Sid Meier's Civilization V

Sid Meier's Civilization V

The Olmec (Brave New World)
69 Comments
Tomatekh  [author] 26 Mar, 2020 @ 11:14pm 
@Thunder Fist Maki
The heads are still improved by the upgrades that affect all GP improvements in general (i.e. freedom tenant, new deal policy, world congress landmark vote, korea's ua, etc.) just not anything that upgrades specific improvements (i.e. economics which only improves custom houses and not other GP improvements). Additionally, the heads don't remove jungle when constructed on top of them, allowing you to also keep the jungle's science university bonus (and culture from the sacred path belief).
Karma 23 Mar, 2020 @ 9:52pm 
Excellent Civ! I would like people to be aware that the Colossal Head does not have its points increase over time like the usual improvement (e.g. Great Merchant Colossal Head never get more than two gold).
Scotty Fox 23 Feb, 2019 @ 10:00pm 
Noticed something odd, there seems to be a missing texture on the Colossal head.
Namul Niram 10 Jan, 2018 @ 10:13pm 
I used a Great Merchant to build a Collossal Head on a jungle-plains-hill-banana tile, and the yield is only 4 food and 4 science, yet there is no gold yield?
EvilStud 26 Dec, 2017 @ 6:55am 
great mod!
Miles5280s 17 Oct, 2017 @ 10:51am 
@Speed of Darkness: Great Scientist and General heads yield Golden Age points instead (check the wiki for details).
Vault76Survivor 17 Oct, 2017 @ 9:34am 
The Great Scientist collosal head only produces 4 science. It should produce 4, plus half the Academy's science (8/2).... or 8 science.
NunquamReverto 15 Mar, 2017 @ 4:50am 
Great mod but OOOH, how I wish the Konukswu actually kept the "gain science from kills" feature upon upgrading. Since it's not a promotion though, I don't even know how to make that happen.
Fasciste débonnaire 9 Jan, 2017 @ 5:43am 
Hi, i'd like to translate your mod in french. Give me a shout if you're interested !
QuantumPaws 6 Dec, 2016 @ 12:35am 
This is a great mod but i have noticed a problem when using IGE. The colossal head UI makes the road placement impossible as it shifts the interface so that the road icon disappears.
Miles5280s 18 Nov, 2016 @ 12:19pm 
Had a ton of fun with this one. Probably my new favorite Great Person-themed civ.
Cyprus Hillbilly 13 Oct, 2016 @ 9:20pm 
Oh, and to any of those who don't like the big heads, I quote Bart Simpton, "Hey, don't knock the head, man."
Cyprus Hillbilly 13 Oct, 2016 @ 9:18pm 
Love the big heads!!!

It is great if you get a bunch of bananas near your starting position.

I go straight to fill out the Liberty policy tree, to get a free great person and choose an Engineer, then make a head on one of the bananas since that solves two problems at once... more research and more production (which is sorely lacking in most jungle situations).

I of course go after the Sacred Path belief to get the +1 culture for all jungle tiles, then immediately try for Education in my Research to start building Universities for the +2 research on each jungle tile. I next proceed to Printing Press to build the Leaning Tower and select another Great Engineer for one of my Banana tiles. In the mean time, I Ally with as many Religious city states as possible and build shrines and temples in every city so I can put Great Prophets on any remaining Banana tiles....

after that it is SMOOTH sailing.

kudos!
DrakenX999 7 Oct, 2016 @ 10:02am 
use directx 10
Mephala99 7 Oct, 2016 @ 9:34am 
I'm getting what looks like a checkered overlay of the actual texture of the Colossal Heads, is there anything I can do to fix it cus it's very ugly
Tomatekh  [author] 18 Sep, 2016 @ 4:49am 
@Cether Skye
Thanks for the report. Off the top of my head I can't think of what would be causing it. I'll look into and hopefully be able to figure it out.
Qilverj 17 Sep, 2016 @ 8:40pm 
@fly Sorry, meant my gp's. I also tried disabling a bunch of mods in groups and then one at a time to see if any particulars were causing the issue. At least one appears to be Colonialist Legacies' Malaysia.
DrakenX999 17 Sep, 2016 @ 6:24am 
@Cether Skye
Can your great people still build it? You said it doesn't show up for your workers, but it's a great person improvement not a worker improvement.
Qilverj 17 Sep, 2016 @ 2:45am 
I'm having trouble installing this mod. Unlike many of my other mod subscriptions on steam, this one will not show up in my mods list when I go in-game unless I manually install it using the link to the download hosted on civfanatics (which, btw, is broken; it's missing a ':' character after "https"). Even then, once I have the mod showing up in-game, when I enable it and attempt to start a game, I notice that the UI doesn't show up anywhere in the civlopedia, selection screen, tech tree or even as an improvement option for workers.

