Sid Meier's Civilization V

Sid Meier's Civilization V

Sukritact's Calusa Civilization
58 Comments
Max 22 Aug, 2021 @ 8:14am 
(On the other hand... maybe I should make some petra marshes...)
Max 22 Aug, 2021 @ 8:13am 
also plain desert tiles become a 0 food marsh when outside your land and 1f when inside, and still get faith from desert folklore etc. Presumably they are staying desert and you're just putting a marsh feature on them. I think you should make the ability change the underlying tile to grassland as well?
Max 22 Aug, 2021 @ 8:08am 
OK, related to my previous post, it seems it may be related to what the tile was beforehand?

It seems that after transformation, plains tiles become 1f/1p marshes, grassland tiles seem to sometimes become 1f/1p or 2f, and desert floodplains are always simply 1f (but appear to be 2f when outside your borders; but become 1f when you expand to them)
Max 22 Aug, 2021 @ 8:03am 
it seems that naturally formed marshes properly get the +1 food, but marshes created when you settle a city get +1 production instead. IOntentional?
Croatian Cowboy 26 May, 2018 @ 6:49pm 
one of the best custom civs i have ever played
vakna 11 Sep, 2016 @ 12:40pm 
Giving it a go, will let ya know how it goes, thanks

stephen_l.sheridan 6 Sep, 2016 @ 11:38pm 
Wanted to thank you for making this incredible civ! River of Grass is one of the best UAs I have seen so far. Altogether this is loads of fun to play. THANKS SO MUCH!!!
radbill453 6 May, 2016 @ 11:10pm 
For those with a grey leader screen:

Go into the mods directory in documents/my games/ civilization 5, find the sukitract's calusa directory, go in it, find a file ending in .modinfo

In the file there will be section of a line that says:
import="0">Art/Scenes/MC_CalusaLeaderhead.xml

Change the 0 to 1, that fixed it for me.
Toast580 4 May, 2016 @ 12:11pm 
still getting grey screen
Popdartan 4 May, 2016 @ 10:09am 
Only gets a white screen
Velocci 25 Apr, 2016 @ 11:46am 
@Alexanderjac if you are using a mod that allows more than 22? civs and you are not using the mod that adds a nice picture that is probably whats happening, but if not im stumped
Alexanderjac 2 Apr, 2016 @ 2:09pm 
The leader screen is completely grey for me when I talk to this leader
WILDY 29 Mar, 2016 @ 10:42am 
Marshes are only granting +1 Culture for me (Total Yield 1 Food and 1 Culture). Either the UA's wording is wrong (hope not or this civ becomes quite weak) or my game is bugged.
Almalexia 4 Mar, 2016 @ 11:04pm 
I can corroborate that Calusa is unfortunately not appearing in the drop-down list for YNAEMP v23. Is there anything I can do on my end to fix that so it is available?
zohar101 28 Feb, 2016 @ 12:26pm 
Never mind about the comment. It was another mod that disappeared in the meantime that was trying to update prior in queue but was showing it stuck at yours.
zohar101 22 Feb, 2016 @ 1:42pm 
I've tried subscribing to this mod but it gets stuck on transferring when in game mod list, my cpu revs up and it just stalls there like that during transfer until I shut down the game and unsubscribe. I'm on a mac if that helps. I haven't had this issue before when downloading civs.
renzino 20 Feb, 2016 @ 12:45pm 
Thank you for this mod !
Terijian 20 Feb, 2016 @ 6:31am 
I'm getting "no scene is loaded for this leader" And have no idea why. I cant think of messing around with any of the files or anything. I did change the city found range frm 3 to 2 but thats the only code type change i made at all ever. It happens regardless of the number of civs I have or who I am playing as etc. The only thing I can think of is I have the moving leaders disabled, but most of the "scenes" from modders are just static pics anyway so am kind confused. Blackfoot too
Stef 6 Feb, 2016 @ 2:50am 
Indeed, grey leader screen when meeting. At the left top it says: there is no scene loaded for this leader!!
Toast580 27 Jan, 2016 @ 2:05pm 
i got a grey leader screen
blkbutterfly 17 Jan, 2016 @ 6:48am 
When Calusa play as the AI its workers clear out marshes. Perhaps it shouldn't?
bjkg47 6 Jan, 2016 @ 8:43pm 
Any way to update the civ so it has TSL on YNAEMP and for it to be in the drop-down civ list at the setup menu?
ksrichy00 20 Dec, 2015 @ 7:51pm 
When interacting with this civ the leader screen appears blank white.
maskejode 7 Dec, 2015 @ 2:38pm 
@anon_2 thanks. I must have misread the E&D and not realized about the road/marsh ability.
DAYTO 7 Dec, 2015 @ 9:53am 
Really fun civ, well done. I used the community balance mod and chose the Pantheon belief which gave faith from marshes. That plus the culture and the use of roads on top of existing improvement essentially granted 2 faith and 1 culture for every tile. Culturally steamrolled on a huge game. The growth potential with the fish appearing on the marsh tiles was enormous and with five cities had higher population than Greece who had twenty. The UU was utterly pointless and did little to nothing. I would suggest a change to create more synergy and flexibility. Perhaps the unit can travel through Marsh tiles as well as land tiles? Maybe it can be used to create fishing boats? Ultimately, it is your creation but the poor UU was the only thing keeping this from being a truly spectacular play through. That being said, I had an awesome time and I appreciate the hard work you put into your mods. Keep up the good work, Sukritact!
Anon_2 6 Dec, 2015 @ 1:08pm 
This mod rocks! I'm at turn 218, one turn from a cultural victory. The numbers are: Science 978, Gold 400, Happiness 56, Culture 1,005, Tourism 828, Faith 151. My capital has: Production 235.6, Population 53, Excess food +49.56. Settings are: Prince level, archipelago map, standard size map. Mods loaded are: E&D and Historical Religions Complete. Again, this mod is fantastic and a lot of fun to play. Thanks!

