Sid Meier's Civilization V

Sid Meier's Civilization V

thecrazyscotsman's Omnibus Mod
176 Comments
TheChickenMaster 31 Jan, 2023 @ 9:33am 
My games do not have luxuries or ancient ruins on them. I've tried 6 different maps, both base game maps and community maps. I have no other mods installed
Lordfil 11 Feb, 2022 @ 12:17am 
most ot the descriptions of the units and buildings are not properly displaying, and your custom units all look like spearmen...
JEELEN 29 Nov, 2019 @ 7:11pm 
True.

@thecrazyscotsman: Alt DL link gone obsolete. :steamsad:
Forsen anime 6 Oct, 2019 @ 10:15am 
Yes, the AI builds 20 scouts
Raistlin_Twin 3 Sep, 2018 @ 2:20am 
I believe this mod pack should be called the "AI will saturate the entire map with scouts map." Am I the only one noticing the AI builds 90% of everything the build as scouts with this mod?
His Royal Succulence 3 Dec, 2017 @ 7:36am 
Does this work with the future worlds mod and tommywiseau's advanced civ mod?
S-Man 13 Jul, 2017 @ 10:35am 
To the author - I love this mod - and play it extensively. Over time, I've added other mods to the mix, but eventually started to run into incongruences between the mods. So, I decided to combine them all into a single mod, and fix all the conflicts. The link is posted below, but I wanted to make sure to give credit to this mod, as it is the cornerstone for mine. Thanks for all the great work you do - I wouldn't even be playing Civ V if not for your mods!!!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=974882481
SkrimpKing 26 Jun, 2017 @ 8:10pm 
so I love the mod for not crashing me and being copatible with alot of mods however, there is an issue with seemingly everything it ads to the game, all of the titles are screrwed up. Is there a mod like this or can this be fixed???
poundjd 10 Jan, 2017 @ 6:22pm 
@orensatov you said "Does anyone know if UnlockedByBelief is found in the same data structure so it can be referenced here?" I Belive that that tag is a member of the main Building Table. Check the XML source code.
TheGreatBrain 8 Jan, 2017 @ 10:26am 
I think this has to be a lua solution.

The key passage in the code is

WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 AND
CivilizationType IS NULL

I would have thought that Cathedrals fit these criteria, but I'm guessing it fails on CivilizationType. Why, I don't know. I don't know the data structures.

My best guess would be an OR paired with "CivilizationType IS NULL", such as

WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 AND
CivilizationType IS NULL OR
UnlockedByBelief = true

I'm fuzzy on the syntax for Order of Operation in Lua, so this statement might need brackets or the like to be correct.

Does anyone know if UnlockedByBelief is found in the same data structure so it can be referenced here?

It could fix the problem, assuming that it isn't failing to give Cathedrals a columnfor a different reason... :steamsad:

Thanks much!
TheGreatBrain 7 Jan, 2017 @ 11:08pm 
OK... I figured out half the solution.

Adding <MaxGlobalInstances>1</MaxGlobalInstances> to the Building Class row for the Sculptor takes it out of the columns, which makes room for the Cathedral.

Unfortuunately, the space gets wasted as Cathedrals STILL end up riding the bench instead of being assigned a column.

Thoughts?
TheGreatBrain 7 Jan, 2017 @ 1:32pm 
Can anyone tell me how to...
1. move the Sculptor to underneath the city name;
2. move the Cathedral to a column?

It doesn't make sense that they are where they are. There's only ONE Sculptor in the world, and potentially as many Cathedrals as there are cities in your empire.

Thanks!
JakobieJones 17 Dec, 2016 @ 3:47pm 
do Barathor's more luxuries spawn as resources in the world or do I need to set something up?
thecrazyscotsman  [author] 5 Dec, 2016 @ 10:17am 
@Krane_57 The only reason that should be happening is if there's a mod conflict...are you running it with any of my other building packs? Or with another mod that incorporates my building packs?
E.T. 1 Dec, 2016 @ 6:28pm 
I have a quick question for this mod that I couldn't find in the troubleshooting. Buildings in this mod display their raw names, such as "TXT_KEY_TCS_CISTERN." All of the buildings display like this. The unit names are perfectly fine though.
thecrazyscotsman  [author] 4 Jun, 2016 @ 7:38am 
Hey all, I'm not really updating this mod any more, but anyone is welcome to use/modify my mod code - please just credit me when you do :)
Troll 3 Jun, 2016 @ 11:13am 
Nevermind, I found a workaround by installing Dynamic Culture Overview and copying its culture overview lua and xml to any other mod that also changes those files.

Now I can enjoy all my subscribed mods :charm:
Troll 3 Jun, 2016 @ 9:16am 
Hello. Still tweaking this mod?

