Sid Meier's Civilization V

Sid Meier's Civilization V

(RTP) (Gameplay) Prisoners of War
41 Comments
coolnelson1234 16 Sep, 2024 @ 9:17pm 
This Mod currently does not work . I have downloaded the needed dependencies but keep getting mod is missing required dependencies error . :steamthumbsdown:
Noire 19 Oct, 2023 @ 2:33am 
can't use this, need dependency even after I enabled all RTP mods
LiquidThicc 25 Jun, 2022 @ 12:22pm 
Where can you download the Conflict Resolution Patch to make this mod work?
NeonNobility 16 May, 2020 @ 1:35pm 
The link to the Conflict Resolution Patch doesn't work
The Grimwar 12 Jan, 2020 @ 2:22pm 
I encountered an issue with this mod, whenever I hover over an enemy unit after pressing the attack button for my archers, the damage output reading doesn't appear. And whenever a unit dies trying to kill me, the Prisoners of War benefits are 100% gone.
The Grimwar 11 Jan, 2020 @ 7:37pm 
Like, by 1 in the ancient era, increasing by 1 per era.
The Grimwar 11 Jan, 2020 @ 7:37pm 
I think this mod would be even better if adopting honor policies increases the benefits gained by prisoners of war just slightly.
Shavy 2 Jan, 2020 @ 8:10pm 
mf you go around telling all the modders on the workshop about ur demand surrender b.s.
Nero 14 Jun, 2019 @ 5:38pm 
I'm sorry if it's obvious or written somewhere else, but is it possible to use your mods on multiplayer if every player on the match installed it?
The Grimwar 9 Jun, 2019 @ 4:12pm 
Oooh, I think there should be another mechanic to this!

All military units have the option to "Demand Surrender" to enemy units and cities.

Like say there's this tough military unit that you will defeat inevitably, but it'll be costly, so you demand for it to surrender and you'll let them live. The unit will disband and either become a worker or return to their nation. Or join your side if you're Rome.

This would also be immensely useful when dealing with civilian units that are embarked, like your settler, or great person, or worker that's been captured by the barbarians, you demand surrender and POOF, the unit is yours!

This'll also happen when besieging cities, surround it with overwhelming force, and when it's inevitable that the city will fall, or if they're really scared, you can demand surrender, and only some of the buildings will be destroyed, depending on how much they resisted.
Sweepy 2 Jun, 2019 @ 10:24am 
Would be awesome to have something like this in Civ VI.
Ketchup boi 69 25 May, 2019 @ 12:35pm 
Can you take barbarians prisoner
jstew64 19 May, 2019 @ 12:22am 
Slight UI bug for me: Playing on a Mac, enabling this mod causes some overlay elements to disappear like the Combat Prediction window and any of the small text that might appear in the top center of the screen ("Quicksaving" etc).
Johann von Floydmann 18 May, 2019 @ 6:57am 
It look very good :Citadel:
Meatball 16 May, 2019 @ 8:35pm 
Works for me thanks man
Filipe 16 May, 2019 @ 8:34pm 
Thx Iska!
Iska and Ismet 16 May, 2019 @ 4:38pm 
Ok, I got bored of waiting for a fix. To fix the bug in the current version, change

local function JFD_PrisonersWar_UI_HidePrisonersOfWarPopup()

to

function JFD_PrisonersWar_UI_HidePrisonersOfWarPopup()

on line 327 of JFD_PrisonersWar_Functions.lua in

My Games\Sid Meier's Civilization 5\MODS\JFD's Gameplay - Prisoners of War (v 1)\Lua
Meatball 16 May, 2019 @ 2:59pm 
Also getting this issue, thanks for posting the error @ Iska and Ismet
mhrbnbngs 16 May, 2019 @ 12:09pm 
The mod sounds great and all, but whenever I get PoW's I can't end my turn. It asks me to choose what to do with them and it even gives me gold and culture, but I can't end my turn because it keeps asking again and again
Dark Rozen 15 May, 2019 @ 5:15pm 
I'm confused, this is very similar to one of the civs ingame, Can you explain to me the difference?
Browning 15 May, 2019 @ 3:59pm 
I am having the same issue as NNOOOBB and Filipe, after the recent update I have been caught in an infinite loop. This is an awesome mod, it just needs an adjustment.
Iska and Ismet 14 May, 2019 @ 11:44pm 
My dude, this is unfortunately broken.

