Sid Meier's Civilization V

Sid Meier's Civilization V

Vandals (Genseric)
117 Comments
Mojave Neon 21 Feb, 2022 @ 3:33pm 
I did a playthrough with this civ earlier today. There's nothing that outright doesn't work, but there were some minor blips. Both UUs have the same unit icon, and the Alani Horseman settler mode was unavailable after researching Chivalry, while the in-game entry didn't indicate that it would ever obsolete. The movement bonus from the UA was also quite spotty, with it working some turns and then not at all the next. This was independent of roads, ZOC, etc., so there was no other possible reason for this being the case.

There was also a weird trade routes glitch, where other civs suddenly completing a trade route to me gave me an additional trade unit and didn't count it against the trade route cap. This didn't exist in the games I played before and after this one, with the only difference in my mods here being that this civ was enabled. Overall though, I still did enjoy playing as this civ, even if there are a few different minor technical issues with it currently.
Magnos 3 Aug, 2021 @ 11:06am 
Evening! Love this leader, really strong and fun to play. Although...
I'm experiencing a major bug with the Trihemiola.
First of all, the unit appears as a man walking on water, if the unit appears at all. Most of the time the unit is invisible altogether. To be fair, I am fine with this as long as the game runs smooth... untill it didn't. The whole game started crashing once I went to war with the Trihemiola.
The only way I could keep playing on my save was by deleting one Trihemiola at a time while saving and closing Civ to the desktop in between. After spending 20 - 30 minutes figuring and sorting this out I was able to play as normal again, but to my great disappointment... without the Trihemiola that I had a very solid hype about.
Still, really enjoy the mod - but untill the bugs are fixed I won't use it.
Thanks.
I swear this never happens to me 18 Mar, 2021 @ 3:39pm 
anyone know if you can find a previous version of the mod? In addition to the bugs I much prefered the previous UA to this one
xX_Safety_First_Grenadier1803_Xx 3 Mar, 2020 @ 1:12pm 
*Actually, comparing the MODINFO file has some difference between this and Haakon's, but I don't know enough to mess with it. In any case, I can't imagine it would be too hard for a quick fix, since it's just the music.
xX_Safety_First_Grenadier1803_Xx 3 Mar, 2020 @ 1:05pm 
The themes don't seem to be playing, or at least the peace theme. I looked at a couple of the files and didn't see anything amiss (compared with Haakon, whose music was playing normally), any idea as to the issue?
DoloresK 18 Feb, 2020 @ 8:52pm 
Uninstalled and my opponents begin the game with alani horsemen. Ugh.
Billy Pol Pot 8 Aug, 2019 @ 10:49pm 
With Vandals enabled and when playing as Arminius, you start with an Alani horseman.
angelo378 10 Jul, 2019 @ 5:21pm 
Same, Gojisaurus_Rex
Gojisaurus_Rex 10 Jun, 2019 @ 8:31pm 
The Alani Horseman is bugged and can be built by anyone, including barbarians.
Billy Pol Pot 1 Jun, 2019 @ 11:03am 
Can confirm that Alani horsemen can be recruited by everyone and spawn in barbarian camps.
Bastian Freeman 13 May, 2019 @ 8:19pm 
Since the update it is no longer compatible with the "Really Advanced Set-Up" mod. Anny idea of why this could be?
Old Guy 27 Apr, 2019 @ 12:01am 
Since the update, I have spotted Alani Horsemen spawning in barbarian camps. As Sakura-chan~ said, this is probably a bug.
The Henchgirls 26 Apr, 2019 @ 9:17am 
The alani horseman settler is available to all civs. This is probably a bug.
Zistac 7 Apr, 2019 @ 1:37am 
How can I swap out "Great Migration" with "Furor Teutonicus"? I like the cavalry aspect of the vandals and I think it would suit them better for that playstyle.
jamie_van 2 Jan, 2019 @ 11:23am 
The Vandal king was named Geiseric (guy-ser-ic) not Genseric...
Hatemonger 12 Oct, 2018 @ 12:46am 
What?
Nyxolas Cage 31 Jul, 2018 @ 11:13pm 
jesus
Elliot_Ostrand 28 Jul, 2018 @ 6:54pm 
To JFD or anyone interested:
I always have ideas for mods in games. I was wondering if you could change the mechanics of the game so that cities could move. I don't know if this is conceivable, but I think it would be a great feature. I was thinking that the city could move its position by changing into warriors, that have the same attack as one third of the city’s defense. They should be able to pass through the borders of any city, if they do this it should have half the penalty of trespassing on a city state, but should give them ample amounts of food for the next 10 turns (The number one for the citizen that passes through other cities divided by the number of citizens. All multiplied by the amount of food needed for 10 turns. Together equals the amount of food received in that turn. Extra food received that turn carries on into the next turn).
Elliot_Ostrand 28 Jul, 2018 @ 6:54pm 
Once they reach the location of settling the city: one of them has to press settle city, if two other of the citizen warrior settlers are three tiles away then it can settle, those citizens will get the tiles in-between as part of the city and one additional tile of their choice, but if the citizens are one tile away from the city when it's being settled they will get the three tiles near by that are away from the city. If there are other special citizen warrior settlers in addition to the three necessary three tiles away then they will also get to choose one tile of their choice and their citizenship will also be added to the city.
