Sid Meier's Civilization V

Sid Meier's Civilization V

Olmec, Scotland & Zimbabwe - Civ Set V
91 Comments
Teddyk  [author] 6 Feb, 2022 @ 4:37am 
At the game start a random era is chosen, once you enter this era, all technologies will be boosted by 50%.
An example: you enter Medieval Era, open tech tree, in tooltips it will be shown that Chivalry is 1560/3120 completed.
Capitulation 5 Feb, 2022 @ 8:14pm 
how does scotland's ability work? i tried testing it in IGE, cheating myself into different eras but no boost ever appeared
Dino 9 Aug, 2021 @ 9:40am 
I just played with Zimbabwe. Everything works. It's fun to feed your weakest city to make it catch up. Good job with the design!
Genos4 17 May, 2016 @ 8:00pm 
I retested, and it looks to have been a conflict with another mod as you expected. Sorry, my bad :)
Teddyk  [author] 17 May, 2016 @ 2:05am 
Hello, I have just tested it (version 23), and it works normally. Important thing is that Capital is never found as a puppet. What is more, the AI is now annexing cities under certain conditions (based mainly on population). It may be that if you found out them late, they have no puppet cities.
Other than that, it may be some bad interaction with other mod you are using.
Genos4 16 May, 2016 @ 6:02pm 
Not sure what happened, but the Olmec no longer found additional cities as puppets...
WheedlingSnail3 24 Nov, 2015 @ 11:57am 
Alright cool no problem at all, I believe I already have the set with Ndongo, I just din't mention it in my comment, I also have the set containing the Ashanti so I'll be sure to include both of them... I also know there is an Algeria mod but it's not showing up in my mods list, same with Nigeria, I could probably open them with 7zip but I am not too keen on how, I might look it up, thanks very much for the help though!
Teddyk  [author] 24 Nov, 2015 @ 11:54am 
Unfortunately I am unable to make any new civ right now. Though I made Ndongo (which is representing the region of Kongo) in set XV.
For new Civ request you can try forum of civfanatics, though making a civ is quite a long process. :) I think I saw somebody planning Madagascar. Good luck.
WheedlingSnail3 24 Nov, 2015 @ 11:42am 
Hi! I am ahuge fan of your mods and have used a ton of them in my personal games, I am planning to make an African AI Only Battle on my youtube channel and I would love it if you could help me out and create a few Civs for me, I am for sure going to use your Mali, and Zimbabwe mods and would love to see Nigeria, Chad, Algeria, Sudan, Somalia, Madagascar, Kenya, Kongo, Uganda, and Mozambique. Now obviously I do not expect you to go out of your way and make all of these, but if by any chance you could make just a few of these, it would really help me out because there are not many African civ mods out there... thanks in advance!
Tnesniv Yørel 29 Aug, 2015 @ 3:14am 
@Faysal JFD made a patch (for the first 10 sets?). http://forums.civfanatics.com/showpost.php?p=13076456&postcount=225
Paste the the folder in your mod folder.
Faysal 17 Feb, 2015 @ 8:27pm 
YNAEMP compatible?
Mors Avis 1 Feb, 2015 @ 9:08am 
Bah ... Steam still refuses to let me download this mod.
Mojave Neon 24 Jan, 2015 @ 4:07pm 
@Teddyk, sorry, I understand now what you meant. You were referring to the penalties that puppeted cities usually have as compared to annexed cities. I was looking at this civ a completely different way, thinking that they could found cities and get yields from them while not increasing policy or tech costs, as long as you left them puppeted. Now that I understand what they really do, I must say that they are super underpowered. The UA is just as negative as it is positive. It just basically means that you give up control of cities in order to get each yield increased by one. That isn't a good tradeoff at all. You would have to increase every yield by like ten for that to be anywhere near a worthwhile tradeoff.
Mojave Neon 16 Jan, 2015 @ 5:14pm 
I'm still confused. Science and culture penalties are automatically global. The penalty refers to how much the global cost of researching new technologies and adopting new policies increases whever a new city is founded. What are you referring to?
Teddyk  [author] 16 Jan, 2015 @ 4:45pm 
Puppet Cities have -25% Science and Culture penalty. It is displayed in city view.
Mojave Neon 16 Jan, 2015 @ 4:37pm 
All culture and science costs are global. What were you referring to when you said "having no science or culture penalties"?
Teddyk  [author] 16 Jan, 2015 @ 4:30pm 
I see, you are talking about "global" costs (tech and social policy). They will go up unfortunately (on the other hand, if you annex city the costs are not again increased).

Olmec trades some city control for early yield bonuses. (you can also build National Wonders even if those puppets do not have yet certain building required)
Mojave Neon 16 Jan, 2015 @ 4:20pm 
Hmm, as far as the science and culture go, whenever I founded a puppeted city, the overall costs increased. They shouldn't have gone up at all, but they did every time.
Teddyk  [author] 16 Jan, 2015 @ 3:45pm 
I have just checked Olmecs and this works for me.
Bonus yields are displayed as "from Buildings", because I am adding a Invisible Building with bonuses.
Therefore, you should have +1 yield for everything and in case of science there would be:
+25% City Modifier
-25% Puppet Penalty
Mojave Neon 16 Jan, 2015 @ 3:36pm 
@Teddyk, the idea behind the Olmecs is really cool, but the UA doesn't function. It does found all cities as puppets, but it doesn't increase their yields, still counts fully against science and culture, and has the full unhapiness penalty.
Terakhan 22 Sep, 2014 @ 11:00am 
Having just completed my game (finally met the last civ in 1700. should have explored earlier):
I was doing it as a one-city challenge, and got the cultural victory in 1970 or so, with my city putting out over 500 tourism.
Teddyk  [author] 22 Sep, 2014 @ 8:15am 
I am gonna do bonus dependent on difficulty level and starting in Medieval Era instead of Classical Era.
Thanks for feedback.
Terakhan 22 Sep, 2014 @ 7:36am 
I have to agree about Scotland. Playing a vanilla-generated real earth map (the only reason I havent' won yet, due to lack of contact with the other continents yet), and I have become Influencing/Dominant with every civilization in the old world, all while just researching techs.

