Sid Meier's Civilization V

Sid Meier's Civilization V

The Elder Scrolls Civilization V Pack (BNW + GK)
kingchris20  [developer] 20 Jul, 2013 @ 1:49pm
Full Description Here
This mod adds several elements from the Elder Scrolls Universe:
  • 13 Civilizations
  • 13 Religions
  • Numerous Pantheon, Follower, Founder, Enhancer, and Reformation Beliefs
  • 24 City-States
  • 3 Natural Wonders
  • Dwemer Ruins
  • TES Resources
  • TES Eras
  • Be the first to found the Elder Council and start down the path to becoming the Emperor of Tamriel!
  • Use the included Tamriel maps and start in True Start Locations (by clicking *Load Scenario*, Adept Difficulty default (can be changed), 2 Huge Maps - one in standard speed and the other in marathon speed. 2 Standard Maps - one with all 13 civs and 16 City-States primed for war with such close quarters, and the other with the sovereign nations of Tamriel 9 civs and 16 City-States.
*Couple of pointers: Trade Routes are essential, Haymon Camoran will irritate you, and most of all, don’t pick a fight with The Ayleids :)

Download Instructions
Up at the top of the page, (under the screenshots), look for the green subscribe button, click it. Then open up Civilization V, click on Mods, Click Accept, now wait for a second and then look for The Elder Scrolls Civilization Pack to appear, click on the check mark next to it and make sure it lights up green to enable the mod, look at the bottom and click next. Now you will see it under Mods In Use, click Single Player (at top), Click Set Up game (at top), choose a civ, and click Start Game***

If the mod won't download, try:
  • Opening the game
  • Go to Mods and then Get Mods
  • Find this mod
  • Unsubscribe and then re-subscribe to this mod, and it should start downloading the files (please be patient, it is a large mod and could take some time to download)

Updates
  • July 28, 2013 Update
    • Barbarians don’t exist in Tamriel, but Bandits do! Say hello to your new little friends!
    • Difficulty level names changed to fit TES
    • Month names changed to fit TES
    • Tamriel doesn’t have Giant Death Robots, but they do have Numidium!
    • Addition to Cyrodiil’s trait – Imperial Generals may start golden ages! Imperial Generals also have unique names.
    • 2 New maps, both Standard sized maps to reduce the drag on your PC. Number of city-states reduced to 16 in these maps.
      • 1st map is set for war! All 13 civs on the same standard-sized map! Should be interesting!
      • 2nd map is just for the Sovereign Empires of Tamriel. Orsinium, the Ayleids, Dwemereth, and Oblivion are removed from this map.
    • Dwemer now shun religion and follow themselves - “Dwemerism” :)

  • July 20, 2013 - Barbarians are back on the Map! (thanks to SamBC for enlightening me of the fix!)

  • Planned Updates – Great Works (Primarily writing, some art as well), re-naming of World Wonders, possibly another civ or two!
    You must start a new game after updating - You likely will not be able to load your old save with the new version of the mod. So if you want to finish the game you are currently in, wait to update until after you are done and are ready to start a new game

Civilizations
  • Cyrus (Hammerfell)
    • Unique Ability: Persevering Warriors – Units always fight at full strength. Receive double gold from barbarian encampments and pillaging cities.

    • Unique Unit: Ra Gada Warrior – The Ra Gada Warrior is stronger than the Warrior, which it replaces. This unit gains a 50% increase in damage when attacking cities with its "Conqueror" promotion.

    • Unique Unit: Alik’r Warrior – The Alik'r Warrior is stronger than the swordsman, which it replaces. This unit's "Relentless" promotion gives it 1 extra attack per turn and +20 health with each enemy killed.

  • Gortwog gro-Nagorm (Orsinium)
    • Unique Ability: Fighting Chance - 20% Combat bonus vs units from civs with more cities than Orsinium and from more literate civs than Orsinium. Orsinium stays alive even when last city has been captured. +2 Food from pastures.

    • Unique Unit: Raging Berserker - The Raging Berserker is much stronger than the swordsman, which it replaces. Can attack twice.

    • Unique Building: Orc Stronghold - The Orc Stronghold replaces the castle and provides +9 city defense and +35 extra city hit points.

  • Haymon Camoran (Valenwood)
    • Unique Ability: Intrinsically Naturistic - Free Archery. Pay double cost for road and railroad maintenance. +1 Faith from unimproved Forest tiles. Units move through Forest and Jungle in friendly territory as if it is Road.

    • Unique Unit: Eplear Archer - The Eplear Archer is stronger than the Crossbowman, which it replaces.

    • Unique Building: Timber Clanhouse - The Timber Clanhouse is the Wood Elf palace and provides +1 additional Production over typical palaces.

