Sid Meier's Civilization V

Sid Meier's Civilization V

Conquest of Siberia
39 Comments
Mr. Rainger 21 Jul, 2018 @ 11:04am 
It might be a better idea if barbarian encampments spawn settlers, rather than making a new city. Maybe it's a unique settler, that would then spawn the luxury resources. Only inputing this, since I'm reading that so many people are having issues. This mod really feels Russian though, it makes much more sense than the original UA.
Z 15 Mar, 2018 @ 11:29pm 
FWIW, I've not had any crash issues like the last post indicated. UB and UU work fine, resources are available in the game, but the UA doesn't seem to be functioning. I've established a religion, gotten it in all my cities (which seem to meet the mod's checks for having a "state religion"), but taking barbarian camps, whether with a unit it in or without, just gets standard barbarian camp rewards, no new cities.
sw 13 Aug, 2017 @ 10:22pm 
I like it - but if I capture a barbarian camp and there is a barbar it crashes every time. In other words: I only can capture a camp if there is nobody in there.
Mk Z  [author] 21 Feb, 2016 @ 1:18am 
about to update this mod. there should be no crashes
friend cube #1 3 Nov, 2015 @ 3:57pm 
k, I'll do that as soon as I'm able
Mk Z  [author] 2 Nov, 2015 @ 4:43am 
Nortarus, upload to some file hosting e.g. http://www.filedropper.com/
friend cube #1 2 Nov, 2015 @ 3:15am 
Sure, how do I do that?
Mk Z  [author] 31 Oct, 2015 @ 9:25pm 
Nortarus, thanks for reporting. May i ask you to share the save file?
friend cube #1 31 Oct, 2015 @ 9:15pm 
My game doesn't crash when encampments are converted however I get a runtime error when I try and reload the save, I had this problem once before when using the ground/air/sea megamod and in this case I'm using YnAEMP.
Mk Z  [author] 23 Oct, 2015 @ 8:48pm 
please send me crashing saves, i want to solve this problem. some people report this but i cant reporduce the bug by myself.

also on balance, i think if you want a city, the unit which has taken the barb camp should be consumed. also it seems free Nomads is too much, i think there should be just some cities (steppe cities) which will have ability to build cheap nomads for you.
rothsky 22 May, 2015 @ 6:05am 
Only crashes when camp conversion would conflict with game mechanics (too close to a city etc) Very cool to play on big Russia map.
Mk Z  [author] 15 Mar, 2015 @ 7:13pm 
Isnt there too few camps left in Renaissance? Maybe, make it to require a sum of gold or 10-turn resistance to balance?
Mk Z  [author] 15 Mar, 2015 @ 7:11pm 
rothsky, thanks fot the report. thats very strange, maybe a mod conflict? try this save http://folu.me/costest please, will it crash or not
rothsky 15 Mar, 2015 @ 11:47am 
Must be in Rennaissance Era or better to convert camps. I save game prior to capturing any
camp as it crashes 40% of time.
rothsky 14 Mar, 2015 @ 3:19pm 
Excellent concept for a mod. Tried playing twice and game crashes when I try to convert my first barbarian camp, any ideas?
hootie420 8 Mar, 2015 @ 6:31am 
make it god and kings peter
Mk Z  [author] 22 Jan, 2015 @ 7:21am 
jonarneriise, i dont quite like probabilistic mechanics... what if maybe, you should take increasing number of camps for every new city. E.g. your first camp yields a city, then third, then 6th, then 10th, 15th etc (1, 2, 3, ... camps to take to get a new city). Moving to a next era may reset the counter.

Thanks for sharing the info about national wonders issue, i'll add an additional dialogue whether the player wants a city to spawn.
jonarneriise 27 Dec, 2014 @ 1:13pm 
Peter, thank you for supporting the mod! I'm sorry for a delayed reply, some RL things got me.

Good point about the game speeds, I didn't think of that. I'm not sure how to deal with that; maybe the probablility should scale with the map size etc. Anyway, this is a matter of balance. I'll gladly do some testing afterwards:)

But the most important issue is the national wonders count. I mean, if I click on raze the city, the national wonder cost shouldn't rise. Otherwise it is just brutal.
Mk Z  [author] 8 Dec, 2014 @ 8:47pm 
jonarneriise, thanks for such a detailed feedback!

on resources, actually the type depends on surroundings. if there are forest tiles, you get sable, if no forest but river - caviar, otherwise - mammoth ivory (if theres snow or tundra). if no forest/snow/tundra, get nothing. I agree i should add randomness to give other res than sable some higher chance to show up.

on the number of resources per city, free units and capture probability, theres a bigger balance problem of map sizes and game speeds. on small map / quick speed the player hardly has a chanse to take 2-3 citys, while on the large map / slow speed its quite easy to run out of city names. maybe the capture probability and other things should change with map size/speed, current era and num cities somehow?