Runtime Error: C:\Users\sacul\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Gameplay - Prisoners of War (v 1)\Lua/JFD_PrisonersWar_Functions.lua:175: attempt to call global 'JFD_PrisonersWar_UI_HidePrisonersOfWarPopup' (a nil value)
Filipe 14 May, 2019 @ 7:25pm 
It worked. But after the update, it does not work anymore. I get stuck in an infinite loop of choice of prisoners.
NNOOOBB 13 May, 2019 @ 7:52pm 
Like the idea for the mod tho
NNOOOBB 13 May, 2019 @ 7:51pm 
Unfortunately, whenever I use this mod, I get stuck in an infinite loop and if I ever capture any POWs I can't end my turn. Even if I could end my turn I just got infinite money and goldenage points and culture.....
Chadekith 11 May, 2019 @ 3:27am 
@ The Grimwar Check Capture+ mod which can allow you to capture great persons, amongst others things.
Evil Paragon 10 May, 2019 @ 6:17pm 
I believe Enslave works best, but "Research them" sounds... dumb. If you don't use enslave, the best you could say is "Experiment on them".
The Grimwar 10 May, 2019 @ 12:16pm 
Maybe if a Great Person gets run over by a military unit, instead of dying they get captured? And can be ransomed?
realdinosaurian 10 May, 2019 @ 11:59am 
"research"
laplasian 10 May, 2019 @ 11:26am 
maybe rework "enslave them" to "research them"? For example: nazists and Unit 731 researched prisoners of war.
DerRitter 10 May, 2019 @ 10:26am 
this is cool
JFD  [author] 9 May, 2019 @ 7:50pm 
Primarily, Enslavement doesn't yield Production because Production is not a global Yield and I did not want to have either a geographical contingency (production reward in nearest city) since that would not be technically doable as it stands nor want to be incongruent with the function of the others (production in all cities at once) since that would stretch the suspension of disbelief surrounding the concept. But science is a decent alternative imo; slavery contributed significantly to the develop of economic, social, and political systems throughout history (if we can look beyond the trans-atlantic since PoWs as slaves is mostly an Ancient/Arab world thing, otherwise third party via African states) and Civ V's tech tree happens to be an amorphous blend of human progress in all these (and more) areas.
(o_ _)ノ彡☆ 9 May, 2019 @ 5:59pm 
these mods are Amazing
The Grimwar 9 May, 2019 @ 5:33pm 
Yeah...I think this should be extended to Great People too!

Imagine, your first Great General/prophet is captured by barbarians, and they'll release their prisoners if they get a certain amount of gold!
BOY♂NEXT♂DOOR 9 May, 2019 @ 4:54pm 
Shouldn't slavery provide production rather than science?
The Grimwar 9 May, 2019 @ 10:49am 
Or maybe you'll be able to recruit enemy warriors once you adopt a certain number of social policies on the honor Tree?
The Grimwar 9 May, 2019 @ 10:40am 
OOOoooh, maybe this mod could have another feature?

If a Unit is defeated the Romans have the option of recruiting the unit to their own side! Very weakened of course.
JFD  [author] 9 May, 2019 @ 7:47am 
It is a chance. Read the description
Pilgrim_Bear 9 May, 2019 @ 6:08am 
I love @Evil Paragon 's idea of integrating this mechanic with Happiness. Having Unhappy soldiers may mean they are more willing to defect to the other side when defeated and the game already debuffs Unhappy units anyway.

I think enslavement should contribute towards Production or convert Military Units into Workers, but I also know nothing of coding so that may be unfeasible.
Evil Paragon 8 May, 2019 @ 9:21pm 
Is this always on? Like, every time you kill a unit? I feel like a chance would be good, or maybe a unit is only captured when they lose a lot of health beforehand.
For instance, if you do 20 damage, and the enemy has 2 health, you just obliterate them, but if they have say 19 health, then your prisoner of war chance is higher.
Though I know nothing of coding, maybe I'm just saying impossible things.

(Though if there was a chance system, could make National Epic decrease the chance your units could be captured for the enemy's resource gain, and you could make it so empire unhappiness increases the chance of being captured.)
Lunar Magister 8 May, 2019 @ 6:58pm 
I'm not sure how enslaving them would help with science, but the yields of the other choices seem plausible enough.