Sid Meier's Civilization V

Sid Meier's Civilization V

[GFC] Wood Orcs
46 Comments
Cebi 11 Aug, 2020 @ 10:06am 
Hey can someone who knows how to mod make a compatibility patch between RED just Diversity to apply Orc skins to these orc warriors?
slickrinche 17 Apr, 2017 @ 3:46pm 
nice! is it possible for civ 6?
czarny_pc 30 Jan, 2017 @ 2:33pm 
Nice :D
Narrelama 11 Dec, 2016 @ 4:26am 
Seems to be missing graphics when browsing them in the main menu (selecting civ's and leaders). Sure it only requies BNW?
Sakota 12 Sep, 2016 @ 3:11pm 
Im creating a scenario (actually it will be 3 of them), going to use some of your civilizations, Orcs, Halflings, High Elves, Pirates, Centaurs, Dwarfs, Undead and Dune in this first scenario, when done with the first one ill post it here and in civfanatics,is that allright for you?

Also, im playing with Orcs at the moment, its fun having a goblin army, kind of suicide units yet with so many of them and no maintenance cost its worth it.

Going to play the pirates later today, so I may post tomorow the the pirates post my opinion ;)
Economic Terrorist 3 Sep, 2016 @ 7:51pm 
WAAAAUGH!
Little Nash Rambler 12 Aug, 2016 @ 10:37pm 
.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.
XXXX rules 27 Jul, 2016 @ 4:00am 
Would this work?

INSERT INTO Building_TerrainYieldChanges (BuildingType , TerrainType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','TERRAIN_GRASS','YIELD_FOOD','-2');

INSERT INTO Building_FeatureYieldChanges (BuildingType , ResourceType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','FEATURE_MARSH','YIELD_FOOD','3')
, ('BUILDING_ORC_TOTEM','FEATURE_JUNGLE','YIELD_FOOD','3');

insert into BuildFeatures ('BuildType' , 'FeatureType' ,'PrereqTech', 'Time')
values ('BUILD_REMOVE_MARSH','FEATURE_MARSH','TECH_AGRICULTURE','100'),
values ('BUILD_REMOVE_JUNGLE','FEATURE_JUNGLE','TECH_AGRICULTURE','100');
XXXX rules 22 Jul, 2016 @ 1:04am 
I love them.
Perhaps they should get food only from marsh and jungle (nothing from grassland) to keep them bottled up in particular arreas?
Maybe a wonder or building that gives extra food from marsh.
Give them a starting location afinity with marsh ?
Would replacing their workers with ooze be in keeping with the theme ?

