Sid Meier's Civilization V

Sid Meier's Civilization V

Various Mod Components
49 Comments
zai4z  [author] 1 hour ago 
@kensw I just tested and I can start in Renaissance fine, so it is probably a mod conflict if its happening multiple times
kensw 1 hour ago 
Is it ok to use an advanced start with this Mod - I prefer to start in the Renaissance ?
Pity - crashed to desktop on starting up - One of my Many other mods must have a DLL ? Though I looked and did not see it mentioned anywhere. Since I Really like all my mods I am afraid this one has to go. :steamsad:
KnightHamster 4 hours ago 
Thank you very much for the update. :steamhappy:
zai4z  [author] 4 hours ago 
@KnightHamster It's fixed now, you can update and it will work with saved games
zai4z  [author] 5 hours ago 
@KnightHamster I found the issue, I'll release an update today
KnightHamster 6 hours ago 
Previously only tested on Caravels and Naus as I have only just reached Renaissance.
Tried using IGE to spawn and test on Destroyers, Battleships and Subs and all of them show the same thing.

Trireme, Galleass and their variants avoid oceans when automated.
If I deliberately move them onto oceans outside of my borders manually, they'll also get stuck as well even if there's coasts on the neighbouring hex so they also lose the ability to move on ocean tiles outside of my borders.

I tested on my Scouts after I have completed exploring my original reachable areas and after Astronomy, similar to the ships, at first you can click Automated Explore button, but upon clicking, they lose the ability to embark onto oceans and the button will get greyed-out.

Basically, it seems like the AI quits when they're faced with pathing on ocean tiles.
zai4z  [author] 6 hours ago 
@KnightHamster Does this only apply to units with the weak hull promotion?
KnightHamster 6 hours ago 
Weird, not sure if it's some conflict but the updated automated explore seems to be removing the ability to move onto oceans tiles for ocean going units.
My ships and embarked units, whether gifted, upgraded or newly built can go onto oceans manually upon completing Astronomy.
But when Automated Explore is enabled, all of them loses the ability to go onto ocean tiles outside my borders and will get stuck in the ocean tile they're already on.
The ability to move on ocean tiles do get restored every new turn though.
Zath 28 Jul @ 9:08pm 
Yay!
zai4z  [author] 28 Jul @ 2:30pm 
@Zath In the new update, automated explore weak hull units won't enter ocean. I wouldn't recommend updating until a new game though
zai4z  [author] 23 Jul @ 10:18am 
@ment0l In base game, Polynesia has a hidden mechanic that removes the "PROMOTION_OCEAN_IMPASSABLE" promotion from every unit. This mod won't change that, so Polynesia won't receive "Weak Hull" and can move freely as normal
Zath 22 Jul @ 7:10pm 
That would be awesome, thanks!
zai4z  [author] 22 Jul @ 5:12pm 
@Zath Sorry for the late reply, I will see if I can stop the auto explore moving the unit into the ocean in the next update
Zath 21 Jul @ 12:53pm 
Also it somewhat conflicts with another mod I have that allows ships to heal outside of friendly territory without needing supplies and makes supplies work like march.
Zath 21 Jul @ 11:36am 
Could I please get a version of this without the 'Weak hull' promotion? It's nice to have but I prefer to play on huge small continents maps, and having to micro 4 different triremes to explore is annoying since if you set them to auto-explore they beeline for the nearest ocean tile and instantly die.
zai4z  [author] 21 Jul @ 11:21am 
@uncmaxxer yeah it's likely a mac issue, I'll look into this
uncmaxxer 21 Jul @ 10:52am 
@zai4z My starting era is ancient era in the gameoptions. I uninstalled IGE at the same time as I was installing this mod earlier today, so it's not enabled in game at least. I tried going into the workshop folder to see if IGE was still there somehow but can't find it. I'm on Mac if that makes a difference
zai4z  [author] 21 Jul @ 9:57am 
@uncmaxxer That's weird, what is the start era in your gameoptions? Are you using IGE?
uncmaxxer 21 Jul @ 9:28am 
Hey, I have this issue where the ancient ruins rewards era dependency is broken, and I keep getting way too much gold and culture in the early game. It seems to pick one of the eras at random, sometimes it's 1600, 50, 800, etc. I tried disabling all other mods and the issue still persists. Loving the mod otherwise, hoping this will be fixed!
zai4z  [author] 14 Jul @ 3:18pm 
@VengefulAncient I'll look into this, unfortunately I don't think this creator merged it into Howard's original DLL
zai4z  [author] 14 Jul @ 3:16pm 
@Laffin' Cat Likely another DLL, maybe Community Patch or Vox, what do you have enabled?
Laffin' Cat 14 Jul @ 12:56pm 
Seems like the mod is blocked for me but its not telling me what mod is blocking it. Any advice?
VengefulAncient 6 Jul @ 6:45pm 
I've installed nearly all your mods and am eagerly looking forward to a new playthrough with them. Especially Canals, that is something I really wanted in my Civ games for a long time (I know Civ6 has them, but I don't like it). Great to see people creating new mods for this game more than a decade after its release!

