Sid Meier's Civilization V

Sid Meier's Civilization V

Champa (Brave New World)
139 Comments
Tomatekh  [author] 14 Nov, 2023 @ 3:36pm 
@Dramatis Persona
Thanks! I'm always happy to hear people are still enjoying my mods after all these years!
Fenragon 14 Nov, 2023 @ 7:26am 
I remember playing this about 6 years ago and having a hoot.
Now I've reinstalled CiV and i'm playing Champa again and once again I'm having a hoot.

Declaring war on people you meet immediately and starting to siphon gold is risky, but fun :D
MajoraZ 28 Jan, 2019 @ 1:05am 
I see in the screenshots that the Khmer use a modified asia arcthectural style wihout the bright white and blue: Do you know of a mode that does somehting like tha for existing civs?
KgQuetoi 24 Aug, 2018 @ 8:03am 
there is one Civilixation I'll hope you can make it call Tay Son. I'll be glad to provide you all leader,Special uints,city name.
Tomatekh  [author] 8 Aug, 2018 @ 6:11am 
If the mod is working correctly on its own, then the bug is not in the Champa mod itself. It's an error in another mod you are using that is then causing a conflict with this mod. I won't be able to help you without knowing your mod list.
Tomatekh  [author] 4 Aug, 2018 @ 10:46am 
@KgQuetoi

You'll have to be more specific. Last time I tested the mod it worked fine without any issues. It's also been a while since anyone else has submitted a bug report.

If you can submit an error or database log that would help me pinpoint the issue you're having. Otherwise, are you sure the issue isn't from an interaction with another mod you are using? (Does the mod work correctly by itself with no other mods active?)
KgQuetoi 4 Aug, 2018 @ 7:35am 
Buddy fix Champa,I can't play them at all. Plat them you'll know why.
Skidee 21 Apr, 2018 @ 11:01am 
The mods I use are
Champa (Brave New World)
Archaeology Asthetic Adjustments
Ethnic Diverity
Religion - AI No Free Pottery
Units - No Furturistic Units
Resources Mint Include Copper
Tomatekh  [author] 21 Apr, 2018 @ 10:39am 
I'm not sure how it would break textures (as that would require overwriting files), and no one's ever reported that before. Are you sure it's this mod causing the issue?
Skidee 21 Apr, 2018 @ 10:31am 
Hey man does this cause broken textures or something because recently after using this mod a lot the textures seemed to have broken
Cinn 27 Sep, 2017 @ 3:06pm 
I think the square wells are one of the most innovative ideas I've seen in any mod. Excellent work!
Tomatekh  [author] 27 Aug, 2016 @ 8:42pm 
@suvroab

Almost all of the civ's abilities revolve around trade routes which were only added in BNW. It would be impossible to add the civ to GK without completely re-designing and re-coding the civ. Sorry.
McDuck 27 Aug, 2016 @ 4:26pm 
Please add this to G&K
Tomatekh  [author] 15 Aug, 2016 @ 3:05pm 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
RJ 11 May, 2016 @ 8:35am 
@blkbutterfly74

Just a heads up, considering the way you've treated LITE and annoyed the Civ Modding community as a whole, er, good luck finding anyone willing to make stuff for you.

Unless you take the mod down and apologise to LITE of course, and reupload it when you have actually gotten your own assets.
blkbutterfly 11 May, 2016 @ 8:10am 
@Tomatekh Do you know of any active graphics modders who might? I'm still a noob here
Tomatekh  [author] 11 May, 2016 @ 8:08am 
@blkbutterfly74
Unfortunately, Leugi is no longer actively modding. However, he gifted me the square well model to use as I see fit.

For various reasons, I would prefer that you did not use the graphic in your own mod. Thanks.
blkbutterfly 11 May, 2016 @ 7:41am 
@Leuigi Hi I'm looking for artwork for a UI for Sri Lanka, a water tank or "wewa" (වැව). May I temporarily use the water well grpahic? Or even better would you be interested in producing a new one? :steamhappy:

It's for an alternative/new Sri Lanka -> https://t.co/UlxiqbPP7X
(FYI The LITE team are rather peeved I've used their artwork as a basis, so the sooner the better! Thx)
Tomatekh  [author] 8 May, 2016 @ 9:52am 
Hey everyone, I’ve released a new civ for Brave New World:

Shang (Brave New World)
Tomatekh  [author] 2 May, 2016 @ 9:59am 
Hey everyone, I’ve released a new civ for Brave New World:

The Kuikuro (BNW)
Tomatekh  [author] 8 Apr, 2016 @ 1:54pm 
v.43

-General mod/mod support maintenance
-Changed the math behind the UA; essentially the base gold stolen is lower while the bonus from each blockade is higher
-Fixed the gold notification to correctly display the total stolen from all civs and not just the last civ on the list
-adjusted E&D.

