Sid Meier's Civilization V

Sid Meier's Civilization V

Exploration Continued Expanded (BNW)
136 Comments
ropestring3 20 Jun, 2022 @ 12:00pm 
anyone else have a problem with trade deals when using this mod?
Trachus Vitrachus 9 Feb, 2021 @ 2:39pm 
it's good but i don't like how it requires another mod. especially 1 that's not on steam
Lucius, the Heavenly Dragon 14 Mar, 2019 @ 10:05am 
Hello,
I'm posting this here on the slight chance that you might see this. In this mod with the Community Patch, just the base patch required for the mod to function, Tribes spawn very very infrequently. I say infrequently because the only time I've seen them was in a game with a large oval map and there was only 1. If the spawn rate for them could be increased that would be great. I don't expect a response, but just in-case. I've also only played seven games with this mod so I might just be really unlucky.
Sincerely,
Lucius
Raptor Jesus Reborn 15 Jul, 2018 @ 1:03pm 
What this mod do please ? There is no description even with the link. Thumb down.
low IQ haver 14 May, 2018 @ 7:30pm 
what does this mod even do? there's no information here, it just says to go to another webpage that also gives no information about what it does.
Gehenna 28 Mar, 2017 @ 12:01pm 
So barbarians are born immune to all attrition. Is it possible to make civilians (e.g. workers and settlers) similarly immune at least while under barbarian control? My captured workers keep dying after being brought back to an encampment in the desert.
Gehenna 4 Jan, 2017 @ 5:22pm 
The only barbarians I've seen for fifty turns have been wave after wave of zeppelins charging across the desert. I love it.
QuantumPaws 30 Nov, 2016 @ 7:20am 
dos dis requier dll? Ja bro!
zachary.deca.stl 8 Sep, 2016 @ 3:43am 
JFD, I use alot of your mods, mostly yours honestly, but I was hoping you could tell me how to just use the Attrion part of this mod. also I like to play with the Battle royal DLL, Ive tries the CBP with is beyound cool, But if you could can you lest me now if the attrion part of this mod require the CBP DLL.
derdeppjones 27 Jun, 2016 @ 10:35am 
Are tribes still existing?
TY 8 Jun, 2016 @ 7:33am 
Could you please release a seperate mod containing only the resources? thanks
Husky 17 Apr, 2016 @ 2:54pm 
Hey can I run this mod at the same time im runing Rise To Power and Cities and Development?
JFD  [author] 4 Apr, 2016 @ 4:11pm 
@Tam-Noose Yup, good point. I'll see what I can do.
Tam-Noose 4 Apr, 2016 @ 4:53am 
Have you considered adjusting the ancient ruins bonuses to make it a little easier to gain great recon units? Since they are no longer made "great" by the "advanced weapons" bonus, I find eventually my scouts end up as archers, and can no longer become great scouts. It kind of makes me not want to use scouts to find ancient ruins, but that's one of the best uses for them... :/
Hu Flung Dung 23 Mar, 2016 @ 1:05pm 
Good mod but the AI leaves their units healing on bad terrain until they die and the settlements sometimes spawn on resources.
yingcheng92 5 Mar, 2016 @ 7:44pm 
Quite like luxiries of this mod, anyway I can get luxiries instead of other features?
Mazzini 2 Mar, 2016 @ 6:08am 
It seems nice. Is the supposed previous "Exploration continued" (not expanded) disposable now, for them who can t install the C(B)P for istance
JFD  [author] 5 Feb, 2016 @ 5:01pm 
@astou1 It's still there. Are you using another mod that might be interfering with policy changes? The CBP, for instance?
Prickle 5 Feb, 2016 @ 4:16pm 
Was the ability for cities to work an extra tile as part of the Exploration policy track removed? I've tried searching the changelog and the civfanatics threads and can't seem to find mention of it.
Kubin 1 Jan, 2016 @ 11:06am 
@Youkai They have been removed in v6 or v7, JFD is working on another system for that. Look up the source files ;)
Nembo 5 Dec, 2015 @ 7:49am 
i have the same problem, i can't find encampment too
SpaceGoatMage 4 Dec, 2015 @ 5:31am 
Strange, i cant seem to find any tribes in my games with the newest version.
Nembo 20 Nov, 2015 @ 11:28am 
where can i find previous versions? i have some problems to use it in a save that use the previous version
Techne 20 Nov, 2015 @ 10:35am 
I should note, not only am I not getting happiness from dyes, but dyes do not show up on my list of acquired resources (bonus or otherwise) or in the trade screen (i.e. I cannot trade it away).
Techne 20 Nov, 2015 @ 10:32am 
Heyo, I'm playing through with the Nov20 update now. I don't seem to be getting any happiness from Dyes. So, that's a thing, and I wonder if anyone else is getting it.
TrainingAI 6 Nov, 2015 @ 1:58pm 
How compatible is this with any of your other mods?
zArkham4269 4 Nov, 2015 @ 1:06pm 
How compatible is this with the new Enlightenment Era mod?
мєкση 29 Oct, 2015 @ 8:54am 
If anyone is interested I have found a work around for getting the embark promotion to the Great Scout. Use Ingame Editor to create a Scout (who should get the embark promotion) and then promote the unit 5x which will turn them into a Great Scout. It's not a perfect solution by any means but should save anyone having to abandon a game.