There's another popular mod that has features I'd really love to use in the game, Civilization IV Diplomatic Features , but it's sadly also a DLL. Would you consider creating a merged version or replicating some of the features in your mod? Things like map and tech trading were really useful in Civ 3/4 and it was very disappointing to see them gone from 5.
ment0l 28 Jun @ 3:49am 
Ok, thanks a lot!
Guess ill try it out or change the damage taken like described in another comment.
zai4z  [author] 27 Jun @ 4:53pm 
@ment0l

I've commented below how to disable city state territory

1) Yes, it doesnt matter if the ocean is in your territory

2) This mod doesn't affect embarked units so they function the same as normal

3) I don't actually know what the base game does, so I'll need to test this

Disabling Altitude training is tricky, but in the PromotionChanges.xml, if you comment out all rows references PROMOTION_ALTITUDE_TRAINING, then it should work
Note that this will break the Mountain Cities mod
ment0l 27 Jun @ 11:37am 
The mod looks great, but id like to disable some of it, like you suggested:

- City States act as territory of their allied major
- Altitude Training change

And i have 3 questions about the deep water change:
- Is movement halved and are ships getting destroyed in owned ocean tiles?
- Are embarked units able to enter owned ocean tiles? (they are usually not iirc)
- What about Polynesia?
Crazy-AK47 16 Jun @ 9:01am 
Thanks a lot, this is very helpful as this mod is required for Canal mod so I'm greatful
zai4z  [author] 16 Jun @ 5:45am 
@Crazy-AK47
In CustomModOptions.xml:
Change this
<Row Class="6" Name="GLOBAL_CS_OVERSEAS_TERRITORY" Value="1"/>
to Value="0"

This will disable the borders mechanic

In PromotionChanges.xml
The first table determines the damage from the ocean, it's set to 100 (instant kill)

Change this number to whatever you like, e.g 30:

<Terrains>
<Update>
<Where Type="TERRAIN_OCEAN"/>
<Set ExtraTurnDamage="30"/>
</Update>
</Terrains>
Crazy-AK47 16 Jun @ 5:08am 
Also I have a suggestion, for weak hull. Instead of instant death n ocean, the unit could receive just some damage like 10/20/34 something like Scurvy from "CoNW" scenario
Crazy-AK47 16 Jun @ 5:07am 
Great mods with great options but is there a way to disable city-state borders to act as borders of major civilizations?
This one change breaks a lot of features in game especially when AI allies with city states.
-Some quest are unachievable. You can't build road to city state or bully other city-state are impossible to complete if AI already allied them.
-Playing as Venice is tedious as you can't buy nearby city-states if AI allies them.
-You can't send Great merchants to other city states to make them more friendly, your option is limited only to already allied city-states as others are already allied with other civilizations.
-Also this change makes the exlporation a bit annoying
-Portugal Feitorias are useless as you can't build it in other city states if they are allied with other civs which literally makes pointless the whole concept of Feitorias
This one change breaks the flow of the game but other changes are great
[PIGZ]MrTango 5 Jun @ 3:07pm 
Yes, it is DLL.
Looking at the mod's civfanatics page, there is mention of the source code on github.
zai4z  [author] 4 Jun @ 5:29pm 
@[PIGZ]MrTango If it's another DLL then no, unless they have their source code available
[PIGZ]MrTango 4 Jun @ 2:07pm 
Would it be possible to make a merged version with R.E.D. DLL for BNW (include Revolutions and Cultural Diffusion) by Gedemon?? ie so can use revolutions + cultural diffusion with say your mountain Inca.
Stoneman98 3 Jun @ 4:53am 
youre right