I think even just a single point of tourism per first tech is too much.
forgetit 23 Aug, 2014 @ 9:41am 
sorry, should have said, I play all new mods on settler, until I can see the benefits or drawbacks
forgetit 23 Aug, 2014 @ 9:40am 
settler
Teddyk  [author] 23 Aug, 2014 @ 3:47am 
What difficulty level are you playing on?
forgetit 23 Aug, 2014 @ 3:28am 
Sorry, but Scotland is just too powerful culturaly, have played two games with them, acheived Cultural Victory before 1700 both times ! Just way too easy.
Teddyk  [author] 21 Aug, 2014 @ 1:48am 
I have made Mughals, though they are more Wonder/Great People focused with Shah Jahan as leader. See set XI.
[TW]Celticfury369 20 Aug, 2014 @ 7:20pm 
Your mods look great can't wait to try have you considered the Yanomami amerindians. the Mughals with Akhbar the great and perhaps a C.S.A. with an actual Jefferson Davis leaderhead.
Teddyk  [author] 30 Jul, 2014 @ 4:39am 
Go to the mod folder (usually: ...Documents\My Games\Sid Meier's Civilization 5\MODS) open (for example) Set V, then folder with civilization you are interested in (let's say Olmec) and there you will find "Olmec Game Text Mod.xml". Open it with notebook, edit and save.
petrichorus 26 Jul, 2014 @ 11:46am 
How do you edit the text in the XML files?
williamsun1990 22 Jul, 2014 @ 3:00pm 
You are right. But usually I will build serveral scouts to get the tribe benefits. And usually I will get meet most of the players.
Sometime it's even better not to meet those AI as I want to declare a war.
Teddyk  [author] 22 Jul, 2014 @ 1:57pm 
Glad you like it.
About Trade Link, let's say you send Trade Route to civ B, and civ B is sending Trade Route to civ C, then you meet civ C. Quite situational.
williamsun1990 22 Jul, 2014 @ 1:19pm 
By the way, I can't understand how to use the UA of Zimbabwwe. It seems only very limited gold in the start.
williamsun1990 22 Jul, 2014 @ 1:17pm 
It's so enjoyable that you will change a civiliazation's trait from time to time. I am so happy to play the new version of Scotland!
trader1013 20 Jul, 2014 @ 9:43pm 
could you please get custom leader music for scotland and the olmecs!!! if not, is thier a way for me to do it myself?
Sir Cheezers III 29 Jun, 2014 @ 5:23am 
Alright then, no problem
Teddyk  [author] 29 Jun, 2014 @ 5:20am 
It is not supposed to be inspiring anybody. Intros are mainly pasted from wikipedia, while I have never been interested in learning english. You can easily edit any text in mod files.
Sir Cheezers III 29 Jun, 2014 @ 4:51am 
Why are the intros so poorly written? I'm not saying anything about the overall quality of the mod, I'm certain the rest of it is well done, but the grammar on those intro screens is appalling. How is it supposed to inspire somebody into the spirit of a civilization if you have to proofread it first.
RJ 18 Jun, 2014 @ 1:35pm 
I don't think the scot's UA is very representative of scottish culture or history, and is fairly dull and underpowered
williamsun1990 13 Apr, 2014 @ 4:07am 
Thank you for your patience. I have done what you said and got the bonus. The problem is the Clan Castle built by IGE doesn't have that yield. Only those built by workers enjoy the happiness and GPP bonus.

Thank you for your patience!
Teddyk  [author] 12 Apr, 2014 @ 2:34pm 
Happiness is local (observe Local City Happiness). I have just started in Reinessance; made one Clan Castle, assign citizen and it works. To see Great People bonus, you have to generate some points towards Great Person (curson on progress meter will display bonus).
This Happiness will be never shown as yield on tile (in CityView); the invisible building is added if city is working Clan Castle(s).

Obviously, there is 0,01% chance that it is not working due to fatal mod interaction, but I doubt it.
williamsun1990 12 Apr, 2014 @ 2:21pm 
I have tried but it didn't work. I used IGE to creat the UI on hills and it only gave me production and culture yields. Even after a turn, nothing changed.
williamsun1990 12 Apr, 2014 @ 2:02pm 
Thank you for your reply, I will have a try! Great mod!
Teddyk  [author] 12 Apr, 2014 @ 2:05am 
It is updating on turn basis (tile must be worked); updating it on placing citizen would require some changes to Game Files, which would reduce the compability with other mods. Anyway, this is not affecting gameplay at all.
williamsun1990 10 Apr, 2014 @ 6:28pm 
It seems the UI of scotland can not give the happiness and GPP bonus even I placed a population on it.
Rebus & Bosch 10 Apr, 2014 @ 1:29am 
How do i play this? I don't see it when i open the game? Thanks.
Delport Breckland 30 Mar, 2014 @ 12:15pm 
Thanks!
Teddyk  [author] 30 Mar, 2014 @ 9:10am 
Yes, it is displayed as yield from building.
Delport Breckland 29 Mar, 2014 @ 2:56am 
Have you had the opportunity to fix "ninja bonuses" yet?