If you need the previous version, 37, to continue a save, a download link is at the bottom of the description.
nguyendragon_1996 1 Mar, 2016 @ 2:21pm 
Got it. Thank you for responding.
Tomatekh  [author] 1 Mar, 2016 @ 1:42pm 
I'm aware, and I refer to the leader as Po Binasuor in the Dawn of Man text and the Civilopedia. However, for the general name used by the leader, I followed the example used by Firaxis for their other leaders and used the most recognizable name instead of the most "correct" one. Chế Bồng Nga returns more hits on various search engines than any other version of his name, so I used it.
nguyendragon_1996 1 Mar, 2016 @ 1:23pm 
Chế Bồng Nga is a Vietnamese name, would Po Binasuor or Che Bunga be more suitable?
Tomatekh  [author] 31 Dec, 2015 @ 5:36pm 
v.37

-Mod compatability update

If you need the previous version, 36, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 1 Nov, 2015 @ 12:58pm 
v.36

- E&D adjustments

Should not impact existing games/saves.
Tomatekh  [author] 2 Oct, 2015 @ 2:09pm 
v.35
-Mod compatibility update (EE; Cul Div; Cul Inf; Sovereignty; Mercenaries)
-Adjusted the model size of the Square Well
-Slightly buffed the Basketwork Hulls decision

If you need the previous version (32) to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 21 Sep, 2015 @ 7:05am 
My Brave New World Garamantes mod has been overhauled with new art and abilities (with art contributions by Janboruta and Sukritact)!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102329706
Tomatekh  [author] 17 Jun, 2015 @ 5:51am 
v.32
-updated mod compatability
-toned down the notifications for both Cham and the opposing player
-adjusted the gold stealing equation
Tomatekh  [author] 11 Jun, 2015 @ 3:15pm 
The setting would be located somewhere in the Steam workshop menus; not Civ V. I don't know the specific locations, sorry. However, I always post a link to the previous version of a mod at the bottom of the description. You can always use this to continue a game if you've accidentally updated.
Loki 8 Jun, 2015 @ 3:33am 
Hey. How can i disable automatic updates? I dont want it to break a save game but i can't find this setting.
Thank you for the mods.
Tomatekh  [author] 6 Jun, 2015 @ 11:55pm 
Hey everyone, I’ve released a new civ for Brave New World:

Xia - Erlitou (Brave New World)
Tomatekh  [author] 31 May, 2015 @ 4:00pm 
The civ is using the Polynesian City style (which was only a reskinned Asian city style anyway). Unfortunately, it is not possible to mod entirely new city-styles into the game.
Leymar 26 May, 2015 @ 4:27pm 
Toma, you have a special city graphic for these guys? Like, their cities are orange? Or was that already in the game? I think it would be a good mod idea for different city appearance packs.
Tomatekh  [author] 8 Mar, 2015 @ 12:30pm 
v.24
-Fixed a display issue with the interface.
-Minor rework to the Eagle Wood decision (E&D support)
-Misc. text changes.

If you need the previous version to continue a save, a download link is at the bottom of the description.
Monkey Magic 29 Jan, 2015 @ 11:25am 
About Blockades: Well, that sucks balls. Shame the devs didn't do a better job on the mechanics. Maybe this is something someone who is mod-minded would consider working on an improvement for in the future :P

About Wells: The description just stated "May be be outside of friendly territory" although it does state "Wells in foreign territory provide +1 to both Champa and the tile owner" so you'll forgive me for thinking it was capable of being built directly inside foreign territory.

I'll take you word on them not being OP for now, and see how it works out in game.
Tomatekh  [author] 29 Jan, 2015 @ 8:50am 
If you need the previous version (18) to continue a save, a download link is at the bottom of the description.

Also, let me know if I accidentally broke anything in the patch.
Tomatekh  [author] 29 Jan, 2015 @ 8:49am 
Somewhat extensive update

-Support for ExCE, Cultural Influence. Cleaned up E&D support.
-Re-organized the lua code
-Added Leugi’s graphic fix for the Well which should help display issues for those not using DX9
-Fixed a bug where sometimes you would still lose gold from cargo ships even if you had a trade route to Champa.
-Base amount of gold stolen during war decreased, but bonus from blockading a city increased
-Wells now give 1 GA point in friendly territory and 2 GA points in neutral territory

Reworked the civ’s notifications especially for the Cham player.

