Sid Meier's Civilization V

Sid Meier's Civilization V

Sabaean Kingdom
44 Comments
borussia1979 31 May, 2016 @ 2:14am 
ОТЛИЧНО, СПАСИБО !
ae10wnu 29 Feb, 2016 @ 9:17am 
I wish if you would fix this mod to better represent Sabaean Civilization.
I'm originally from Yemen (Main location where Sabaean Civ exists), I have to correct you that the Sabaean Civ Logo needs to be changed from a Camel to sabaean ibex (Google that) , The Camel was never used to identify the Sabaean Civilization. Second Imporant note, Queen Makeda or Queen Balqees is not african !, Please look @ how Yemeni people look like. If you think that Sabaean Civ is Ethopian why would the capital be in central Yemen (Ma'rib) ??? Sabaean Home base is Yemen and they happened to expand to africa. anyways thanks for efforts but please represent the Civ accuratly !
DrJargo 10 Jan, 2016 @ 11:54am 
just use in game editor to move them to their original location
WatchYourTail 22 Dec, 2015 @ 1:40pm 
Can you guys make it so it can work for the real spawn locations mod please???
Venusaisha 15 Oct, 2015 @ 9:36am 
nice :steamhappy:
Harald 11 Jun, 2015 @ 1:15am 
YNEAMP support please :) Love it.
Faysal 31 Mar, 2015 @ 5:10pm 
Nice, Yemen!
OtterlyHopeless 19 Mar, 2015 @ 5:39pm 
For some reason this mod isn't installing. When I get the mod through the steam workshop it just says "transferring" in my civ v mods, and when I download it from the forum all that I get is a .php file called "download". Any ideas?
Hiram  [author] 17 Feb, 2015 @ 4:59am 
Definitely not this mod causing that. Doesn't add or modify promotions.
davidtvalente 16 Feb, 2015 @ 10:21pm 
So had an unusual happening, every unit had a promotion panel with about 14 buttons to click, howeverm most we just a red circle with a red slash in the middle. I clicked a few and apparently hit the wrong one because I got the "You lost" screen. Anyone else see this? I got it playing on the Mediteranean map, 10 civ map.
matthewoberlinwilliams 9 Feb, 2015 @ 6:06pm 
Civ I music, cool.
Dunkin' Darius 29 Oct, 2014 @ 5:43am 
Is it still viable to play them in a desert area with the changes to the dam?
DrunkenRine 16 Aug, 2014 @ 2:46am 
Ah ok ... didnt know about it. i thought i was meant to be "frank incense" like "free units of incense". nvm then.
Hiram  [author] 15 Aug, 2014 @ 5:49pm 
The Frankincense is entirely intentional. It was unique to the region of south Arabia where Saba was located. Blame firaxis for blobbing all insence into one thing, haha. Thanks for the feedback :).
DrunkenRine 15 Aug, 2014 @ 1:02pm 
Hey Hiram there is a bug with the Sabean Kingdom. When you build the Spice Market, you get 2 resources namend "frankincense" which count as a luxury in addition to normal "Incense" and is traded between players as such. I could trade "Incense" for "frankincense". This kinda disturbs the flavour of the mod. Other than that, the mod and your othe civs are really beautiful and fun to play! Keep up the good work and hopefully fix the bug. Thanks!
Slime Scholar 27 Jun, 2014 @ 9:02pm 
I like it, but the color scheme is a bit too close to the Ottomans imo
Bramvee 21 Jun, 2014 @ 11:55am 
Where she have hijab??.
alpha2117 29 May, 2014 @ 9:43pm 
I dont think it's weak. You get a production plus which long term can be really strong plus a food bonus helping you grow without having to be built on a river which allows you to build on hills easier giving extra production. The +1 on all desert tiles can just end up being too OP for a UB - it's basically a Wonder that they could build/buy over and over in multiple cities and if theres a lot of Desert around them it's potentially devestating game balance wise a UB should probably never potentially give 20+ food extra. The only in game Building I can think of thats anywhere near that powerful that early is Stoneworks if you have 5 or 6 Stone/Marble nearby or Stable on a map like the Great plains and neither of those is Unque meaning anyone else with luck can have the same sort of power.
Hiram  [author] 29 May, 2014 @ 6:15pm 
I might remove the desert tiles food bonus and just increase the base food yield by 1. It's already buildable without a river so it'll be a good building still, even though it appears a bit weak.
alpha2117 29 May, 2014 @ 5:03pm 
I just was a monster given I also had stone and marble and a couple of iron near that main city - it took only a couple of turns to build most any wonder and with the spice market too - well you can imagine. The nerf on only building a few doesn't stop that. Most people run up to mid game with only 3 to 4 cities anyway. Its that +1 Food on all Desert tiles when combined with Petra that mega power. It works like a dream but once you give up to something like up to +29 Food extra food with a UB that costs only a couple of hundred to build/buy thats where it becomes OP. With Patra you can get that +29 but it's a Wonder so you only get it in one city.
alpha2117 29 May, 2014 @ 5:03pm 
Having it replace the Watermill but not need to be built on a River is a nice thing in and of itself - the watermill element gives a bit of extra food and production. Perhaps just take off the +1 Food on Desert tiles and if you wanted get it to give say +1 of Gold &/or Faith to reflect the stories of their wealth & religous connections. It would still be a nice UB but wouldn't open up that whole Megacity thing. I had a Desert start (I'm assuming thats the bias) and every square was Desert or Desert Flood Plains around me - once I got that Dam that meant every one of those squares provided +1 Food but I also got Petra which gave another Food and Production as well. My Capitol ended up a Huge number of POP (50's) and several of my secondary cities were up there too.
Hiram  [author] 29 May, 2014 @ 3:56pm 
I'm considering a nerf on the dam, perhaps a clause like the recycling plant where you can only built a certain amount of them?
alpha2117 29 May, 2014 @ 7:33am 
The Dam is probably a bit OP with the +1 food from Desert tiles. If you get Petra you can be super tough on all fronts especially if you choose faith from Desert tiles. All the extra Money and Luxury good options can make it very powerful economically and diplomatically. It plays like a dream though and the Makeda art is great. Thanks for the MOD.
MrsTittles 26 May, 2014 @ 11:55am 
Probably one of the most overpowered civilizations I've ever played. The only one I've ever seen that has had 2 Unique Buildings as well, and they are both ungodly. The sheer economic power this civilization enforces is massive, from the double Spices/Incense, to the additional recources, Frankincense, generated almost ad infinitum by cities, and the Dam which not only is a water mill that can be used anywhere, but it also has half of the effect of the World Wonder, Petra.

