Sid Meier's Civilization V

Sid Meier's Civilization V

The Eugenicists (Brave New World)
53 Comments
tolaburke 15 Sep, 2018 @ 2:46am 
This civ no longer functions: for some reason it is not allowed to produce anything.
SachiDomainsNaomi 18 May, 2016 @ 4:13am 
Cecil Rhodes I see.. OH why not I make a Cecil Rhodes mod for Great britain replaces Elizabeth.
SachiDomainsNaomi 18 May, 2016 @ 4:13am 
Bill Gates I see.
asura-223 23 Dec, 2015 @ 2:25pm 
PROMOTION_RANGED_SUPPORT_FIRE + PROMOTION_BLITZ = critical bug.
Infinite attack and cannot attack city
NexusLink (RJA) 30 Aug, 2015 @ 3:23am 
I have noticed a bug during playing, the hand of doom, the super long range information ere sniper deals very litlle damage (this might be intentional but it displays as less than the base ranges strength even with bonuses) and more importantly, can attack INFINITE times per turn, have any of you guys noticed this?
Lupus 16 May, 2015 @ 12:34am 
░░░░░▄▄▄░░▄██▄░░░
░░░░░▐▀█▀▌░░░░▀█▄░░░
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS A SPOOKY SCARY SKELETON
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP!
░░░░░░▐▌▀▄▀▄▀▐▄░░
░░░░░░▐▀░░░░░░▐▌░░
░░░░░░█░░░░░░░░█░░░
░░░░░▐▌░░░░░░░░░█░░░
epheram1 15 Nov, 2014 @ 9:38am 
If its possible, i woul dlove to see a combination of all three of these Civs, because that would be awesome...
bzeik 29 Oct, 2014 @ 4:45am 
I am not sure if you are still active with this, hope so as I am enjouying it.

I would like to suggets the following if you are.

Ability to tunnel through mountains, Switzerland, US, and England were doing just this in the 1800.

Up the movement on rails in modern times, (high speed trains), meg lined in future age.
Vederian 22 Jul, 2014 @ 1:49am 
The Creche still doesnt count as a Granary for Caravans.
tolaburke 21 Jul, 2014 @ 12:52pm 
Raiders are wonderfully, beautifully evil. A little more base attack than a standard horse with no city attack penalties would be crazy enough(Because horses already outpower siege except for that), then you add the triple damage vs cities. And they take defence bonuses.

All of a sudden you realise why horses got the city penalty and no terrain defence.

Never change them.
Vantablack56 20 Jul, 2014 @ 11:28pm 
What's the soundtrack for this?
Zagaroth 18 Jul, 2014 @ 12:02am 
OK, I have verified that it only effects the Eugenicists, and that it is NOT a conflict with Beyond the future.
Zagaroth 17 Jul, 2014 @ 11:48pm 
Hmm, I have twice started a game playing this civ, and both times as soona s I hit the classical era, I can not access the production/purchase screens. Any one have an idea what might cause this?

And mjpc88, you can alwasy go into advanced settings and manually select leaders/nations for each AI. Just select the super civs that you want.
gavingilmore 26 Jun, 2014 @ 1:05pm 
these mods are extrememly advantageous one sided but combined with the reaper civilisation mod then such a game to play
AeonDusk 2 Jun, 2014 @ 8:48pm 
It needs to have Khan as it's leader. There's already Spock-lead Vulcan mods, so I don't think copyright would be an issue. Interesting mod, I'll try it out.
PAPALIVE 2 Jun, 2014 @ 5:25am 
.......
Major Kira 12 May, 2014 @ 4:50pm 
I like the mod, but the slinger and crusader are missing textures and thus make me close out an error message every time I open the production screen.
lordnequam  [author] 10 May, 2014 @ 2:57am 
@mayorchief - It should still be there.
mayorchief 9 May, 2014 @ 11:43pm 
Is the additional belief when findidng a religion been removed or is it only for G&K?
Great mod by the way its really fun :)
MacDaddyy5 30 Apr, 2014 @ 5:07pm 
By the way, eugenics means "refinement of a gene pool by selective breeding" which is a lot less than mahadu is doing, maybe "Post-Human Race" would be a more fitting name for such a civilization
MacDaddyy5 30 Apr, 2014 @ 5:04pm 
when i try to select myself as mahadu (the eugenic's leader), the big ass list of additional units available only to mahadu blocks all of the other options, like the button to start the game, a quick fix would be appreciated as i am looking forward to playing your mod!
JackBuSu 28 Apr, 2014 @ 8:39am 
Is it just me, or can the Atomic Snipers not target cities?
rbaldwin47 15 Mar, 2014 @ 1:40pm 
HUGE smile! Five "vanilla" opponents: Germany, Russia, China, Japan, and Rome. Map: Big Ol' Canal. Map Size: Huge. Win conditions: Domination. Set game difficulty to Diety. Leave all other settings at default. Sit back and think hard, deep, and fast! Enjoy.

If you have problems playing this mod, unsubscribe. Right click on Civ V in your Steam Library and have Steam validate your cache files. Then re-subscribe. Worked for me.

P.S. Turn OFF all other mods.
lordnequam  [author] 9 Mar, 2014 @ 3:13pm 
Poep-Aan-Je-Broek - Selassie is the leader I'm using as a stand-in for Mahadu.
iordev 9 Mar, 2014 @ 3:40am 
i got hallie selassie...
Lavafish 6 Mar, 2014 @ 8:20am 
at last, something overpowered. so perfect
Clark-o-matic 28 Feb, 2014 @ 11:23pm 
I love playing these guys - they're awesome! Thanks.
Artezza 24 Feb, 2014 @ 11:57am 
Hmm, strange, It worked just fine with only your mod. Not sure which mod was affecting it though. I had Ingame Editor, Terrain - Poor Tiles Tweak, Barbarians - Unlimited exp and 3 units per tile.

