Sid Meier's Civilization V

Sid Meier's Civilization V

[GFC] The Empire
46 Comments
ChaffyExpert 11 Apr, 2018 @ 4:10pm 
Not sure if it's a bug, but the capital is always next to a jungle, which doesn't really seem to match the civ-type.
Emperor 11 Jan, 2018 @ 5:41pm 
This Emperor fella is awesome, I just wish he had different unit models.
Little Nash Rambler 19 Aug, 2016 @ 6:40pm 
i haven't made the mod so there shouldn't be a problem... right?
xBlackChaosx 14 Aug, 2016 @ 4:35pm 
yea workshop is very very strict on copyright they have shut down simple mods for games but I think they have lessen their policy on that so you'll be fineeee.
Little Nash Rambler 12 Aug, 2016 @ 11:36am 
.chalaux I had an idea for a Generic Fantasy Civilization that I thought you might what to steal. I’ll probably post this in more that one place so as to better your chance of seeing it and deciding to take it or leave it. So here it is, Mountain Orcs. their traits, building and units would of course be up to you however I did have some thoughts on what they could be (the names are changeable and in no way perfect). Uruk-hai. Heavily armored orc warriors replacing the longsword men or the musket men. Mountain Troll. Tough sieg unit replacing the trebuchet or the cannon. Wolf Riders or Warg Riders. Fast mounted unit replacing the knight or lancer. Orc Stronghold. Powerful replacement for the castle. Orc Forge. Improved replacement for the Forge. Orc Fortress. A replacement for the fort tile improvement. So there it is, take it or leave it, or even take it then leave it, or anything else really.
Xangelo7 20 Jul, 2016 @ 9:52am 
Add steam tanks unit
xnti 15 Jul, 2016 @ 11:20pm 
Is there a source for the artwork?
Saltshaker 15 Jul, 2016 @ 6:02pm 
empire mod has same name as warhammer empire.
xalauch  [author] 15 Jul, 2016 @ 5:59pm 
@Salt lol for what?
Saltshaker 15 Jul, 2016 @ 5:51pm 
ur lucky if games wkshop dont sue u m8
Weboh 9 Jul, 2016 @ 1:42pm 
@mishmashmoshmesh
That usually happens when you update. Roll back to the old version to continue those saves. In the future, don't update until you've completed alll your saved games.
Peanuts 8 Jul, 2016 @ 3:09pm 
after i updated my saves all crashed
XCaliZa 23 Jun, 2016 @ 11:44am 
I like the change :D.It suits a military power like the mighty Empire much more
xalauch  [author] 22 Jun, 2016 @ 3:02pm 
@Technocratic Archfiend I don't know man, seems to me like a waste of resources to siege a Dwarven city knowing "the dead are coming", they could simply block their trade routes :P
==FANATIC== 22 Jun, 2016 @ 2:55pm 
Hey, I've wrote the first half of a battle scene and I used some of this for influence (alongside a bit of Warcraft and Warhammer.) It's simply personal but thought you might want to know. The basic principal is you have this big alliance of four, the dwarves, the orcs, the Empire and these skypeople of my own creation against the Undead. But the Dwarves betray the Alliance and now they besiege the Capital of the Dwarves.
Tekudachi 21 Jun, 2016 @ 8:14pm 
can you make the Atlantis civilization?
xalauch  [author] 16 Jun, 2016 @ 12:16am 
@Xangelo7 Yes, but not yet.
Xangelo7 15 Jun, 2016 @ 3:54pm 
are you planning to make Chaos like civ
Elitegamer010 11 Jun, 2016 @ 11:59am 
lol the loading screen is a complete copy of the Rome loading screen.
RaozSpaz 9 Jun, 2016 @ 7:20am 
@.chalaux: Not entirely certain. Maybe look up the Ideology effect that gives you bonuses when trading with a City State. It might give you a baseline as to where you could start with that. Might of the Empire is only a better choice if you want the Empire to be a military based empire. Its entirely up to you though which you go with (if either).