I've been collecting mods to make the game more diverse, but I've run into one or more conflicts. The conflicting mods are this omnibus mod and at least one of the mods from REGALMANEMPEROR's wonder collection. The wonder I've found an incompatibility with is the Winter Palace, but any mod that also changes CultureOverview.lua will cause incompatibility.
What happened to me is that the culture window for my own great works was blank, aside from the columns for culture, great work number and tourism output. No cities, no wonders, no buildings listed.

I'd love to use both your omnibus and the wonders,as they are both very nice for a relaxed evening of building lots of stuff without any win condition. Chances of a fix or workaround, if any?

At the very least, please update your incompatiblity list to include mods changing CultureOverview.lua (and possibly the xml too).

A spiffy mod otherwise.
isnorden 25 May, 2016 @ 3:12am 
Had to comment-out the Amber resource/Amber Factory, since those conflict with my own "Goldsmith, Jeweler, and More Luxuries" mod (that one includes an Amber resource which can be mined wherever it appears). Otherwise great...I might snag some of your Brewery/Beer code to update my Brewery and Mead-Hall mod, with your permission!
The_Catman 28 Apr, 2016 @ 11:17pm 
So it includes code from Faster Aircraft Animations? Does that mean it's included and i don't need to install that mod separately?
Vae 11 Mar, 2016 @ 2:16am 
Think i found the issue, in TCS_Units at about line 220 the shoshone pathfinder is missing <Range>1</Range>
Vae 11 Mar, 2016 @ 1:40am 
Should the Shoshone pathfinder have a ranged attack like the other scouts? I tried to add it myself but i'm not really sure what change enables ranged attacks on the regular scouts.
S-Man 4 Feb, 2016 @ 7:22am 
Am LOVING this mod! Fixes almost all the "issues" I had with the vanilla design. Thanks CrazyScotsMan for putting this together!!! And thanks to the rest of the team who contributed to the design. :steamhappy:
Iron 26 Jan, 2016 @ 7:15pm 
Oh shit, I'm sorry I'm an idiot and never noticed that. Thank you, you crazyscotsman.
thecrazyscotsman  [author] 26 Jan, 2016 @ 2:46pm 
@Dynamic Eastern Lowland Gorilla - that's because the mod shifts all internal trade route abilities to the caravansary.
Iron 25 Jan, 2016 @ 8:54pm 
When I use this mod, for some reason Granaries and Workshops don't have the ability to allow me to transfer food and production between my cities. Am I missing something? I've loaded my game with this mode solely activated, and it seems that it just removes the "Food Trade Route" from the Granary and "Hammer Trade Route" from Workshops. Take off the mod, and suddenly they're back to working just fine.
Squilliam L 27 Oct, 2015 @ 2:02pm 
I swear, the best thing would be this minus the units (or in my case the futuristic units)
TheTrueFinalBoss 5 Oct, 2015 @ 9:47pm 
Its somewhat unfortuante that its incompatible with More Luxuries

I would guess that it is also incompatible with various custom maps, and the map that I like to use needed an update to work with More Luxuries so its likely incompatible with this.

I'll have to see if the Components I want to try are updated and still useful
sepruecom 4 Sep, 2015 @ 8:59pm 
I don't even want to know why public bath is giving +1 food. I don't even want to think about tit. ewww
starrynite120 4 Sep, 2015 @ 6:37am 
has the AI been trained to use this?
starrynite120 29 Aug, 2015 @ 11:15am 
I don't think the watermill bonus to wheat is working
Gilded Champ 14 Aug, 2015 @ 6:38am 
oh also is there any chance a complete pack with just the buildings?
Gilded Champ 10 Aug, 2015 @ 12:47pm 
How do I know this mod is working? I do have it in, though I have a butt ton of other mods which I am not sure if they conflict. The game hasn't crashed so I assumed it worked? Or does it get overridden if theres a problem?

