Sid Meier's Civilization V

Sid Meier's Civilization V

Iska's Il Principe
120 Comments
Avalon 23 Jan @ 7:29pm 
Mod works great
Avalon 23 Jan @ 7:28pm 
Got it working again, wasnt a problem with the mod, had that updating executable glitch thats been plaguing so many
Iska and Ismet  [author] 4 Jan @ 2:42am 
Did you try deleting Documents\My Games\Civ 5 and steamapps\Civ V and then verifying local files?
Avalon 3 Jan @ 5:19pm 
So I completely deleted all my other mods, cleared the cache, reinstalled 3 times and this mod still keeps crashing my game. Glad everyone else is having fun
mpachaliev 18 Dec, 2024 @ 8:35pm 
does this mode work with EUI by chance?
Larry Krappenschitz 30 Sep, 2024 @ 1:42am 
Any idea why free/barbarian cities keep their tiles after the city is captured/destroyed?
PunishedChud 13 Sep, 2024 @ 4:25pm 
Love your mod man. Would be awesome to be able to use it for MP some day, though I'd imagine that's not possible given how much is in this. Keep up the good work
chernobyl 15 Aug, 2024 @ 8:32am 
no, Thank You! these mods are really enjoyable. I hardly recognize playing vanilla civ anymore
Iska and Ismet  [author] 12 Aug, 2024 @ 7:13pm 
The red embargo in the trade means that nothing can be traded because some other civ negotiated a third party embargo against you with whatever civ that was. Shouldn't be getting trade offers from embargoed civs, so that's an issue. Stacked unit won't pick up any unit that has been fortified or told to wait (space key). I know it's hard to break many hours of habit about how to move units, but I've found I can't play without unit stacking anymore. This is a feature of Command and Conquer, you can play without it if you don't like. Re: Holy Site crash, thanks, will investigate. Will investigate Worship Belief issue. Thanks for report about Autocratic Theocracy. But most of all, thanks for playing!
chernobyl 9 Aug, 2024 @ 9:20pm 
Is the government Autocratic Theocracy intended to give +5 Faith and +5 Culture to temples, or +5 faith and +1 culture?
The description says "+5 faith and culture from temples" which to me means +5 each. I'm checking cities, and the faith calculation adds up correctly if the +5 faith is identified as being from a policy and not a building. The culture calculation appears to be only +1 culture and it shows up as a building add, not a policy add.
chernobyl 8 Aug, 2024 @ 6:34pm 
tried again with a different Civ, worship belief bug happened again. you get the social policy, and the worsip belief menu that opens is empty, no list. what I saw underneath was the science menu opening. worship belief selection worked in the previous version, before you fixed the religious colonizers belief.
chernobyl 8 Aug, 2024 @ 2:33pm 
had a crash out of the game today, I believe it was caused when I created a holy site with a Great Prophet in a desert hex, on top of a previously constructed village.
chernobyl 5 Aug, 2024 @ 7:27pm 
Also, the group move on stacked units thing is annoying. it seems like troops will pick up people along the way that were not doing anything, but I didn't want to move.
chernobyl 5 Aug, 2024 @ 12:21pm 
Had an unusual diplomatic request today
The trade was an embargo for an embargo, but no city state or nation was identified on either side of the trade, and both "embargo" offer text were red in color. not sure what it meant.
Also, there was a bug in selecting the worship belief upon getting the appropriate religious civic tenet, the selection panel that opened on the left was covered by an additional selection panel that was empty. I couldn't get either one to go away so I saved and quit and then retried starting the game but the opportunity passed and now I can't get the belief at all.
Iska and Ismet  [author] 25 Jul, 2024 @ 7:44pm 
Fixed it, super super simple I just mixed up a pair of arguments. Also fixed an issue detailed here .
yanivtal2003 23 Jul, 2024 @ 11:11pm 
I too had the newly-founded-cities-start-with-the-capital's-religion simply not work
chernobyl 21 Jul, 2024 @ 12:03pm 
Iska, love your mods, they are my favorites here on Steam for Civ V. Recently found the Il Principe mod and am enjoying playing around with some of the new things I find there. I tried the religion belief of colonizers, where newly founded cities start with your fait if its the majority religion in the capital. well, it didn't work for me. (though I probably don't have the july 12 update, it says v.4) My capital is pop 5 with 4 yddrisil (my faith) and 1 lightning bolt. my first new town I founded didn't start with the yddrisil faith.
yanivtal2003 13 Jul, 2024 @ 6:36am 
Thanks a ton
Iska and Ismet  [author] 12 Jul, 2024 @ 6:43pm 
Hey all, handful of bugfixes, including Despotism now working, finally fixed 'Contact' option showing rando CS, reworked Scientific Ally CS in case of bug, fixed toppanel showing incorrect amount of vassal science, few tooltip fixes, readded vanilla/gnk policy tree exclusions (to go with vanilla/gnk trees restored), buffed some weaker governments, tweaked policy branch splashes. Some other stuff I'm not remembering.
Iska and Ismet  [author] 7 Mar, 2024 @ 8:05am 
Probably a matter of just giving it some time, it's a 100mb file the game client has to download/extract, the in-game mod list is a bit iffy. Alternatively Google 'steam workshop downloader' and install it manually.
Valren37 5 Mar, 2024 @ 8:08pm 
Hey I'm probably just an idiot, but is there more to using this that subscribing to it? I can't get this one or any of your other gameplay mods to show up in game in the mods tab. All of your civs are there so that's great but this one doesn't show up so I'm assuming there is a process beyond the steam workshop for using this mod. If there isn't then there is just something wrong on this end and a reinstall of the game might do some good I suppose. But if there is a process of some kind that I am missing I would live to know because everything I have seen from the description and comments on this mod look great.
Iska and Ismet  [author] 16 Feb, 2024 @ 5:01pm 
Tyvm Fishe, will fix in the distant future
Dat Fishe 11 Feb, 2024 @ 4:38pm 
Just wanted to let you know, the Despotism government doesn't seem to work - the government menu will show it as being your Civ's government, and your Civ name will change, but you don't seem to actually get the effect
Iska and Ismet  [author] 29 Jan, 2024 @ 5:05am 
@sullivan hmm on the Science CS, that was one of the last things added, so not such a huge surprise. Thanks for the report!!
Iska and Ismet  [author] 29 Jan, 2024 @ 5:05am 
@wtsullivan yes, always meant to do that, probably some vestigial code somewhere