I've never seen a civilization quite so out of control with unbalanced superiority, even if it was only because it's the only civilziation in the entire game (and in my experience; also mods) that has two unique buildings, both of which are amazing. It's easily an 11/10 civilization, but it's simply too strong.
teslamatic 13 May, 2014 @ 4:33am 
Quite strong Civ, really enjoyed playing it. Finished with 100% approval, never had to go to war. I'd just say the Dam is a tad owerpowered, I'd really suggest to tie it to river tiles only. It is very easy to abuse it mid-game for outrageously fast new city growth.

Top job anyway, excellent music choices, great overall feeling from this Civ. Thanks for doing this.
Rubespierre 1 May, 2014 @ 9:40am 
Hiram  [author] 29 Apr, 2014 @ 7:49am 
Looks great! The dimesions aren't right though... could you make it 1600x900?
Rubespierre 29 Apr, 2014 @ 4:31am 
Hiram  [author] 29 Apr, 2014 @ 3:30am 
Sorry about the delay! Looks good, just needs a new background and no iron cross :).
Rubespierre 29 Apr, 2014 @ 2:08am 
What do you think?
Rubespierre 28 Apr, 2014 @ 1:36am 
Hiram  [author] 28 Apr, 2014 @ 1:31am 
Upload it on photobucket/imgur and post a link here :).
Rubespierre 28 Apr, 2014 @ 12:53am 
Sorry for the delayed response! Alright, can I send it through to you?
Hiram  [author] 25 Apr, 2014 @ 10:17pm 
@ruben-dewulf - can I see?
Rubespierre 24 Apr, 2014 @ 2:20pm 
Very nice mod! If you are doing Belgium, I made a leaderscreen in my spare time!
Pouakai 10 Apr, 2014 @ 7:45pm 
Hiram, you can delete that spam comment if you want, an option should pop up if you hover over it. I've been getting tonnes of it on my stuff
magnificent microwave casserole 10 Apr, 2014 @ 5:31pm 
she is hot :)
Hiram  [author] 2 Apr, 2014 @ 9:24pm 
@rob8xft- Thanks :). It's thanks to Anno Domini that I had the inspiration to make this! Though it has evolved into a very different creature than the old AD version, haha. As always feel free to use any parts of it you like in AD BNW.
rob8xft  [author] 2 Apr, 2014 @ 12:05pm 
@Moo Zedong - the art is from Anno Domini. Well done on putting this civ together, Hiram!
Abdo 31 Mar, 2014 @ 6:10am 
It was Abyssinians who invaded Mecca, and it is not all in the Koran (it is only hinted at). The details were passed by oral tradition.
Hiram  [author] 30 Mar, 2014 @ 2:32pm 
2 UBs works for this civ. We don't have any reliable historical records of their military, and having the extra slot for another UB allows me to widen their focus on growth and trade.
Updated, fixed the frankincense icons and added a new icon for the Spice Market as per suggestions!
Moo Zedong 30 Mar, 2014 @ 2:24pm 
Two UBs is a little, unorthodox. Also the frankincense seems a little redundant, since its kind of incense anyways. Nevertheless, I like the art, looks familiar to Anno Domini.
Lenin Rex 30 Mar, 2014 @ 11:24am 
WOO! YNEAMP SUPPORT!
regalmanemperor 30 Mar, 2014 @ 8:30am 
there is also another icon that can be used for a spice market that was made by firaxis, but wasn't used: http://www.civfanatics.com/gallery/showimage.php?i=3460&c=37

nice to see an arabian civ,
correct me if I am wrong, but isn't there a story in the quran about a yemeni kingdom attacking mecca with elephants,
so maybe they could have an elephant uu.