As for the Republic, take what a Republic is in mind. Its a nation ran entirely by its people. I feel that the Republic would be more worried about protecting its people than fighting others who are larger than them. Whats funny is, part of Empire's Grasp would fit them better (the part about reducing the unhappiness from population). Another idea could be an ability that focuses on their unity.

Unity of the Republic: +25% gold and +2 happiness from city connections and increase the value of internal trade routes by 25%. If Republics capital is a Holy City, all other religions effect Republic cities at half strength.
xalauch  [author] 9 Jun, 2016 @ 5:57am 
@RaozSpaz Yeah I like both! But I'm not sure how to make Empire's Grasp work... I'm not sure which route should the Empire take really, I want them to be very expansionist and authoritarian, so I guess Might of the Empire is a better choice. This leaves me with the question if I should change the Republic's trait and focus it more towards diplomacy, which makes more sense.
RaozSpaz 9 Jun, 2016 @ 1:10am 
If you wish to aim for the more diplomatic route, you could do something like this.

Faction Power: Empire's Grasp - The Empire gains 1 allegiance point with any City-State they pledge to protect up to a maximum of 60. Also, the Unhappiness modifier for number of cities and total population are each reduced by 20%.

This would represent the Empires diplomatic unity with any they bring under their control.

I also have some suggestions for changes to the unique building relative to their power that I can tell you if you want me to. Other than that, I do like this idea and would love to help provide more feedback and work beside you to see what all you can do.
RaozSpaz 9 Jun, 2016 @ 1:09am 
Ima give a suggestion just based on the name of the faction. The Empire.

The Empire gives the impression whenever its heard of a strong and most likely large nation that has a powerful driving force. Whether through natural, diplomatic, or militaristic ways, its a nation that will continue to bring all within its borders. To fill this, you need something that truly shows that the empire has such a powerful strength.

Faction Power: Might of the Empire - All units begin with a trait that increases their power by 15%, but all Empire units cost 10% more than normal. The Empire's borders also grow more rapidly than other nations, as they strive to bring all within their control.

This makes the Empire a much more powerful force than other Civs if given the time to build a military, but it takes them longer to do so. And due to their faster border growth, their land will fufill the goal of representing their dominance.
Fumblerful 8 Jun, 2016 @ 2:22pm 
Sigmar approves
Magnive 8 Jun, 2016 @ 9:06am 
Maybe increase the efficiency of internal trade routes, like the Iron Curtain ideology tenet?
kcm529 5 Jun, 2016 @ 3:20pm 
Maybe give The Empire extra economic strength. In my game as the mountain dwarves from this mod, they had like -40 gpt and I had to give them a loan. If you're going for the "dying empire" feel, this is good, but I kind of want to see a very powerful Empire.
Atik 5 Jun, 2016 @ 8:12am 
Personnally, if you're going for an expansive Civ, I don't think the current trait is doing the Empire justice. Most notably, the AI seems to do very poor compared to your other Civs.

I would personnally like to see something that allows them to either spam millitary units, or spam settlers. Perhaps they produce one of them faster, or can buy them for cheaper. Allow the Empire to really bring their fist down upon their foes.
xalauch  [author] 5 Jun, 2016 @ 3:17am 
I'm not really trying to make civs that can be played next to the original civs of the game, I'm doing my own thing, these civs are meant to be played with each other. The idea of 2 units / 1 building for each one of those civs is aimed to represent better the characteristics of these civs, since 1 unit / 1 building feels very flat, considering a lot of civs get a special unit for just one early era and then it goes back to having no edge for the rest of the game.

I will hear to suggestions though, tell me if you think I should remove the extra spy or simply change the whole trait to something else. Or maybe replace a unit? (not remove).
xalauch  [author] 5 Jun, 2016 @ 3:17am 
@Weboh Well I don't really want it to be like other civs. Personally I think civs in this game should have a real advantage over others on certain characteristic aspects. I really wanted the Empire to represent an expansionist civ, both over sea and land, hence why I chose the Polybolos as a unit-killer in land, inspired by the "hellblaster volley-gun cannon" from Warhammer's imperials, and the Man of War in sea, obviously inspired by the most powerful sail ship in history. Then the Castrum, the roman training camp, gives that advantage of a professional army. The skins and icon were already there, so I took them.