Ingame Editor is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=77002777
мєкση 29 Oct, 2015 @ 1:13am 
UPDATE - Sorry, I just read the thread in civfanatics, seems like the embark problem is a vanilla bug. Has anyone found any way to get round this issue?
мєкση 28 Oct, 2015 @ 3:19pm 
Really enjoying the mod and in my last game I had no problems whatsoever and was a massive improvement to the game.

In my new game however I have discovered the same issue as others with Great Scout not getting embark when I discover Fishing and move the unit to friendly lands. I didnt notice this issue in my previous game but was likely that my Scout already had embark before it got promoted to Great Scout.

I also had a serious issue when I was awarded a free technology and I couldnt select the only available tech (Currency) from the tech tree as it was underneath another technology. I have newest EUI, Piety & Prestige and Mercenaries Mods which give new techs.

Hope you can help.
Vevca 22 Oct, 2015 @ 7:13am 
Do some of the tribes not have any yield?
Shader 8 Oct, 2015 @ 11:15am 
JFD, can you update this mod?
Illuminare 4 Oct, 2015 @ 3:01pm 
Hey JFD could you make like some sort of storm system mod? to make moving large fleets around harder
Rough 2 Oct, 2015 @ 7:19am 
I'm also encountering the issue with Great Explorers not getting Embark.
TIYB 30 Sep, 2015 @ 12:56am 
Hey Jfd wold love to use your mods but they interfere with the increased city work area mod that i also really like. Is there a way to turn this off on all your civ's or is that a feature of the mod? I have used other civ mods that arn't form you and found that they don't interfer with the city size limits. Also am i able to use other resource mods with yours?
Kubin 26 Sep, 2015 @ 3:09am 
@JFD, I fixed it. Seems like the Various Mod Components (that seems to use some sort of the same ID or something, making it look like it functions like Community Patch) was the problem.
Kubin 25 Sep, 2015 @ 1:59pm 
launch of the JFD_EUITechButtonInclude.lua seemed to repair the problem. However after adding other mods tech tree can't be opened.
Kubin 25 Sep, 2015 @ 1:58pm 
@JFD I'm using the newest EUI, I have all DLC and a version of Various Mod Components and I'm trying to use your mod. Always when it is in the modpack (it's not a conflict with other mods, that by the way are only your mods) the tech tree does not include buildings and units, however worker actions and abilities are included.
I tried doing stuff with the .lua files in the UI/Overrides folder, and stopping the
The-Len-Dawg 18 Sep, 2015 @ 3:28pm 
I came here to ask about the same exact issue that Digihuman has. Seems the Great versions of the scouting units can't obtain the embark promotion, if bought or otherwise "generated". The only time I had a Great Scout/Explorer/Adventurer capable of embarking was when it was upgraded from a normal unit.
Digihuman 13 Sep, 2015 @ 12:27pm 
Is it normal for my recon units to not automatically have the Embark ability when created, in my territory, or bought, after I've obtained Optics? They're the only units I have which can't embark for some reason.
Doc 10 Sep, 2015 @ 12:18pm 
@JFD Thanks! :) I really like how the geography of a civilization affects the game in meaningful ways
JFD  [author] 9 Sep, 2015 @ 3:46pm 
@Doc Will include the option in the next update. Thanks for letting me know it's something you'd want to see.
Doc 9 Sep, 2015 @ 11:09am 
Is there a way to disable the changes to explorers and the upgrades for them? I do not like Great Explorers I think they too strong
axatoramus 22 Aug, 2015 @ 5:10pm 
Thank you JFD!

Love your work, you're awsome! Thank you very much!
JFD  [author] 22 Aug, 2015 @ 3:51am 
@axatoramus YnAEMP excludes certain resources from appearing in geographically inappropriate areas (e.g. Bison in Asia). The new resources added by this mod are similarly excluded where they don't occur naturally (e.g. Opium in the Americas).
axatoramus 21 Aug, 2015 @ 4:58pm 
Hi there!

What do you mean with "added to the YnAEMP v23 excludes lists" ?

Thank you in advance!
Ingolenuru 15 Aug, 2015 @ 6:06am 
I have the mod but the JFD_ExCE_UserSettings.sql file is nowhere to be found. I won't use the mod without that file. How do I get it? Anyone?
The Rubmonger 14 Aug, 2015 @ 5:07pm 
So are we to use the mod manager to get this to work in multiplayer, if so it doesn't seem to be supported. Any help from anyone would be appreciated