul, 2013 @ 11:08am 
самая крутая расса..
Jabbers 2 Jul, 2013 @ 9:21am 
it looks cool
Pluvia  [author] 2 Jul, 2013 @ 9:11am 
@dorseymatt - Will adjust the Assassin so military power score isn't as great. Though, while the Assassin is a good deterent, it can't really be used on the offense and it'll eventually get to the stage where the AI's will attack you anyway, and one hit and your score will drop dramatically.

As for the desert stuff, will most likely adjust the Sea Temples bonus.
MASACRADOR 2 Jul, 2013 @ 6:32am 
muy curioso....esta bien