@barlton no there is not, I never saw the point without leaderscreens, but feel free to make your own, if you need the DLL source pm me
barlton banks 25 Jan, 2024 @ 8:49pm 
I had asked this before, but was just wondering again if there may be a 43 civ mod version of this mod? Other than that this mod is amazing and keeps me playing the game with new and exciting features.
wtsullivan 19 Jan, 2024 @ 3:46pm 
And I also wanted to say, with the loyalty mechanic, there is absolutely no warning and it's a lot of work to monitor in a large civilization. Can there be notifications like when a city is starving? And other than garrison, can anything short-term be done to prevent the city leaving?
wtsullivan 19 Jan, 2024 @ 3:44pm 
I love this mod!! Even the painful loss of cities through disloyalty 😵

However I do want to report a bug. I have been playing a Marathon game and noticed at some point that my Science output was declining over time. Then noticed I had individual cities with negative 100 Science production from their buildings, although no individual building in the list had negative Science. I believe it's related to being a friend/ally of a scientific city state and the bonus this should confer on cities with universities. I've continued playing and got to the point where my empire total Science output was negative 500 🫠 although I recently crawled back into positive overall...
aaaaa142 22 Dec, 2023 @ 2:56am 
and can i work with your empires mod's some system?
like
Social Virtues and Prestige, and Dark, Dramatic, and Heroic Ages -

