Sid Meier's Civilization V

Sid Meier's Civilization V

Galleys for Civs
27 Comments
Vladimir Vladimirovich Putin 19 Jul, 2017 @ 9:58am 
Got it working now. Just delete all references to the Galley in the Mercenary unit files and the lua.
Vladimir Vladimirovich Putin 19 Jul, 2017 @ 9:39am 
Be aware that this mod does not fully work with JFD's Rise to Power subscribed. The unit exists, has a range attack and the tech are all there. But you can't actually build one.
Jabber 25 Apr, 2016 @ 9:26am 
I finaly have wish to give it a try again. Looks like it's woth it!
huebnerrl 12 Mar, 2016 @ 6:08am 
Ditto what Clark said. I think version three of Barbarians Evolved broke this one because it worked until I updated that mod.
Grace of Thule 4 Mar, 2016 @ 3:32pm 
Can you please get rid of the fishing tech?
Clark 28 Feb, 2016 @ 1:34pm 
This mod used to work but I guess I have added other mods that stop it. The galley is still there in the tech tree but I can never build them. At one point in the past it still worked but I have added a ton of other mods (mostly civs and Barbarians Evolved V3) and I don't want to take the time to figure out what is breaking it...:(
ɌƗȻꝀŦɆɌ 5 Jul, 2015 @ 2:27pm 
is this supposed to make trirremes ranged in bnw? because it makes them ranged in bnw...
Barrowulf  [author] 14 Oct, 2014 @ 8:55pm 
The fishing mod is already built into this one.
Wolfe 14 Oct, 2014 @ 5:31pm 
can we use this with your fishing mod?
zArkham4269 1 Oct, 2014 @ 8:24am 
Is it possible that the barbarians would have a chance to spawn galleys and triremes? I've played Mods with something like this and too often you'd get 2-3 galleys shooting at you from off-shore and if you didn't have archery, you just had to take it. Also, with a trireme in the mix, you can reasonably have to worry about the barbarians taking a city from the sea with a gally/trireme combo.
NocturnalEye 27 Jun, 2014 @ 5:08pm 
and more. I think it would have been important to mention that all ships seem to lose 1 movement point from the default
Pimpson 24 Mar, 2014 @ 11:00am 
does this require gods and kings?
Barrowulf  [author] 6 Jan, 2014 @ 3:07pm 
No it is not. I have to apply the PROMOTION_ONLY_DEFENSIVE promotion to it, like other ranged units. I'll fix it soon, thanks!
Martian Gamer 6 Jan, 2014 @ 2:32pm 
The Galley is allowed to use a melee attack... is this on purpose?
Barrowulf  [author] 30 Nov, 2013 @ 9:23am 
Thanks, and certainly, go right ahead.
Ulixes 30 Nov, 2013 @ 6:54am 
Really good job, well done! I'm building a MASSIVE overhaul of Civ5. I ask for permission to include part of your mod (giving credit of course!). Thank you in advance for the reply.
Barrowulf  [author] 16 Aug, 2013 @ 2:21pm 
Thanks, Blax, whenever I get around to updating this old mod, I'll check those out.
Chrisbburn 16 Aug, 2013 @ 2:18pm 
Also although you can get fishing boats at "fishing" you dont link any resources until you have sailing.
Chrisbburn 9 Aug, 2013 @ 4:27am 
The Quinquereme Civopledia needs the age its in changing to classical now. Looks good expands navel in a nice simple way.
wte80 18 Jul, 2013 @ 8:59pm 
Ok. I do believe I see your point(s). That was just an odd idea that had been floating around my head; thanks for the feedback on it.
Barrowulf  [author] 17 Jul, 2013 @ 3:57pm 
Ultimately, I decided to keep things simple. I never liked ironclads moving very fast on coast to begin with (for gameplay purposes) and believed their value lied more in there immense strength and ability to crush the earlier ships.
Barrowulf  [author] 17 Jul, 2013 @ 3:53pm 
Eric, take a look at how the existing code is setup and what's available, and you'll see why. ;) I'm not sure if anything new was added with BNW, but I doubt it.

It is possible though, as I fooled around with a mod (that I never published) which allowed all naval to travers ocean, only the early ones did so at 1/2 the cost.

I believe you'd have to make oceans cost 2 movement and give a new "double moves in ocean" promo to all naval units which can traverse ocean (so they move at the same rate) except for the ironclad.

Also, there's no +0.5 movement. The unit would still gain a +1 in both coast and ocean.
wte80 17 Jul, 2013 @ 3:29pm 
Regarding the ironclads and the ludicrous speed: why not double their movement, remove the 2x moves in coastal waters, and then give them 0.5x moves in deep ocean? This way a +1 movement bonus would be only +1 tile's worth of movement in coastal waters and +0.5 tiles' worth in ocean, fixing the ludicrous speed issue, yet retaining the ironclad's advantage in coastal waters.
crashburn274 30 May, 2013 @ 9:24am 
You're correct to say "galley" is a far broader term than trireme; iirc early English historians used it to describe Viking longships, and many years later applied it to Tunisan pirates. In the Punic wars (Rome vs. Carthage), the ships with a meaningful ranged attack were galleys with five or six banks of rowers that mounted catapults (iirc). This sort of galley was heavy and slow, and I assumed they were the sort of galley you intended.
See http://www.utexas.edu/courses/citylife/readings/ships.pdf page 15 for a discussion of massive, heavy, long range galleys.
The units in the game look like they have an open deck and a single row of oarsmen, which would be consistent with lighter, swifter craft. Certainly they would carry some ranged weapons.
For gameplay... It would be pointless to have galleys as melee units. If the gameplay is fun, then I won't complain about any fuzziness of historical terms.
Barrowulf  [author] 29 May, 2013 @ 9:13pm 
Thanks for the feedback. Hmm, I'd have to look into that. I always thought "galley" was just a broad term and triremes were simply a specific type of galley; same as biremes and such. When I made the mod, I was initially going to rename the galleys to "biremes", but in the end, just decided to stick with the original name Firaxis has used and what players are accustomed to seeing.

With further regards to sense and real life, one could also argue that they're more of a ramming type of ship as well. But for gameplay purposes, I thought it best to give them a ranged attack to utilize instead (the same reason why destroyers are melee in the game).
crashburn274 29 May, 2013 @ 1:34pm 
I love the idea of this mod, but IRL galleys are a more advanced sailing vessel than the trireme, and were in use much later in history than the trireme. Wouldn't it make more sense to make the galley available with Optics instead?
(even though I suggest changing the techs, I wouldn't suggest changing the cost, power or ranged power of the units)
All the other tweaks you've made to naval units make sense. Great idea limiting the ludicrous speed of the English ironclad!
Silberkreuz 9 Feb, 2013 @ 12:21pm 
Ahh... is there a way you could make this compatible with Community Call to Power?