I maybe agree I should change the trait tho, maybe removing the extra spy? but then again, does an extra spy give a real advantage? I don't think so, it just represents the extend of an imperial system.
Weboh 4 Jun, 2016 @ 7:28pm 
Yeah, it's way too OP. It should only have two unique units/buildings total, so that it will be like eery other civilization. All of your civs have three. Also, the unique attribute is too powerful. You just combined two different civilzations' to get that, so that should tell you something. Also, the units and everything are just lazy, pulling random civilzations' things exactly.

Sorry. "Everything" probably wasn't the answer you wanted to your question...
Saltmarsh 4 Jun, 2016 @ 12:38pm 
Personally, I believe original special traits are in order. Otherwise, looks good!
xalauch  [author] 4 Jun, 2016 @ 4:01am 
Ratings are very low! What should I change about the Empire? Is it the art? The units? Too OP? Someone tell me pls.


@TehRoast Yeah a demon civ would be cool but I want to finish others first, since the undead already work as the villains for now.
TehRoast 4 Jun, 2016 @ 3:19am 
What about a Demon civ? "The King of the Damned from the Depths of Soulfur Flats" (Soul-fur! See what I did there? :steamhappy:) Perhaps this civ could be heavily militaristic and a bit overpowered with demon hordes and other hellish beasts and beings at the cost of not being able to have great people, settlers and every city you capture that CAN be razed is razed. Feel free as the dev to tweak the idea to fit as best you can but I figured Demons are always a badass fantasy theme. I can see it now. Some kind of hellrider that is a slower knight but has the ability to irradiate terrain(irradiated terrain just looks like hellfire on earth). I've given this idea a bit of thought if you haven't noticed. :steammocking:
Chocolate ferret 2 Jun, 2016 @ 1:27pm 
Urban goblin thieves kinda thing?
xalauch  [author] 2 Jun, 2016 @ 12:44am 
@Tecnogos No sorry, I'm doing only fantasy themed civs, but you gave me the idea of making an automaton steam-punk-like civ.
Tekudachi 1 Jun, 2016 @ 5:31pm 
can you make a cyborg civilization?
Darthlox 1 Jun, 2016 @ 4:04pm 
@.Chalaux The real-life Hanseatic League could be a good example. It was a confederation of multiple cities for defense and trading reasons, and as such, was both a Thalassocracy and Plutocracy. It was german though, and the Empire already is, so alternately, a slavic/eastern european civ based on the Free city of Krakow or Principality of Montenengro would be a new cultural flair. If the venetian one is the major trading civ, you could juxtapose the two by having this one's economy greatly reduce the benefits of trade, but increase gold from tiles for a isolationist type economy, or make the venetians sea-based trading and the Slavic land based.
xalauch  [author] 1 Jun, 2016 @ 9:05am 
@Darthlox hmmm how do you imagine that civ? I was planning on doing a Venice-like civ but I can't really think of a generic type for free-city states, would it be like Braavos from GoT? Something oriented to sea trade for sure, maybe it could just be Tortuga, the pirate city, or some utopian paradise like Columbia from Bioshock Infinite.
Darthlox 31 May, 2016 @ 6:24pm 
A trade focused, minor noble state like a Principality, Duchy, Free-City or something would be neat.
Unskilled 31 May, 2016 @ 2:53am 
Man, I'm tempted to get so I can have the empire (Warhammer) fight the empire (this) after destroying the empire (star wars).
Ahhh, the joys of civilizations with the same names.
xalauch  [author] 30 May, 2016 @ 8:42am 
@Xangelo7 I believe it is.
Xangelo7 30 May, 2016 @ 8:37am 
is this compatible with the RED mod or not ?
xalauch  [author] 30 May, 2016 @ 8:35am 
@Xangelo7 I was using the RED unit size and ethnic mods in the pictures if that's what you mean.
Xangelo7 30 May, 2016 @ 8:04am 
do they have RED unit Mod that make them diveserve?
xalauch  [author] 30 May, 2016 @ 6:36am 
@Xangelo7 Done! ;)
Xangelo7 29 May, 2016 @ 4:55pm 
post more pics pls