I know what it needs - their oozes terraform grassland into marsh :steamhappy:
mr. Lucius 21 Jul, 2016 @ 9:27am 
I'd like Russian
mr. Lucius 21 Jul, 2016 @ 9:26am 
only English?
DaMagickDragon 17 Jul, 2016 @ 2:06pm 
Seems like Warhammer40k-tons of guns
Bober Кurwа pierdole 17 Jul, 2016 @ 5:23am 
@.chalaux
increase the flavors of militarism and expansion, and flavor of orc totem (it must be #1 building in every city) make them aggressive in classical era. And give golblin ai offensive tactics (player will use 'em as offense, let AI do like that). And see what happens.
#1 pop
#1 production
#1 army
#1 money
first religion founder (take building that give happines)
#1 territory
#1 in everything
xalauch  [author] 11 Jul, 2016 @ 4:12am 
@Thug Rat - Deal with it Yeah I kind of agree, replacing the catapult with the ogre may be better to balance it out a little bit. Anyway, when you play against them they sometimes do well but sometimes they don't, I don't think they are that OP. Goblins after classical era are very weak but the AI still uses them as canno fodder which was the intention.
Bober Кurwа pierdole 11 Jul, 2016 @ 3:41am 
Totem=Ethiopia stella + wonder from informational era
Bober Кurwа pierdole 11 Jul, 2016 @ 3:39am 
-goblin archers and totem are OP
big mobile army, that cost no gold at all + 1.33x possible number of sities(can have 4 sities instead 3, 8 instead 6,...) + religion rush
all gold from x3 plunder is gone to by settlers and buildings, sometimes units.
EZ game for miliraty+expansion game style. No problems with gold,happiness and faith
-maybe it will be good to replace catapult or trebuchet with ogre?
Wakes 10 Jul, 2016 @ 4:50pm 
Any chance you could make a manual download for this one? Its not showing up in my civ mods list
monstertimescary 23 Jun, 2016 @ 2:32pm 
This is literally just the aztecs...
a.k.a zion 23 Jun, 2016 @ 7:27am 
You can make some blood elves now KKKKK
friend cube #1 22 Jun, 2016 @ 9:09pm 
WHERE DA ORKZ GO?! *Raises choppa menacingly*
Foreskin Gamer 22 Jun, 2016 @ 3:11am 
make the raiders or the bandits. If you make the bandit's, make them able to sell and get happiness from banned luxuries. Also make them have black market which would increase the money you get from trade route's.(◕ヮ◕)
Sgt42donuts 21 Jun, 2016 @ 9:21am 
Dont you think the Orcish totem makes this civ OP? It guarantees them a religion just like Ethiopia in Vanilla, but between the two UUs, you have a civ that has free exploration, an incredibly powerful melee unit, and religious dominance (they get it earlier than most civs, ensuring good traits).
Snowpoint 19 Jun, 2016 @ 4:43pm 
considering the waagh, i can only assume this is based on warhammer, which makes this mod even more beautiful
Lisandro R. Pavia 19 Jun, 2016 @ 4:15pm 
nice !!!!
Knarfi 19 Jun, 2016 @ 4:36am 
nice:steamhappy:
Kurger Bing 18 Jun, 2016 @ 9:04pm 
diz 'ere iz a nice mod WAAAGH!!!
A Very Angry Garden Gnome 18 Jun, 2016 @ 5:19pm 
Civ idea: How about a ogre + goblings?
Vortex 18 Jun, 2016 @ 4:39pm 
I know you have an undead civ, but you should also include a demon or Hell civilization.
That would be very cool. Great job on the civs you have made so far!
Varulven 18 Jun, 2016 @ 12:27pm 
Not my cup of tea, but definitely a cool civ. It's well balanced, actively fun. If you are a micro-manager or military-player, then you need to try this out.
Player#2201 18 Jun, 2016 @ 5:45am 
Civ just crashes and exits after trying to load a saved game; only mod running.
xalauch  [author] 18 Jun, 2016 @ 2:47am 
@Necro Lord because you must use your imagination and believe all the other units are orcs.
Salix 18 Jun, 2016 @ 12:31am 
Waaagh!!
Employed Engineer 17 Jun, 2016 @ 9:05pm 
Orc civ that doesnt have orcs? Just wondering why goblins instead of orcs, goblins could be their own Civ. Orc soldiers could replace swordsman or longswordsman.
Master Wizard Wither 17 Jun, 2016 @ 6:37pm 
One problem I have with this specific mod of yours, is that no matter what tech the AI has, they spam Goblin Archers constantly. Makes this Civ too easy to defeat by either the player or other AI. I was probably lucky to meet them in my last game, because a domination-type civ was warring with this one.
Wolf 17 Jun, 2016 @ 10:40am 
hey could you make a beastmen civ or like a werewolf empire? just a suggestion
Seb 17 Jun, 2016 @ 8:28am 
Hey, by replacing the cannon with the ogre isn't the whole point of the dark elves dragon wasted? why not replace the lancer or knight units, not very orcish to ride horses anyway.
WolfintheWheat 16 Jun, 2016 @ 7:00pm 
Wonderful! :D Love this, can't wait to try them out!
leroynukenson 16 Jun, 2016 @ 12:55pm 
maybey you can ask some one else to do it? if not thats cool. I still love these mods and you are doing a great job :steamhappy:
xalauch  [author] 16 Jun, 2016 @ 5:20am 
Lol thank you very much, that makes a lot of sense, I don't know how I missed that. Will be updating all civs today.
toe_scruncher26 16 Jun, 2016 @ 5:11am 
Ah, sure. It will take you very little time to update. since you are already doing it with units. I'm actually surprised given how well made these civs are, I thought you were a veteran modder. You just need 8 dds files of Civ Icon alpha atlases, then you reference the .dds files and their positions in the .xml file that deals with icons (the same way u used it for color atlas icons) and then you just add a single line in Civilization.xml to reference the text file, it's like "<AlphaIconAtlas>CIV_ALPHA_ATLAS</AlphaIconAtlas>". If you already have it then just use it to reference the dds files the same way you do with units. And that's it. Right now they default to America's, because it's the first Civ alphabetically, and the game chooses that icon for the lack of a custom icon.
xalauch  [author] 16 Jun, 2016 @ 12:21am 
@leroynukenson That would take me way too much time and I wouldn't be able to replace all models, only those I can download for free in civfanatics which is quite limited.
xalauch  [author] 16 Jun, 2016 @ 12:21am 
You mean the civ icon or the unit icons? I still haven't figured out how to make the civ's icon appear next to cities, once I do I will add it to all of them, if you know the code please tell me because I can't find it anywhere. If you mean special units... they should already have both icon and alpha icon.
toe_scruncher26 15 Jun, 2016 @ 10:03pm 
I love your civs but why do you never bother with Alpha Icons? They feel somewhat incomplete without them
leroynukenson 15 Jun, 2016 @ 8:14pm 
can you make a mods for the vanilla units so they look like the faction they are a part of?
DerRitter 15 Jun, 2016 @ 7:18pm 
such sarcasm
BigChickenJockey 15 Jun, 2016 @ 4:14pm 
i have never seen a civ that gained culture from killing, cool!