it was the quick turns mod thank you for the help
zai4z  [author] 2 Jun @ 1:03pm 
@Stoneman98 I assume you're referring to the quickcombat option? I can't recreate your issue... are you using "Quick Turns" mod?
Stoneman98 2 Jun @ 12:43pm 
Hello i have an issue
every round it resets my setting for fast fighting in singleplayer idk why please heeelp thank youu
_Ryley 26 Apr @ 5:05am 
thanks, seems to be working again now! love to see an active modding community still
zai4z  [author] 30 Mar @ 3:46am 
@_Ryley I've removed the ability to choose taken beliefs, so it's fixed. I'll add this ability into another mod I'm releasing soon
zai4z  [author] 29 Mar @ 5:25pm 
@_Ryley Thank you, I've recreated it, so it's a bug, I'll look into it
_Ryley 29 Mar @ 4:46pm 
hi, just wanted to let you know that im having a problem where the AI civs can adopt any policy even if it has already been taken, but i cannot. this has created a problem where i got desert folklore for pantheon, then another civ got it - but when i went to found a religion, it comes up with an error saying "another civ has already chosen this belief". No other civ has a religion yet so the belief it is referring to can only be desert folklore. It could be due to other mods I am using but I have checked that none of them are dlls and i wasnt having this problem before the mod was recently updated. I'll message again if I figure out how to fix this. thanks.
zai4z  [author] 20 Mar @ 5:31pm 
@hottt3 Included (albeit modified) mods in new update:

DLL - Various Mod Components
Diplomacy - No Pointless Dialogs
Units - Missiles No Supply
Units - Subs Immune Under Ice
UI - Trade Routes Enhancements
Trade - Marble Shipments
Goody Huts - No Auto-Mapping
Global - City States No Allied Skirmishes
Global - Truly Free Great People
Global - City States Overseas Territory
Global - CS Unit Upgrades
Global - National Wonders Exclude Razing
Global - CS Raze Rarely
Global - CS Liberate After Buyout
Global - Pro-rata Buildings Purchase
Global - Naval Nearest Water
Global - Religious Settlers
Global - No Lost Greatworks
Global - Separate GP Counters
AI - Secondary Workers And Settlers
Promotions - Terrain Crossing
Promotions - Jet Long Range Recon
Religion - Bonus Beliefs
hottt3 26 Oct, 2024 @ 6:16am 
Thanks for the answer, and for the mod. It would be really helpful though if you add the list of those mods that are integrated in this mod. Just the names' list. (Cuz I have way more than 100 mods in my game and It would be very hard to figure out which is which if I don't know the exact name of a mod.) Thanks again!
zai4z  [author] 26 Oct, 2024 @ 2:41am 
@hottt3 Yes, but I suggest you remove the mods that are already in this. E.g "missile no supply" or "goody hut tech refund"
hottt3 25 Oct, 2024 @ 5:38pm 
So, if I replace my old mod with this one, will it still work for the mods that I had downloaded from WHoward's site?
zai4z  [author] 25 Oct, 2024 @ 4:56pm 
@hottt3 Sort of. It's the same mod id but 1 version up. This means it supports all the mods that require the original. It also has some of his "picknmix" mods packaged into it, hence the gameplay changes listed. I have also fixed some of the mods. There are no actual changes to the DLL.
hottt3 25 Oct, 2024 @ 4:11pm 
I already have the similar mod, which I downloaded from WHoward's Pick'N'Mix Mods site long ago. Is it identical?
Kropolis 8 Sep, 2024 @ 6:02pm 
Underrated mod, great changes
I hate Venice
Fritz1 5 Sep, 2024 @ 8:35pm 
Hi, great mod
please can you do a version compatible with gaia/sapiens
thank you
Bonkules 30 Aug, 2024 @ 8:29am 
I've been recently following your work, and these changes are really unique and make so much sense. Thank you for your work!