What could be going on here? The only other mods I've got are one graphics mod (Ethnic Units), one map generation mod (reef and atoll optimization), the historical religions mod, enhanced UI, and then a bunch of other civs from the more well-known authros on civfanatics. All of which work.
willowvignette 6 Sep, 2016 @ 7:44pm 
@๖ۣۜErezum

This civ only really gets an extra +12.5% GP generation. Sweden gets a lot more than that in an average game. If you're getting tons of artists and musicians it's from something else.
Guy 6 Sep, 2016 @ 5:40pm 
this civ gets wayyy to op during the mideval stage. with a capital city churning out hundreds of great artists, musicians, and writers, pretty much tons and tons of cultural bonuses
amelia 5 Sep, 2016 @ 9:34pm 
Great stuff. I always wanted a good Olmec civ, but the two that were already released didn't seem right (not that they were bad, I had lots of fun with them), this seems perfect.
Tomatekh  [author] 4 Sep, 2016 @ 4:27pm 
@DrHolsow
Sorry, no one on the team has the ability to translate the mod into Russian.
DrHolsow 4 Sep, 2016 @ 5:52am 
is there russian localization?
Tomatekh  [author] 2 Sep, 2016 @ 1:02pm 
Hi everyone,

Hokath was kind enough to create a version of the Olmec compatible with the CBP / Vox Populi:

The Olmec (CBP) v.1 [www.dropbox.com]

The download functions as a standalone mod and requires the CBP.

If you have any feedback or encounter any bugs specific to this version, please post it in the CBP discussion above.
alexd21 29 Aug, 2016 @ 2:49pm 
+
borussia1979 29 Aug, 2016 @ 4:03am 
ОТЛИЧНО, СПАСИБО !
T!_0!_M!_A!_Z! 29 Aug, 2016 @ 3:32am 
Graphics is well done, brilliant UA and UI, with the Venus Cycle supporting the UU nicely. Can you add in the leader speaking ,maybe? (The same language as Pacal or Montezuma might work)
Tomatekh  [author] 27 Aug, 2016 @ 8:47pm 
The tourism bonus should kick in either instantly or after a one turn delay depending on the circumstances. However, it's possible that it's not triggering correctly for techs acquired for free (from the great library, etc.) instead of researched. I will need to look into that. The bonus does only apply for techs you currently have that other civs don't (and so is lost once another civ researches the tech). The other possibility is that the turn/turn after you got iron working another civ researched one of the other techs you had, so the net amount of free tourism didn't change.
Modrian 26 Aug, 2016 @ 6:40pm 
Play note: Question on Venus Cycle. Is there a delay in acquiring Tourism bonus after gaining Tech. Example: first to Optics and gained Iron Working first via Great Library (no one else in Classical), but no T gain, even after 2T. Also, T bonus declines. I assume this means you lose any +1 bonus after any other Civ researches a Tech you've gotten first. Is this right? Probably necessary as otherwise with low C increase in early eras, Olmec would win very quickly indeed.
Shamane De Lion 23 Aug, 2016 @ 1:39pm 
Well done. Units are well done and the idea to put the Olmec is nice. Graphics of the heads look great. Very nice overall.
Lisbon Mapping 22 Aug, 2016 @ 12:52am 
Is it compatible with Y(n)AEMP?
Tomatekh  [author] 21 Aug, 2016 @ 9:20pm 
The yields don’t increase with tech but for the most part they keep on par with other great people improvements. For example, the head essentially works out to half an academy and half (other GP improvement) on the same tile. An academy is base 8 science up to 12 after its two tech boosts. A head is base 4 science up to 6 if built on a jungle/university; so it still keeps pace with being half an academy. In similar ways this also works out with the other improvements, at most only ending up 0.5 of a yield off. New Deal gives most heads +2 science +2 (culture/production/gold/etc.) instead of +4 of one yield.
Weboh 21 Aug, 2016 @ 9:06pm 
Thanks for clarifying. Kind of a bummer that the yield don't increase, at least by era. That makes them that much weaker. Couple more questions: You just said that building them on jungle tiles increases yields. Do you mean just the standard amount that jungle does? And would New Deal boost both parts of the yield (i.e. science and, say, production?
Tomatekh  [author] 21 Aug, 2016 @ 7:55pm 
@Weboh
The GA/GW/GM head also gives +3 culture (half of the GK GA landmark improvement). The only way to increase the yield of Colossal Heads is by building them on jungle tiles or with policies/abilities that boost all GP improvements (e.g. the New Deal policy). They do not get the boosts tied to specific improvements (i.e. they don’t get a boost that’s specific to the Academy).