Elliot_Ostrand 28 Jul, 2018 @ 6:54pm 
If these settler warrior citizens wish to go to another or a city that is already owned they can add to that city their citizenship in the same way that they would form a city, adding (a) tile(s) to that city. If any city in the civilization has more than three citizens, then the extra citizens should be able to go to another city that is part of the civilization. This will cause two tiles of choice to be removed from that city. When they move and are one tile away from a naval vessel, then they will be able to move two tiles and they will be able to have all their food needs met.
Elliot_Ostrand 28 Jul, 2018 @ 6:53pm 
They can also become slave worker that performs at 200% work capacity compared to normal workers, that can't resettle as normal citizens until a emancipation technology arrives, after that technology they will be able to resettle or become special workers, that perform at 200% capacity, any time. Citizen warrior settlers, if in a defensive stance while in a city, will steal the gold in the tile they are on. For every gold they steal they will have double the penalty given when trespassing on a city state. If a city reaches its limit then other civilizations will be given a military bonus, an extra free soldier, without upkeep, if they declare a semi-permanent war on the trespassers for 10 turns.
Elliot_Ostrand 28 Jul, 2018 @ 6:53pm 
However, if a civilization has more than three cities and if those cities have more than three citizens the extra citizens in those cities that were settled after the first three cities, are at risk of losing a citizen! If the happiness of the civilization is a very large negative number, then a random city, other than the first three cities settled, can lose a random extra citizen! The citizen will go to another city that has more than neutral happiness. This will restore happiness in the civilization that the citizen leaves to at least neutral for the number of turns equal to the number of unhappiness that was there when it left at the end of these turns the citizen will choose to come back if the happiness in the civilization without the bonus is neutral or better.
Elliot_Ostrand 28 Jul, 2018 @ 6:53pm 
For civilizations known through out history to migrate (Vandals, Hungs, Mongolians etc...), their citizen warrior settlers (they could be called migrants) should be allowed to move two tiles but for every other civilization they should only be allowed to move one tile (they should all be able to move three tiles on roads and 4 tiles on railroads, but need to go around the city tiles) and normal civilizations should also have a 25% military strength deficit until they experience combat and receive the one promotion offered to them. Vikings should have no military strength deficit and should be given two tile movement when by a river or when on the ocean. Also, certain clumps of tiles during certain times on the tech tree when using the world map should have famous and natural disasters, to encourage immigration, these clumps could also be randomly generated on other maps.
Elliot_Ostrand 28 Jul, 2018 @ 6:52pm 
If any of this sounds interesting I hope you give it a shot. If it all sounds too daunting or you don't know anyone who could do this then maybe we could create a petition for the makers of civilization to either update or make it a new option in the next game/a new DLC. I think migration is a large part of any civilization. If it doesn't sound interesting, then don't worry about it. Thanks for reading. :)
Morindacil 30 Sep, 2016 @ 10:07pm 
@HannibalCannae Both are the true names of the Vandal King, but does it really matter which one to prefer? They both sound fine to me. Though, Geiseric reminds me of King Gaiseric from Berserk.
HannibalCannae 9 Sep, 2016 @ 5:35pm 
Please make this edit. The leader is Geiseric, Genseric just sounds weird.
Norton 6 Aug, 2016 @ 11:08am 
@Wolferon I've looked it over and nowhere online in trusted scources does it say his nickname was Genseric the Lame. Could you please site your scource.
Wolferon 5 Aug, 2016 @ 10:20pm 
It's a great mod but the image of Genseric in the diplomacy is inacurate, he never fought because he was lame, hence the nickname Genseric The Lame.
jay 5 Apr, 2016 @ 11:55am 
Love this mod - one of my fav civs. Thanks for the hardwork. I have noticed thou that since the last update the unique events and decisions no longer appear to function???
Maccabee 30 Dec, 2015 @ 11:35am 
Well done on the music for the Vandals. My teenage son approves greatly.
Venusaisha 22 Oct, 2015 @ 7:09pm 
correction : some mods conflict with others, thou to test u may need to test em one by one and ect. keyboards can be so :steamsalty:
Venusaisha 22 Oct, 2015 @ 7:07pm 
axatoramus : subscribe to mods, unsubscribe, config then go back re config again. see if that fix. if not u may haffta uninstall game after u unsub all mods, then install game again and validate ur game via civ 5 in game list on steam under properties. some mods conflictwith others, thou to test u ay need to test em one by one. modding is never easy or geting em to work without geting glicthes,grimlins,bugs.