Cham players:
-The only side notification the Cham player now gets is the gold stolen when at war.
-Gold plundered from Cargo Ships and GA points from Wells now moved to an event message at the top of the screen
-The Gold and GA tooltips now also display this info to reference at any time during your turn

Facing Cham:
-For players facing Champa, the GA from wells notification moved to an event message
Tomatekh  [author] 28 Jan, 2015 @ 6:57am 
For square wells, building them in neutral territory is sort of the point. They also can't be constructed in foriegn territory, so you can't actually build them directly next to foriegn cities. In general, I haven’t found the improvement overpowered and also haven’t received player feedback to that effect either.
Tomatekh  [author] 28 Jan, 2015 @ 6:57am 
While switching the stolen gold to only focus on a blockaded city’s income is something that makes sense from a real world perspective, it’s not something that’s can really be supported by the game mechanics. Blockading is already a relatively fickle and minor mechanic; a Capital can never be blockaded, and blockading requires the city to have constructed a harbor. Trade income is also dependent on Cargo Ships in BNW, which, if you’re at war, you can just destroy with your ships anyway.

It’s also impossible to starve a civilization of gold as the piracy mechanic is based on percentages of the civ’s current gold reserves and gold per turn. If they have no blockaded cities, you’re roughly only stealing 2% of their gold reserves and 20% of their GPT… the targeted civ is still largely making a net gain in income.

I'd also argue that blocking a civ's major port would affect the civ's entire economy and that unblockaded cities wouldn't exactly be flourishing either way.
Monkey Magic 28 Jan, 2015 @ 12:28am 
Another thing I'm concerned about:

The standard Golden Age is based on excess happiness over a set number of turns. The required amount of happiness is increased with each subsequent Golden Age. For the duration, the Civ in a Golden Age generates 20% additional production and culture.

Happiness appears to be irrelevant with the Square Well. This alone makes your Square Well very powerful. The ability to build these things outside player controlled territory could lead to high frequency of Golden Ages simply by building them near other Civ cities, or key locations throughout the map.

For balance, this should be limited to tiles within player controlled territory, and no other improvmenets can be built within the boundaries of the 2 hex radius. The potential is still relatively the same, but now involves additional player investment in strategy and maintenace, and eliminates spamming flatland areas.
Monkey Magic 27 Jan, 2015 @ 11:54pm 
You state that you are working on improvements to the piracy aspect. I would suggest a rework of gold stolen from an enemy Civ be limited to a percentage of gold generated by trade for that city. This would negate the effect of a blockaded city generating gold effectively "out of nowhere" when that city produces no spare income.

It also prevents the player from starving an entire civilization of gold when unblockaded cities should be flourishing.
Faysal 10 Jan, 2015 @ 5:28am 
Thnx Tomatekh!
Roellie Safari 7 Jan, 2015 @ 11:57am 
love this mod and a really good yet not op ability. but i hate his ai man, he got an amazing position to steal gold from trade routes after he got embargoed
Tomatekh  [author] 5 Jan, 2015 @ 5:25pm 
The amount of gold stolen is dependant on the amount of gold the civ has, so you won't be stealing much from civs at the bottom of the list (or in the Ancient Era). Otherwise, you usually make more gold with a trade route to the civ than just passively from declaring war (unless you actively blockade their cities). Trade routes also prevent the diplo penalty. Because of how the ability works, it tends to have a high point mid game before tapering off into the late game. However, I actually do have an update for the civ which slightly tweaked all the values, but I'm waiting for all my projects to be finished before uploading any updates for my civs.
Faysal 5 Jan, 2015 @ 4:28pm 
O man.. the piracy thing is tooooo OP.

I could as well choose champa and declare with every distant civ and get 6 gold per turn from every one of them without doing anything.
Tomatekh  [author] 10 Dec, 2014 @ 6:46pm 
The civ is set to mimic Indonesia's settings in the Ethnic Units mod, so it all depends if the author assigned stuff for Indonesia.
mim1983 10 Dec, 2014 @ 6:23pm 
I think that Ethnic Units is not working with this civ - all units look pretty "original"...
Chako_Official 12 Nov, 2014 @ 2:13am 
Thank you
Mojave Neon 4 Nov, 2014 @ 4:17pm 
Yeah, I was sending them routes. The cargo ships I was sending to them are the ones they were stealing gold from.