Anyway, amazing mod, really helped me get to grips with brave new world and the things it adds.
Artezza 24 Feb, 2014 @ 11:47am 
I don't think I do, I'll load up a game with only your mod enabled and feedback.
lordnequam  [author] 24 Feb, 2014 @ 11:35am 
@KG Artezza - Hmm, that is both unusual and not intentional. I shall have to check into it; perhaps I forgot to include some code somewhere. I don't suppose you have any other mods active that might affect embarkation?
Artezza 24 Feb, 2014 @ 5:17am 
Just wondering, how come all of the replacement units can't embark? I have all the required techs, even astronomy, yet they will not embark. Vanilla units can still embark though, so the problem isn't there.
lordnequam  [author] 11 Feb, 2014 @ 12:42am 
Lucather Majii - I just made them up. Nammu, the leader of the Ancients, was drawn from Sumerian mythology, but the rest were products of imagination. There isn't any background, either; all the flavor text is just stuff I put in to give the cultures some personality and make all my mods connected.
Lucather Majii 10 Feb, 2014 @ 12:16am 
Where did you get the leader names for these civs? And where can I find more background on this universe?
lordnequam  [author] 10 Feb, 2014 @ 12:10am 
@ClanSpanker - I'll look into this. The Creche is supposed to just be a buffed-up Granary, so it should theoretically operate the same way. I may have left out that functionality or something when I was assigning the building's abilities.
ClanSpanker 9 Feb, 2014 @ 7:43am 
The Creche building makes it to where no food can be transferred between cities. The Artificers avoided this because their UB is a shrine replacement. If you could remedy this somehow that would be great. Still a good mod regardless though.
lordnequam  [author] 20 Jan, 2014 @ 6:43pm 
@Lucather Maiji - Which is precisely why I selected it. The idea that the atheists served as an inspiration for a pantheon seemed amusing to me.
Lucather Majii 20 Jan, 2014 @ 5:30pm 
@lordnequam Thanks for clearing that up. But that name theme seems a little out of place for the atheistic side of your fictional universe.
lordnequam  [author] 20 Jan, 2014 @ 5:24am 
@Lucather Majii - Great job figuring out the other two! The Eugenicist are definitely the most esoteric of the three. Their city's naming scheme is based on the gods of Mahayana Buddhism.
Lucather Majii 19 Jan, 2014 @ 8:39pm 
What is the city name theme for this civ. I figured out the other two. (Stars for artificers and lost cities for ancients)
Exstile 27 Oct, 2013 @ 1:32pm 
@lordnequam, no problem, i just found it weird becuase i built them initially to attack cities...then they couldnt so used them for ground defence...and next thing i knew one sniper unit had wiped out over 20 units in one turn
lordnequam  [author] 26 Oct, 2013 @ 4:29pm 
@hopon_me - That is definitely NOT how that unit should function. I'll look into it. Thank you for bringing it to my attention!
Exstile 24 Oct, 2013 @ 2:05pm 
justso you guys know, i don't know if this is a bug or if it's supposted to happen, but the sniper unitt, gained through the dynamite, it seems to have unlimited attacks against units, however it cannot attack citys. if this is something weird please try to adjust this because it is seriously broken, as they regain all they're movements after each attack as well.
Rachnus 23 Aug, 2013 @ 3:10pm 
@tommy61157, glad to see I'm not the only one with this problem.
Imp 22 Aug, 2013 @ 11:00pm 
An odd thing, but when I name a unit it gives me 'Name (TXT_KEY_UNIT_NEW_WARRIOR)' for the Brute. Not sure if it happens with the Artificer mod, have not tested yet.
andysonofbob 22 Aug, 2013 @ 1:22pm 
Loving this mod. I am finding the unit icons and flags sometimes a bit messed up though e.g. the Brutes icon look like the head of a large wooden spoon and its flag is that of a settler! :)
tommy61157 19 Aug, 2013 @ 6:01pm 
I'm having the same problem Jonah is, you might have a broken download here... Same with the Ancients Download, however, the Artificers downloads just fine oddly enough...
Rachnus 14 Aug, 2013 @ 7:49am 
If it's at all possible, could you add a direct download link for the file? No matter how many times I've subscribed, unsubscribed, restarted, then subscribed again, the mod isn't showing up in the mods folder inside the Civ V folder in My Games, and it's rather annoying to have to use Gods and Kings to use this mod when the other two worked fine when I subscribed to the BNW versions. Otherwise, the G&K version works well, and I rather enjoy dominating the game with it. I'd just like to see how it works in BNW. Thank you for your time.
Lightcaster 13 Aug, 2013 @ 3:33am 
Oh ok, I thought you had done it similarly to the Great Lighthouse free promotion thing (A trait that gives a free promotion of a specific type. Is that possible?)
lordnequam  [author] 13 Aug, 2013 @ 2:34am 
@Lightcaster - Depends on what you mean (I'm assuming you mean in the source files of the actual mod). The trait definition--as in the actual text of the trait that displays when selecting the Civ--is set in the GameText XML file. The references to the trait are set in the CIV5Traits XML file. The effects of the Trait, however, are independently hardcoded into each unit in the Units XML file.
Lightcaster 13 Aug, 2013 @ 12:12am 
I was wondering about the Trait for this... Where is the Trait defined? I can't find it...