Sid Meier's Civilization V

Sid Meier's Civilization V

The Kingdom of Egypt (Djoser)
36 Comments
LewsTherin 17 Nov, 2017 @ 2:37am 
PS: new deal trigger triggers for me even if I don't get a new policy, so probably is triggering for me (and maybe for all other AI civs who knows), when Roosevelt AI gets it
LewsTherin 17 Nov, 2017 @ 2:35am 
Not sure why, but I get a "new deal" trigger from time to time, even if i'm using djoser... bug? Playing with vox populi and almost all the mods listed in "out of the box" mod list, with a bunch of your civs. Before this game with Djoser I played with Roosevelt, and also in this game Roosevelt is present as AI. There's probably a bug somewhere or my mod list is bugged, or it does work as intended?
WhatsALad 26 Jun, 2017 @ 6:57pm 
Would your mods work with Ingame Editor?
PitchBright 1 Jun, 2017 @ 10:34pm 
Earth Mother Pantheon bugged: Stone Resources don't yield Faith.
5 String Banjo 15 Aug, 2016 @ 10:58am 
Oh my God. I wish I could use this in multiplayer. Just looking at this civ..... So beautiful. Thank you author, you did a wonderful job.
Futa Sorceress 15 Jul, 2016 @ 5:34pm 
Man, I was skeptical at first, didn't think anything could beat out normal Egypt for wondermongering but JESUS. Great mod, a new favorite!
Lililick my balls 2 Jul, 2016 @ 4:42pm 
Bug :Earth Mother pantheon belief does not give faith for stones
jay 26 Jun, 2016 @ 3:05am 
Nice Civ. Good work. For some reason though the Civ specific decisions do not show up, I believe I had the same problem with another of the egyptian civs. Any ideas of the cause?
𒄑𒉈𒂵𒈩 28 May, 2016 @ 5:38am 
What happened to Hatshepsut? Also will you consider doing a Kurd civ with based Apo as leader?
twentyonelol 27 Dec, 2015 @ 8:09am 
I've enjoyed this civ a lot, thanks for the work.

However I got various production related bugs, i.e. a horse tile gave only a base 1 food 1 production, even with a pasture and stables, a cattle in that same city registered the pasture improvement but not the stables building +1 production. My petra didn't register the +1 production on certain tiles. I had a lighthouse that didn't provide the +1 production from sea resources.

I also didn't get any Civ specific Decisions in my Events and Decisions Mod.
Wugan16 16 Dec, 2015 @ 12:56pm 
Can't seem to get the Vizier to work for me. They spawn just fine, but creating a manufactory doesn't spawn a worker and I don't see the Limestone resource anywhere. I have the Community Balance Patch installed, and have tried using it with that or just with the base game (although CBP may modify some base files?)
JEELEN 17 Oct, 2015 @ 1:44am 
...which suggests 'Copper' just got replaced with 'Limestone' in the Belief description. A bit confusing.
JEELEN 17 Oct, 2015 @ 1:40am 
@JFD and I just noticed Copper does provide 1 Faith (but not according to the Belief description).
JEELEN 17 Oct, 2015 @ 1:37am 
@JFD My (improved) limestone doesn't provide 1 Faith, even though the Faith description claims it should.
JEELEN 30 Sep, 2015 @ 3:08pm 
I've had plenty of those, and they don't cause a crash. Lacking mod support will.
Giffica 27 Sep, 2015 @ 8:26pm 
Yeh, it was Hysoks. removing the civ stopped the crashing. Probably because it starts 1 tile away from rameses.
Giffica 27 Sep, 2015 @ 8:12pm 
Yeh it's crashing turn 9 on i believe the 9th civ's turn. Going to try deleting the civs from the game to see if that works, but I'm not sure. Been at this for almost 2 hours.
Giffica 27 Sep, 2015 @ 7:43pm 
Yep, crashes about turn 9-10 every single time. The only thing I can think of is that one of the Egypt civs doesn't support one of your mods (Exploration, Mercenaries, Piety, Cultural)
Giffica 27 Sep, 2015 @ 7:25pm 
Not sure, you didn't specify it and I continually crash so I assume it's because I had those mods on? These are all the mods I have on, and I'm starting a custom game on the nile map using the 11 Civs allowed (the mods+arabia)
Community patch
events and decisions
historical religions complete
IGE
Cultural DIversity
piety
quick turns
YNAEMP
Why would any of these make me crash? They are all your mods, or approved ones, minus Quick Turns. Is quick turns the problem?
JFD  [author] 27 Sep, 2015 @ 7:19pm 
@KpopGiffica ㅋㅋ How not?
Giffica 27 Sep, 2015 @ 7:15pm 
Mercenaries and Exploration Continued Expanded aren't compatable with the Nile civs? Damn. That's really disappointing :/
Mansa Musa 27 Sep, 2015 @ 8:50am 
Thank you for this I can't wait to play it
JFD  [author] 26 Sep, 2015 @ 3:53pm 
@anthonyadams83 I do most certainly plan to do Saxony, and I do have an HRE mod, though as YARRLADS states, it's in dire need of an update.
Tranquil J. Silence Esq. 26 Sep, 2015 @ 8:21am 
@anthonyadams83 Not sure about JFD's future plans, but he certainly had a civ based around the Hapburgian HRE for a while - not sure if it's still on steam workshop as it's in need of an update. Really hoping that we'll see a Saxony in the future though, that's definitely a nice thought.
Ajax97 26 Sep, 2015 @ 7:11am 
I know you're busy with other mods and stuff, but hear me out. your work with creating civs and making mods is amazing, and this is just an idea, but how about playable civilizations from the Holy Roman Empire? I know that there are only a few HRE states out there like Saxony, Hanover, and your Bavaria, but I like how you make civs and i would love it if you made them.
i also like how your modded civs are actually in yet (another) map pack. thats pretty cool too. thats another idea if you want to use it... like make a german map with the HRE states civs.