Corporations and Monopolies -
aaaaa142 22 Dec, 2023 @ 2:56am 
is it can work with your tech expanded mod?
aaaaa142 22 Dec, 2023 @ 2:55am 
OHHH ITS AMAZING!!!!!!! I LOVE YOU. AS OLD CIV4 ROM AND MOD'S FAN. IM JUST HAPPY.
hoofgirls 29 Nov, 2023 @ 5:51pm 
how does this compare to vox populi
Iska and Ismet  [author] 29 Nov, 2023 @ 10:56am 
Thanks bro, appreciate it
Interm 26 Nov, 2023 @ 9:27am 
This guy is single-handedly holding the civ 5 steam workshop modding community alive, love your work. A 43 civ version of this mod would be nice, as this is one of the most realistic mods that are available probably.
Iska and Ismet  [author] 25 Nov, 2023 @ 10:16pm 
Hey subs, recent update broke Diplo relations and trade windows, will update soon
Iska and Ismet  [author] 21 Nov, 2023 @ 12:49pm 
Good stuff! If you want to change the Monument Tooltip so it shows +7 Loyalty, edit IntoToolTipInclude.lua (ctrl+f Loyalty).
yanivtal2003 20 Nov, 2023 @ 2:52am 
Thanks!
For anyone reading this that doesn't know anything in programming/coding and wants to adjust minor things like I did, I just opened the Il Principe file on my computer, opened the Lua folder, opened the Iska_GetCityLoyalty lua file (via Notepad in a txt file), went to the "if pCity:GetNumRealBuilding(eMonument)" line, and changed "iLoyalty = iLoyalty + 1" to iLoyalty = iLoyalty + 7"
Thereby making the monument give you 7 loyalty.
Iska and Ismet  [author] 19 Nov, 2023 @ 2:25pm 
Yes, that would be the file to edit
yanivtal2003 19 Nov, 2023 @ 7:09am 
Is there anything in the Iska_GetCityLoyalty Lua file I can do to make cities more loyal than they usually are? Like increase unit garrison loyalty by 10 or something, or just make the disloyalty values less severe?
Iska and Ismet  [author] 16 Nov, 2023 @ 6:06pm 
It's a 100mb dl, give steam a bit of time to download and unpack it
jay 16 Nov, 2023 @ 4:24pm 
this is not showing up on my mods menu anymore, regardless of how many times i wipe the cache and moduserdata folders. do you happen to have a direct download link?
Iska and Ismet  [author] 13 Nov, 2023 @ 8:21am 
So someone said a while back that the new resources weren't showing on the map, and I assumed they meant they weren't spawning, but playing today I noticed, no, they're literally invisible. Woops. Fixed for next update.
Iska and Ismet  [author] 8 Nov, 2023 @ 5:24am 
Yeah not much
yanivtal2003 7 Nov, 2023 @ 11:21pm 
Besides toying around with its population
yanivtal2003 7 Nov, 2023 @ 11:19pm 
Can I do anything to save a city from breaking free if it HAS to be where it is, and it is surrounded by foreign cities?
Iska and Ismet  [author] 3 Nov, 2023 @ 10:37am 
Ya
yanivtal2003 3 Nov, 2023 @ 5:31am 
Thanks, I think I got it.
So if Rotterdam (or any city) is near a large number of foreign cities, Rotterdam will be under foreign pressure and become disloyal?
Iska and Ismet  [author] 2 Nov, 2023 @ 8:50pm 
Shud really put all that in the pedia 🤔
Iska and Ismet  [author] 2 Nov, 2023 @ 8:48pm 
(1)Longer explanation because it's not totally identical to Civ 6: the most important factor for Loyalty is Pressure, which is created by Cities: Each City starts with Domestic Pressure equal to its Population, and then gains Domestic Pressure for every other owned City (equal to their Population) within distance of less than or equal to the City's Population. So an eight-Population City has +8 Domestic (positive) Pressure plus Domestic Pressure equal to the total Population of all Cities that are eight or less tiles away.

But ofc there's also Foreign Pressure that works in almost the exact same way, but negative; the eight-Population City will potential have negative (Foreign) Pressure if the total Population of enemy owned Cities within eight tiles is greater than eight + total pop of all owned cities within eight tiles.
Iska and Ismet  [author] 2 Nov, 2023 @ 8:48pm 
(2)
So you sometimes have situations where a City grows and all of a sudden its large enough and close enough to a or several enemy Cities that the Pressure suddenly goes from positive to negative and the City starts losing Loyalty rapidly.

All that because my mod is slightly different from civ 6 in that in civ 6, the tile range for all cities when calculating pressure is always nine no matter what pop, in my mod it grows with the pop to maximum nine tile distance. (iirc)