Nomads/Morzas, maybe, shoud appear with steppe cities as those wont provide any res, unless theres a river.

good idea about unit names, its easy to add.
jonarneriise 7 Dec, 2014 @ 3:29am 
Actually, the resources might not be completely randomised; for example, if the city is on a river, it could give Caviar, a city in Tundra could give Mammoth and maybe forest cities give Sable.
jonarneriise 7 Dec, 2014 @ 3:25am 
Third (an important point), imagine you do not want a city in that particular location. You can always raze the new city, but the sad thing is, that the cost of your National Wonders still increases. It took me ages to build National College before I realized that I should stop dealing with barbarians for a while.
Fourth, it would be supercool if you could give the new free units from the encampments unique names, just like the cities get them now. So, if the encampment became a city of Perm, the unit could be Perm Nomad, then Komi Nomad, Karelia Nomad etc. Unfortunately I have no clue how difficult it is in LUA. In my game I renamed them manually:)

all in all, great idea, please keep supporting the mod! Спасибо!
jonarneriise 7 Dec, 2014 @ 3:25am 
Thanks for the mod! A very nice idea. Although I noticed a few things you might want to change for the sake of balance.
First, indeed a 50% chance is a good trade-off; not all the camps became settlements, after all. More importantly, even lower chance should apply to free units; in the early to mid game, these Nomads are superpoweful and, say, five of them (not a problem by turn 100) can take a city hands down.
Second, smth is wrong with the bonus resources; in my game, first 8-10 encampments gave me Sable only, about 10 next ones only gave me Caviar; should be randomized. Also, because it is very likely that you gonna get more than three cities like that, it makes no sense to give 2 copies of Sable or Caviar per city; one should be enough.
OnlyThePie 6 Dec, 2014 @ 12:56pm 
I couldn't even convert one encampment, my game crashed.
Guy 4 Dec, 2014 @ 4:29pm 
And because russia wasnt to op. IF U THOUGHT THAT RUSSIA WAS OP IN CIV 5. YOU WERE WORNGT.:windhelm:
dragus95 4 Dec, 2014 @ 1:47pm 
this mod is just op. it gives Russia the opportunity to expand very quickly, especially in the early game. you may add an about 25-50% chance to get a city to balance it (like the germans)
and you could drop the aquiring tile boost from Ostrogs to 25% (the old one was good)

greetings (the idea is quite good)
Asmodeus 4 Dec, 2014 @ 9:45am 
4ik-4irik
Mk Z  [author] 3 Dec, 2014 @ 6:45pm 
eturnity, maybe you've run out of the city names.. can you share the save game file? Huge would brake this mod.. i should change it in some way to adapt to Huge.

Antagonise, these are nomads Russia gets for Siberian cities.. They are slower and weaker than HAs
Guy 3 Dec, 2014 @ 3:16pm 
@Peter I played on a huge map, after taking over polynesia i started conqering most of the continate and the game just broke. i cant reload the game either.
Antagonise 3 Dec, 2014 @ 11:39am 
Very nice idea, I like it a lot. However, I have seen barbarian Horse Archers spawning while having this mod enabled.
Sethyboy0 3 Dec, 2014 @ 8:22am 
Dear god, all the trash cities D:
apache 2 Dec, 2014 @ 7:15pm 
Russia still OP
10/10
Mk Z  [author] 2 Dec, 2014 @ 6:09pm 
eturnyty, 20 camps? omg... what settings do you play on? and in which way does it brake?
Guy 2 Dec, 2014 @ 10:39am 
Its a nice mod but the game broke after i got like 20 barb camps T_T
Mk Z  [author] 2 Dec, 2014 @ 8:54am 
Alexandervv, yes, same turn you've founded own / adopted foreign one
XxX_Numbers_10110_XxX 1 Dec, 2014 @ 3:06pm 
Really neet idea.
Turar 30 Nov, 2014 @ 10:07am 
спасибо
Mk Z  [author] 30 Nov, 2014 @ 12:21am 
lich_ нажимаете кнопку "подписаться" тут, потом в игре в меню выбираете моды - выбираете в списке этот мод, дальше создаете новую игру (не возвращаясь в основное меню).
Turar 29 Nov, 2014 @ 9:25pm 
блин как загружать?
Tim Walz's Horse 29 Nov, 2014 @ 3:11pm 
interesting