@maskejode - The marshes appearing when you build roads comes from the E&D decision, and is very powerful. My strategy is to build the farm, the plantation, the manufactory, the mine or the academy on the tile first, and then build the road over it for the bonuses. It only converts to marsh once, so you have to build whatever you are going to build first and then put the road there.
moe 5 Dec, 2015 @ 11:50am 
Cool concept. I am really looking forward to giving this a try.
神区 5 Dec, 2015 @ 4:23am 
interesting
maskejode 4 Dec, 2015 @ 7:09pm 
Have a game on the industrial era now. Cool civ. I had extra marshes appear on flat land that wasn't adjacent to water when workers built roads. Not sure if that's a bug, feature not mentioned as part of UA. Although it could be useful. I had to do several restarts to get a good start location to use the UA. If you get forest, hills and jungles near your rivers, the UA doesn't get any play. If the road thing is a bug, may be worth considering a way to still build marshes besides settling a new city.

Not so sure about UU. The reteat ability is kinda useless due to its weakness, unless you combine it with the starting strenght. So it kinda pushes you to build a lot of them (which works out with the cheper value) to swarm a stronger enemy. But when you upgrade, you keeep the retreat bonus but lose the other one. w/o the weakness, that bonus becomes more useful on its own but i think i'd prefer to keep the other one and continue to think in terms of swarming for naval battles.
MoonDraww 4 Dec, 2015 @ 12:39pm 
Mola:shockjockey:
Penilla 4 Dec, 2015 @ 11:34am 
Me parece interesante
Sherekmate 4 Dec, 2015 @ 10:47am 
Muito show
zArkham4269 4 Dec, 2015 @ 9:40am 
Playing a game with this Civ being one of the randomly selected mods and when I go to the Diplomatic screen, I just get a grey screen and an error msg in the top left saying soming about leader image not found. I think this happened with the recent Slav Civ mod.
Matty McQueen 3 Dec, 2015 @ 7:22pm 
How do you download these mods? I tried loading them through th gmae under the 'mods' section but when I go to setup for single player its never there...
Mojave Neon 3 Dec, 2015 @ 6:05pm 
I justfinished a complete playthrough with this civ, and I have to say that it was definitely a unique experience. Very interesting to play with such a focus on marshes. The tidal trap is a great UB and has excellent synergy with the UA, as well as being incredibly unique. The UU was okay, but it kind of hurt itself as well. The "forcing enemies to retreat when dealing more damage than receiving" dynamic is most useful in one on one situations. Yet, making the noka canoe weaker when it's by itself made that ability much less useful. So you should really make them full strength in order to utilize their best ability properly. As a whole, I thought that there was one issue with this civ, and that would be a serious lack of production until partway through the midgame, due to all the marshes. Either the UA or UB needs to have something that boosts production. Overall though, really enjoyed this civ.
INTEG3R 3 Dec, 2015 @ 10:42am 
Very good:steamhappy:
vvmv 3 Dec, 2015 @ 3:55am 
ahh maybe its when marsh is created on desert or on toundra… still need a look at.
vvmv 3 Dec, 2015 @ 3:54am 
@sukritact its kinda weird, cos most marsh ends with producing only 1 food, when it should be 2 food or 1 food 1 prod. (2F base - 1F + 1F = 2F, or 1F1P +1F -1F = 1F1P). As i understand it, the UA counterbalance the -1 of marsh, wich isnt allways the case. Its even more often when city boundaries expand on marsh (1 time out of 2 the bonus dont work). Beside that, great work, fun to play :)
berenvaz 3 Dec, 2015 @ 12:36am 
nice
Bibo 2 Dec, 2015 @ 2:06pm 
nice
Wulf_Panzer 1 Dec, 2015 @ 8:55pm 
good
Carrygold 1 Dec, 2015 @ 2:00pm 
@sukritact thx!
JohnStrudel 1 Dec, 2015 @ 1:43pm 
This looks pretty cool! I'm glad there are more race options to choose from
sukritact  [author] 1 Dec, 2015 @ 1:41pm 
@ruhrgebietheld: Marshes actually have a -1 Food on them, so the bonus on the UA counteracts that.

@Timothy.bat™: Enhanced User Interface
Carrygold 1 Dec, 2015 @ 11:26am 
Whats the mod used on the pictures
like the mod that makes the fields kind of green and shit on the city screen
Mojave Neon 1 Dec, 2015 @ 2:36am 
For some reason the marshes created by the UA didn't give the +1 food they were supposed to. They got the +1 culture bonus that the UA was supposed to give them, but only had a yield of 1 food instead of 2, the same as normal marshes for any civ.
Zany_One_Pip 30 Nov, 2015 @ 8:10am 
I have completed part one of my let's play featuring this mod? Can I send YouTube link so you can put it into mod description (this civilization not encountered yet in let's play).
sukritact  [author] 30 Nov, 2015 @ 2:09am 
@Rys, not sure what you mean. Marsh fish can be worked by cities; but they can't be improved if that's what you mean. Since fish are bonus resources, they can't be connected to the trade network in either case.
Rys 29 Nov, 2015 @ 9:13pm 
It's interesting and all, but I don't think one can work the fish in marshes really. I was able to build a Motte-And-Bailey fort on the marsh tile as to not remove the marsh, but it didn't seem to work the fish aspect in, unless it's already counted as 'worked' when it's spawned?
Dray 29 Nov, 2015 @ 5:56pm 
Why are the canoes empty?