Does Really Advanced Setup count as something that changes AssignStartingPlots.lua?
WillowTheCrow 3 Jul, 2015 @ 7:55am 
Okay, Thank you.
thecrazyscotsman  [author] 2 Jul, 2015 @ 4:21am 
@ BlueRobin - this includes all of my Building Pack mods.
WillowTheCrow 30 Jun, 2015 @ 10:30am 
So this includes, ALL of your mods? sorry, I don't really know if it does.
LOBO 18 Jun, 2015 @ 2:40am 
Yeah no problem, They all run fine together :)
thecrazyscotsman  [author] 17 Jun, 2015 @ 4:18am 
@ LOBO - I'm currently unaware of any incompatibilities with AI mods
@ Roketsune - thank you for your kind words! The starting city HP is still 200 HP. I found that having a max HP over 300 made cities...very difficult to capture. So currently yes, if the combined effect would increase HP over 300 it will cap itself at 300.
@Proffessor137 - yes, as long as you provide credit :)
Profestom 17 Jun, 2015 @ 1:28am 
Would I be able to put this mod in a collection of mods to put on steam workshop?
Roketsune 30 May, 2015 @ 10:21am 
It's really such a shame your mods have gotten so little attention. I was just perusing the Workshop again. I noticed most of the popular mods either completely overhaul key concepts such as policies (which is more than I want to get acclimated to), make many changes which I don't want (without there being component mods to choose from, I have to pass on it) or add a ridiculous number of units/techs/buildings. Yours, in contrast, adds a sufficient yet not overwhelming number of buildings and units, doesn't completely change a core concept, and contains rational and (at least to me) pleasant tweaks and rebalancing. So, thank you for your efforts and for making my gaming experience better!

I also had a question. Your Readme file says the max city HPs was set to 300. Supposedly cities start with 200 HPs, and the various structures will combined add over 100. Does that mean some of the structures' HP bonus will not be applied, or did you mean to say the starting city HPs was set to 300?
LOBO 30 May, 2015 @ 9:23am 
Or even better - with Artificial Unintelligence?
LOBO 30 May, 2015 @ 8:06am 
Can we use it with Smart AI mod?
zArkham4269 29 May, 2015 @ 8:58am 
...then again I think there needs to be a National Wonder called The Reserves which would allow you to put military units to "sleep" where they'd pay a small amount of maintenance but could then be reactivated with gold or would automatically come active (w/o penalty) if war is declared. Of course I think once a unit goes to sleep, it gets tagged with a Nat'l Guard promotion which would then cause it to generate a small amount of unhappiness while ate war to denote the loss of citizen soldiers to the war effort.
zArkham4269 29 May, 2015 @ 8:56am 
Also I think I've made this point before but I use a lot of your individual mods and over time things get overbalance money wise. I really, really think that many of the buildings need to go obsolete just like units because the stacking just gets out of hand.

Not sure how it could be done but I think when a building goes obsolete, it remains but doesn't do anything. You then could either scrap it or pay gold to upgrade it to the next higher building. Say aquaduct into sewer system.

Also, I think unit maintenance costs in late game need to be higher. It's just not historically accurate to have so many units just sitting around.
zArkham4269 29 May, 2015 @ 8:52am 
How does this mod interact with some of JFD's mods or some of the Wonders? Specifically I'm thinking of JFD's Belgium (they have a chocolate resource) or Wonders which create rice or tea resources.

Of for that matter what about the Corporations Mod and accompanying Asian-American resources?
thecrazyscotsman  [author] 29 May, 2015 @ 8:25am 
@LOBO Thanks for the kind words :)

here's the change log:
- Removed Chocolate, Lapis Lazuli, and Coral resources (there are no longer any added map resources, which should fix any map generation errors)
- Tea is now a city-state unique resource
- Liberty's unique resource is now Coffee, the unique resource building is the Coffee House
- Austria's unique building is now the Cafe
- Tobacconist icon fixed in Tech Tree
- Late game mercenary upgrades fixed
- Other minor bug fixes

The main thing was to fix conflicts due to the fact that Firaxis added Cocoa to the game. If you had fixed that via a workaround, it would have still worked for you without any problems.
LOBO 29 May, 2015 @ 7:22am 
Best mod for civ5 so far. What this latest update adds beside working with latest patch (it was, and still is, working for me before your update...)
thecrazyscotsman  [author] 18 May, 2015 @ 8:53am 
All fighters are supposed to require oil, I believe that's just an omission from the Readme (not where I can check right now). And I do have plans to put the Light Infantry and the Mercenaries as separate components.
zArkham4269 18 May, 2015 @ 8:27am 
Read the readme and have some questions. Do all fighters need oil or just the Zero? Do you plan to break up pieces of this mod like the Scout path as individual mods?
thecrazyscotsman  [author] 18 May, 2015 @ 5:26am 
1. It is currently incompatible with Reform & Rule - I had attempted to completely integrate Rise & Rule into this mod last Sep/Oct but ran into a lot of problems for some reason, which is why it actually took me so long to get this back up for the latest patch. I'm currently working on a new mod project, but I will consider another go at making them compatible. Perhaps a patch mod to make them compatible would be more feasible.

2. I haven't tested compatibility with the Corporations mod, but the newest version should not have any problems with adding in new resources (as long as they are not from the mods listed under "Compatibility"), and my buildings have custom strings...so...I don't think so, but I can't say for sure.