Sid Meier's Civilization V

Sid Meier's Civilization V

The Timurids (Brave New World)
118 Comments
limeyndixie 13 Nov, 2022 @ 2:54pm 
Always liked playing Emir Timur, but I always thought the Tumen replacing Lancers seemed out of place. Replacing the Knight would have made more sense. The Lancers time period is around 400 years after Timur lived. Just a random thought.
barissener 23 Jan, 2021 @ 2:59pm 
i can not construct maydan why ? icant see it,so cant profuce arceologist too i have closed to steal tecnologies before i started to the game
IamNK 19 Jul, 2020 @ 12:07pm 
@tomatekh Hmm sad( can you please say me how to creat mod like this? I mean mod creating app Thanks
yurcikane 18 Jul, 2020 @ 2:25pm 
Thanks for adding the greatest Turkic marshall of the history as we know it.
Tomatekh  [author] 17 Jul, 2020 @ 7:29pm 
@knavrozbek

Hi. Unfortunately, I no longer have my original Civ V modbuddy files, so I am no longer able to update my mods. I'm sorry.
IamNK 16 Jul, 2020 @ 8:38pm 
Hello can u make a Russian translation please? Or I can help u with that if u want or don't have a time
Tomatekh  [author] 17 Feb, 2019 @ 9:24pm 
Sadly, the two games are too different, so there's no way to transfer a mod. It'd have to be made from scratch for VI.
Eleganto 15 Feb, 2019 @ 8:02pm 
sorry to hear that was hoping to play for my ancestors in civ vi. is it possible to transfer mod from civ 5?
Tomatekh  [author] 15 Feb, 2019 @ 7:05am 
Unfortunately, I don't have the same amount of free time to mod for Civ VI like I did with V, so I'm not able to make any civs for it at the moment.
Eleganto 14 Feb, 2019 @ 9:49pm 
Hi Toma will u make this for CIV VI
The World is a Sandbox 17 Dec, 2017 @ 1:34am 
It has served me well to stay clear of Civ mods that have brief mentions of bugs in the Comments sections. They will likely break your game (learned the hard way). But it's only fair to turn it around: I've played with this mod forever and with all kinds of set-ups (Community Balance Patch, etc). Never had a problem. Recommend.
Miyavettin Özmırnav 23 Jun, 2017 @ 9:16am 
EMİR TİMUR :)
Tomatekh  [author] 15 Aug, 2016 @ 3:03pm 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
Tomatekh  [author] 11 May, 2016 @ 12:54pm 
Hey, everyone!

I’ve just updated my Benin (BNW) mod with new art by the amazing Janboruta! Please check it out!
Tomatekh  [author] 8 May, 2016 @ 9:55am 
Hey everyone, I’ve released a new civ for Brave New World:

Shang (Brave New World)
Tomatekh  [author] 2 May, 2016 @ 9:55am 
Hey everyone, I’ve released a new civ for Brave New World:

The Kuikuro (BNW)
Tomatekh  [author] 8 Apr, 2016 @ 2:45pm 
v.67

-Mod compatability update.

If you need the previous version, 66, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] 1 Nov, 2015 @ 8:43am 
v.65

- E&D adjustments

Should not impact existing games/saves.
Tomatekh  [author] 21 Sep, 2015 @ 7:04am 
My Brave New World Garamantes mod has been overhauled with new art and abilities (with art contributions by Janboruta and Sukritact)!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=102329706
Tomatekh  [author] 14 Sep, 2015 @ 9:14am 
v.64

Sorry about another update so soon. JFD added an additional step needed for sovereignty support and it’s best if I fix the support in the mod sooner rather than later. I’m not sure if v 64 will cause any problems with 63/62, but I’ve left a 63 download at the bottom of the description just in case.
Tomatekh  [author] 10 Sep, 2015 @ 6:01pm 
v.63

-hotfix for a typo at the end of the mod sql; should still work with 62
Tomatekh  [author] 10 Sep, 2015 @ 1:50pm 
V.62
-Mod compatibility update (EE; Cul Div; Cul Inf; Sovereignty; Mercenaries)

If you need the previous version (60) to continue a save, a download link is at the bottom of the description.
Anon_2 3 Aug, 2015 @ 4:26am 
Excellent mod - fun to play. Thanks for great mods.
Tomatekh  [author] 17 Jun, 2015 @ 6:23am 
v.60
-updated mod compatability
Tomatekh  [author] 17 Jun, 2015 @ 6:20am 
@Venusaisha
This civ has no conflicts with the Khazar civs.
The conflict is only between JFD's and Moriboe's Khazar civs as JFD's is techincally built of Moriboe; so those two mods cant be used together.
Tomatekh  [author] 6 Jun, 2015 @ 11:52pm 
Hey everyone, I’ve released a new civ for Brave New World:

Xia - Erlitou (Brave New World)
Tomatekh  [author] 6 Jun, 2015 @ 11:52pm 
The lancer is the Renaissance era cavalry unit which is why it was chosen for the UU.
Ideadedyou 4 Jun, 2015 @ 9:27pm 
Timur lived in the 1300's. Isn't a lancer replacement a little late in the game for that?
Venusaisha 4 Jun, 2015 @ 4:48pm 
unlike (JFD Khazar Khaganate civ) and this, having a glicth due all being subed to all three. so best if i think i'll i'll stick with Khazar Khaganate
by Moriboe. sorry configing mod conflicts, this computer isnot state of art. geting new one eventaully.
Tomatekh  [author] 9 Mar, 2015 @ 1:31pm 
v.59
-Timur may no longer spawn as a Great General.
-UA effect now also includes +1 Faith.
-UB no longer increases trade range, but production discount increased to 20%.
-Slight color adjustment.
-Misc. text changes.
-Compatability fix for an upcoming release.

