Sid Meier's Civilization V

Sid Meier's Civilization V

Kilwa Sultanate
30 Comments
Norton 22 May, 2017 @ 9:06pm 
@[GR]Raider " 'Let's bring stuff to the coast and sell it and become the Swahili on the Swahili Coast,' said the Swahili on the Swahili Coast"
noodle 19 Sep, 2016 @ 3:15am 
Do harbors normally provide production on sea resources worked by the city?
WILDY 1 Apr, 2016 @ 9:05am 
Is there a direct download for this mod? Looks great but steam subbing doesn't work for me
Pouakai  [author] 18 Feb, 2016 @ 11:06am 
Pretty sure this has E&D support already, not 100% though
zArkham4269 18 Feb, 2016 @ 9:30am 
Is there plans for E&D support? Also, is this compatible with the Enlightenment Mod?
nix 30 Sep, 2015 @ 3:26am 
*click* nice.
(OG) Sato 7 Jul, 2015 @ 10:17am 
is it me or does there leader kind of remind me of Michael Rosen
Faysal 23 Mar, 2015 @ 4:19pm 
Hi there!

Is it compatible with YnAEMP already??

Thnx in advance!
Faysal 21 Feb, 2015 @ 10:14am 
Yay! YnAEMP coming up!
Uncle Gleeglorx 27 Dec, 2014 @ 3:17pm 
oh great! thanks :D
Pouakai  [author] 17 Dec, 2014 @ 9:54am 
The Kilwa haven't got built in YnAEMP support yet, we're working on an update now
Uncle Gleeglorx 17 Dec, 2014 @ 7:03am 
I can't seem to choose the Kilwa when using ynaemp! And when I downloaded Tomatekhs dll, it said another mod is blocking it. also it doesn't have the Kilwa on there. Any ideas?
tripudium animarum decembrium 19 Jun, 2014 @ 6:04am 
10/10
Venusaisha 9 Jan, 2014 @ 6:05pm 
awesome, one of the best 8)
Venusaisha 9 Jan, 2014 @ 3:36am 
yep it works
Pouakai  [author] 29 Jul, 2013 @ 9:32pm 
The bonus for incoming trade routes also works for land trade routes, if that helps at all. Wasn't intentional but that's the only XML available for that sort of effect
Rough 29 Jul, 2013 @ 6:36pm 
I should add that all harbors increase sea route range by the same amount as a Coral Port, don't they? And Although the descriptions mention it, Coral Ports don't seem to provide any bonus to naval production or sea resources in the game.
Rough 29 Jul, 2013 @ 6:34pm 
Hey Pouakai, thanks for this and all your other amazingly great mods. I have a question about the BNW Kilwa, specifically their Coral Ports. As UB's go, the BNW version seems really underwhelming. The difference between a normal harbor and a coral port seems to just be a few extra gp on routes coming into your city. Considering the Kilwa UA and the old Coral Port, would you consider adding a Merchant Slot or two to the Coral Port? Two would be really nice, and somewhat helpful even into late game. Anway, thanks for your time and efforts with all of this.
Pouakai  [author] 20 Jul, 2013 @ 10:07pm 
It should be, but you'd need to check with (and credit) Moriboe, since he's the author of the Lua
Maguyver 20 Jul, 2013 @ 10:02pm 
Hello, I wanted to thank you because I needed to use the code from your Paro Takstang wonder to enable mountain utilization for my new mod. I would like to publish it and I was wondering if I had your permission to do so as long as you were duly credited?
Pouakai  [author] 19 Jul, 2013 @ 12:29pm 
Yeah, but there is still a G&K version in the Zambezi mod
Delport Breckland 19 Jul, 2013 @ 12:28pm 
This is BNW only, right?
Pouakai  [author] 19 Jul, 2013 @ 11:37am 
Yeah, they have a Coastal start bias
frktheis 19 Jul, 2013 @ 3:57am 
dont they have start bias by the sea?
Pouakai  [author] 18 Jul, 2013 @ 11:31am 
It is actually going to be part of a larger mod known as Zambezi, which will eventually have ~13 African civs included. All that needs is for me to quit being lazy and actually get some work done on it
zArkham4269 18 Jul, 2013 @ 10:04am 
You should see about working this mod into the recent "Africa Only" map/mod. I like using some maps like this because so many Civs rely on their terrain. I mean if I remember right Berber Cavalry do better on desert and many maps don't really spawn the amount you'd need. Having a civ placed in Africa where it really was helps.

Plus I like playing "Island" Civs on harder diffculty given how it keeps the invasions down early game.
VTShark 17 Jul, 2013 @ 2:07pm 
Another thing to compliment about this mod; The artistic assets for it are amazingly done.

It does just about everything in it's power to bridge the gap between a modded civ and an original, outside of the lunatic idea of hunting down a voice actor, orchestra, and a great 3D artist for the leaderhead.
VTShark 17 Jul, 2013 @ 11:26am 
Got to play a full game with these guys. Very fun and can be a shrewd opponent in the World Congress.
Pouakai  [author] 16 Jul, 2013 @ 12:14pm 
Nope, all of my civilizations are completely modular and do not replace anything in the game unless explicitly stated otherwise. Enjoy!
KayinDreemurr 16 Jul, 2013 @ 8:24am 
Question!! Does this replace any civilizations, or is this one just capable of being added?