Note: windows 10 and microsoft edge will be bumpy road on games since they reject plugins due to third party security concepts. windows 8.1 exceeds on apps(plugin applicble), where windows ten exceeds on
desktop games(not plugin applicable).

axatoramus 3 Aug, 2015 @ 12:58pm 
Where is their starting position?

Also please please help me with this issue:


When I want to make a game in the setup screen, only modded civs appear and no default civ 5 civs!!!

What could be going on???

Help would be much appreciated!
Venusaisha 5 Jun, 2015 @ 5:14pm 
very useful, i often use him a a raider bad guy. but not as bad as atila or khan thou 8)
mariposa 1 Feb, 2015 @ 8:09am 
Also, could you link the events and desicions mod?
mariposa 1 Feb, 2015 @ 8:05am 
Whats the name of the music when you are talking to Genseric?
amunoz 22 Jan, 2015 @ 11:28am 
I can't seem to use ANY mods that have vikings, norwegians, celts, danes, etc. Everytime I download these civs, and try to turn them on, I am told that I am missing this or that. How can I get this worked out? I have downloaded and paid for the Korean mod, Wonders mod, scrambled nations, etc. but no matter what I do, I am still unable to use ANY nordic civilization. Can someone tell me what is going on?
Praylak 19 Jan, 2015 @ 1:46pm 
The Alans rock, especially if your using the "Events & Desicions" mod that this supports. I like the historical accuracy this civ has, very well done and appreciated.
Piekenier 18 Jan, 2015 @ 5:56am 
Too bad subscribing doesn't make them show up
doomed yuri 13 Jan, 2015 @ 3:20pm 
@JFD yes I read in the change notes. I wait in excitement for its arrival!
76561198106664613 12 Jan, 2015 @ 5:56am 
Thank you, this is an awesome update. I will miss the axemen, but the horsemen are just as cool. Now, how about the Lettigallians?
JFD  [author] 11 Jan, 2015 @ 10:57am 
@shockwayves Just in case you were wondering, the Ottoman revision will be moved into a Mehmed/Suleiman split.
doomed yuri 11 Jan, 2015 @ 10:50am 
Came here looking for the Ottoman patch in the previous version but was pleasantly surprised! Psyched to try this out.
bugge 11 Jan, 2015 @ 10:09am 
Finally some love for the Vandals. Nice update!
Baleur 28 Dec, 2014 @ 4:34am 
Last time i downloaded this civ, it didnt have Civ4 traits support. Is it changed now?
Kavinsky 27 Dec, 2014 @ 10:58am 
вандалы)))
ChetV 16 Dec, 2014 @ 11:19am 
*Folder named Vandals, whoops!
ChetV 16 Dec, 2014 @ 11:15am 
For those having issues, the file you actually get is an archive. Open it with Winrar or something like that and extract the files to the mods folder into a file name Vandals or w/e (you create the folder yourself). Working fine for me!
Tristman 28 Nov, 2014 @ 7:04am 
The mod doesn't get added to the game, and the direct download doesn't work.. Reupload please?
Vegose 3 Nov, 2014 @ 1:02pm 
JFD, Im also not getting this mod despite all others downloading fine, and direct download is off for me too. I would really like to have this, is there a third link somewhere?