If you need the previous version to continue a save, a download link is at the bottom of the description.
Karlos_BR_ 18 Jan, 2015 @ 1:27pm 
Just got the updates, everything seems to be fine now. Thanks Tomaketh.
Tomatekh  [author] 18 Jan, 2015 @ 6:16am 
Thanks for bringing it to my attention. I think I figured it out and just uploaded a fix. Let me know if the problem persists. (Also will be uploading a fix for the Garamantes shortly, as they were having the same problem).
Karlos_BR_ 16 Jan, 2015 @ 6:02pm 
Hey Tomaketh. I got a issue with this Civ. Whenever i try to load the timurids in the mod menu the game simply crashes. It seems to be a compatiblity issue with some other mod.
The mods i use are:
JFD's Civs(all of them)
Colonialist Legacies's Civs(all of them)
Your Civs(all the BNW ones)
1 turn tile improvement
addtional ancient ruin rewards
antiquity site icons filter
barbarians - unlimited xp
caravansary trade routes
Machiavelli's Mods(cities of marble, titans, race for religion, reform and rule)
City Limits
Civ IV leader traits
Corporations
dynamic culture overview
emigration
events and decisions
exploration continued
extra victory conditions
faster plot expansion
global warming
greatest cities
historical religions
increase city radius from 3 to 5
infoaddict
ingame editor
Krajzen's buffs
Krajzen's great person packs
map labels
perfectworld3
pantoon bridge
R.E.D.


Tomatekh  [author] 15 Jan, 2015 @ 10:24am 
-Minor art update and some miscellaneous clean up regarding mod support (Cul Div). If you need the previous version to continue a save (50) a download link ist at the bottom of the description.
Kriegs 6 Jan, 2015 @ 12:55pm 
my favourite civ from mods. not only because they are fucking timurids but their passive is like U don't worry about buildings so u can invest in army
Faysal 1 Jan, 2015 @ 10:10pm 
Awsome Tomatekh, thank u so much!

Thanks for making it compatible with Gedemons awsome TSL map (YnAEMP), it really fills up Central Asia well to counter the expansion of Persia, China, India and Russia!

Keep up the good work man!
Faysal 1 Jan, 2015 @ 11:01am 
Nice! Samarqand! Thnx!
Tomatekh  [author] 1 Jan, 2015 @ 10:52am 
The mod supports and has a historical start location when using Gedemon's YnAMEP mod.
Faysal 26 Dec, 2014 @ 9:27am 
Where on the world map does it start?
Tomatekh  [author] 1 Nov, 2014 @ 2:36pm 
Added support for the Cultural Diversity mod. If you need the previous version (48) to continue a save, a download link is at the bottom of the description.
phillips_glenn 14 Oct, 2014 @ 2:20pm 
Another great addition! They had a very large CIv in real life. Central Asia, and most of the Middle East, and almost The Ottoman Emipire. (Timur chose to let it survive). Better a Civ, then just a Great General that no one knows about. Thank you!
Tomatekh  [author] 15 Sep, 2014 @ 8:40am 
Update:
- Now supports the Map Labels and Piety & Prestige mods
- Missing table errors should no long appear in the database log

If you need the previous version (46) to continue a saved game a link is at the bottom of the description.
Tomatekh  [author] 31 Aug, 2014 @ 7:38am 
@Joao Davi

I'm glad you're enjoying the mod!

I unfortunetly don't have time to make a Riograndense mod, but I hope someone eventually does for you. You can try posting at civfanatics.com to see if you can find some help. It's the besting modding community for civ around.
Guarlaon 28 Aug, 2014 @ 8:37am 
I really like the Timurids! I play with them in Europa Universalis. Congratulations for this creation.

I'm hoping that one day someone create Riograndense Republic, a regional identity in southern Brazil.
Tomatekh  [author] 25 Jul, 2014 @ 3:16pm 
Added support for the Ethnics Units mod as well as ensured compatibility across my own mods and a few mods that will be released in the near future. Unless someone finds more bugs in the mod, this should be the last update for a while.

The update will break saves using the old version, so do not update until you are ready to start a new game with the civ. If you need the previous version to continue a save, the download link is located at the bottom of the description.
Tomatekh  [author] 3 Jul, 2014 @ 10:46pm 
For anyone interested, I've released a new civilization for the Brave New World expansion:

The Sioux (Brave new World)
Tomatekh  [author] 26 Jun, 2014 @ 6:20pm 
For anyone interested, I've released a new civilization for the Brave New World expansion:

Champa (Brave New World)
Tomatekh  [author] 17 Jun, 2014 @ 8:18am 
I'll think about the happiness buff that both of you are suggesting. It would help support the larger conquered empire that the UA promotes.
Tomatekh  [author] 17 Jun, 2014 @ 8:18am 
@Johnson

Ive found in the past its best to avoid stacking percent bonuses like that since their balance depends on how many players are on the map.
Tomatekh  [author] 17 Jun, 2014 @ 8:18am 
@kianadarkrose

A beta version I had of the ability actually let them steal unique buildings, and that was my original intent for the ability. However, after weeks of trying, it turns out the game isn't exactly set up to handle allowing other civs to have UBs that aren't their own. The only workaround I discovered causes more problems than its worth (as can be seen in another custom civ on the workshop that tries the same thing). However, I've found the current implentation to be quite strong as it allows you to focus more on military production in your capital than infrastructure (i.e. the ability doesn't do much if you build the buildings yourself, but you can avoid building the lesser important infrastructure buildings as you can easily capture a good deal of them). The ability also lets you collect normally terrain restricted buildings in your capital (i.e. capture an observatory when your capital normally doesn't have mountains), whhose bonuses can add up.