@thenasmax
BNW is the only dependency set in the mod files. Are you sure you have BNW loaded?

@Erezum
The Colossal Head’s net yield is comparable to the net yields of the other GP improvements, and, like the other improvements, consumes the GP when built. They can be built next to each other.
Norton 21 Aug, 2016 @ 2:26pm 
UI: Colossal Heads: Can be constructed by any Great Person, expending the unit. +4 Science as well as an additional yield equal to the type and half the amount of the Great Person's standard Improvement. Does not remove Jungle.
Weboh 21 Aug, 2016 @ 1:43pm 
Also, do things like piety's culture/gold bonuses for holy sites count on colossal heads created by great prophets?
Weboh 21 Aug, 2016 @ 1:36pm 
Wait, cultural great people can create colossal heads? Awesome! What are the yields on colossal heads created by them? Also, do the yields on the other heads increase with scientific theory, chemisitry, etc?
thenasmax 21 Aug, 2016 @ 1:36pm 
Mine is saying I don't meet required items, but I have brave new world installed.
Guy 21 Aug, 2016 @ 9:39am 
can u build colossal heads next to eachother?
Guy 21 Aug, 2016 @ 9:39am 
just mass great people and make colossal heads
Tomatekh  [author] 20 Aug, 2016 @ 8:28am 
The Venus Cycle basically starts at turn 0 and alternates every 12 turns (on standard speed*). So turns 0 to 11 it’s off, turns 12 to 23 it’s on, turns 24 to 35 off, turns 36 to 47 on, etc. etc. After you research Calendar, whenever you are in an “on” set of turns you have +25% GP generation and the UU gets +10% strength (this promotion also carries on upgrade).

On the turns that the cycle switches on, you get a message at the top of the screen saying that “Venus/Chak Ek is in the east.” When it switches off, you get something like “Venus/Chak Ek is in the west.” These messages only start appearing after you research Calendar. In terms of the UU, its promotion icon also turns blue during “on” turns to indicate the extra strength ability is active. In hindsight, the civ could use a better system to indicate the cycle. We’ll see about implementing this in an update.

*(Every 9, 12, 15, 24 turns on Quick, Standard, Epic, Marathon game speeds, respectively).
gkarjr 20 Aug, 2016 @ 4:51am 
I love the Colossal Heads. They allow for a different style of play, allowing you to move forward in science and culture without going through the whole "put 'em in a museum (or whatever) and constantly move your great works around so that you can get the best theming bonuses" business.

Haven't quite figured out the Venus Cycle business yet, though I'm sure I will with time.
DrakenX999 19 Aug, 2016 @ 1:13pm 
If you look at the third screenshot in the description, that message pops up at the beginning of the turn when a venus cycle starts or ends after you've researched calander. I forget the exact number of turns but it's different on the different game speeds. The unique spearman's promotion also turns blue during a venus cycle. It keeps switching on and off at a regular pace so half the time it's active, half the time its not.
Tartaros 19 Aug, 2016 @ 11:33am 
:steamhappy:First i wanna say thanks for this nice civ. I haven't noticed bugs or something like that.
I just got a big question left:
What are Venus cycles?
First, i thought that they would be golden ages, but there was no boost for great people.
Otherwise there is no indicator for the venus cycle.
It's possible that I just misunderstood something and a little piece of advise or a little tip can help me to understand this feature of this really awesome mod.:steamhappy:
76561197977395778 19 Aug, 2016 @ 11:32am 
xD
Norton 18 Aug, 2016 @ 6:09pm 
Use Direct X10
ClanSpanker 18 Aug, 2016 @ 5:59am 
The textures on the unique tile improvement are missing for me. Anyone else have this problem?
Morgaln 17 Aug, 2016 @ 4:14pm 
@blkbutterfly74: This is actually at least the third Olmec mod. Theis one looks very interesting, though, I'm looking forward to trying it out.
ianandsue5 17 Aug, 2016 @ 8:30am 
I sincerely Hope somebody Plans to add the Chichemeca and the Huron as Civilizations.