this is just an idea, idk if you would actually do this, it would be pretty cool. i dont know if you do commision work (i would pay you to do this but money is kinda tight right now), but just think about it
Mojave Neon 25 Sep, 2015 @ 8:18pm 
I absolutely loved this one. It has a very deep synergy between all its uniques. Expending the vizier to create limestone not only increased the rate of wonder and building production, it also created a worker, which meant I was free to focus on buildings and wonders in my cities while still being able to quickly improve my tiles. I got lucky and wound up becoming allied with 3 different nilitaristic city states, so they proveided 90% of my military, and so I was able to build up each of my cities even more because I didn't have to waste production on military units. I appreciated the UB as well, as it also synergized great with both the UA and UU. Was also nice to have a civ that was heavily focused on quarries, which is pretty unique. Excellent work with this civ.
PyroFire 24 Sep, 2015 @ 3:01am 
BUG? I was able to build a Step Pyramid without the "Step Pyramid Decision". I could just build them from the start!
btw thanks JFD and crew for keeping my favorite game alive by providing excellent mods!
amelia 23 Sep, 2015 @ 4:21pm 
@JFD Alright, thanks for the info. That makes this mod seem a lot more balanced that what I originally though.
JFD  [author] 23 Sep, 2015 @ 4:19pm 
JFD  [author] 23 Sep, 2015 @ 4:18pm 
@Darkanine Only Ancient and Classical. However, the same restriction (normally on Marble) is not on Limestone.
zaku_zelo 23 Sep, 2015 @ 11:04am 
@JFD Good to know. +25% production on all buildings oh my goodness.

That said...looking at it closer, the Brick Mason seems pretty weak. The engineer slot two techs in is neat, but of questionable actual value, and besides that it's pretty much a regular, terrain-limited Stone Works, even with Vizers planting Limestone everywhere.
Guy 22 Sep, 2015 @ 12:19pm 
all we need now is a map of egypt
amelia 22 Sep, 2015 @ 2:41am 
Does Monuments to the Gods only effect ancient and classical buildings, or all buildings? Fantastic mod, by the way, the entire Battle For The Nile is amazing.
JFD  [author] 22 Sep, 2015 @ 12:52am 
@zaku_zelo it should, and no. Only 10% per city. It does stack with marble though.
zaku_zelo 22 Sep, 2015 @ 12:35am 
Does that wonder bonuses transfering to regular buildings work with the Industrious leader trait? Does the Limestone bonus stack with multiple sources?
nix 21 Sep, 2015 @ 5:05am 
yes