  • High King Emeric (High Rock)
    • Unique Ability: Merchant Lord - Double the number of available trade routes. Receives +2 [ICON_GOLD] Gold for each Trade Route with a different civ or City-State. The Trade Route owners receive +2 [ICON_GOLD] Gold for each Trade Route sent to High Rock.

    • Unique Unit: Battlemage - The Battlemage replaces the Pikeman. Gains the Battlemage promotion granting +15% combat bonus against fortified and wounded units.

    • Unique Improvement: Merchant Outpost - A Merchant Outpost can only be built in a City-State's lands, on a tile without a resource. It provides to you one copy of each Luxury Resource type that City-State has connected, regardless of your status with that City-State, but that copy cannot be traded. It also provides the same +50% defense bonus as a Fort. (Requires Civil Service)

  • Hlaalu Helseth (Morrowind)
    • Unique Ability: Assassination and Emancipation - All land units gain the Morag Tong promotion, giving them +10% combat strength. +6 [ICON_PRODUCTION] Production from Red Mountain if worked. 1 extra spy.

    • Unique Unit: Freed Slave - Freed Slaves replace the Archer, they may improve tiles just as a worker does.

    • Unique Building: Grand Council of Morrowind - +33% Great People generation in this City. Contains 1 slot for a Great Work of Writing. When the Elder Council is founded, grants 2 additional delegates. Must have built a Monument in all Cities. The cost goes up the more cities there are in the empire. (Replaces the National Epic)

  • Keirgo (Elsweyr)
    • Unique Ability: Nimble Night Eye - Caravan range is doubled. +1 Movement and +1 Sight for all land units.

    • Unique Building: Khajiit Caravan - The Khajiit Caravan replaces the Caravansary and provides +2 Happiness, doubles the range of Land Trade Routes originating from this city, and produces an additional 2 Gold when connecting to another civilization.

    • Unique Building: Skooma Factory - The Skooma Factory replaces the Workshop, and provides extra Production and Happiness for the city.

  • King Dumac (Dwemereth)
    • Unique Ability: Magecrafter - Capital City generates +2 Science. Gain Great Scientists 50% faster upon researching Writing. Earn a free Great Engineer upon researching Masonry and Steam Power. Earn a free Great Scientist upon researching Astronomy.

    • Unique Unit: Explorer - Excellent at exploring and fearsome in combat, this Dwarven Unique Unit replaces the Scout. It possesses the Native Tongue that allows it to choose the benefit when uncovering one of their ancestor's Dwemer ruins.

    • Unique Unit: Airship - Replaces the Ironclad and carries other aircraft. Fight on land or sea.

  • Mehrunes Dagon (Oblivion)
    • Unique Ability: Malevolent and Overpowered - 30% Combat bonus against city states. Capture double the gold from eliminating cities and encampments. 25% chance for barbarian encampments to join you. Units always fight at full strength.

    • Unique Unit: Dremora - The Dremora is stronger than the Longswordsman, which it replaces. Gains the Daedric Influence promotion making enemy units 15% weaker on attack and granting free pillage moves.

    • Unique Building: Sigil Tower - The Sigil Tower replaces the armory and provides 15 xp for all military units, 10% bonus to military production, and gain great generals 50% faster. Free Great General for building the Sigil Tower.

  • Queen Ayrenn (Summerset Isles)
    • Unique Ability: Hegemonic Force - Double tourism during Golden Ages. +2 Movement for all naval units.

    • Unique Unit: Mageboat - The Mageboat is a ranged mage attack vessel that shoots magical fireballs, unlike the melee unit Trireme which it replaces.

    • Unique Building: Crystal Tower - The Crystal Tower is the Altmer Unique Building, replacing the Palace, and comes with a pre-filled Great Work of Art slot. (View of Summerset Isle) you can view it in the city-screen by clicking on it!

  • The An-Xileel (Argonia)
    • Unique Ability: Reptilian - Gain +2 Culture from Marsh tiles. All land units gain the Reptilian promotion making them faster through rivers and marsh tiles. May embark water tiles immediately. +1 Sight while embarked.

    • Unique Unit: Shadowscale - The Shadowscale is stronger than the Longswordsman, which it replaces. This unit's Shadowscale promotion gives them +25% combat strength outside friendly lands. Remains invisible to enemies until in direct Line of Sight.

    • Unique Improvement: Hunter-Gatherer Camp - A Hunter-Gatherer Camp can only be built on jungle or forest tiles. It provides 1 additional Food and Production on these tiles.(Requires Trapping)

  • Tiber Septim (Cyrodiil)
    • Unique Ability: Voice of the Emperor - During a Golden Age, units recieve a 15% combat strength bonus. Land units earn points toward a Golden Age for each enemy killed. Imperial Generals can start a golden age.

    • Unique Unit: Legionnaire - The Legionnaire is stronger than the Longswordsman, which it replaces.

    • Unique Unit : Mounted Diplomat - The Mounted Diplomat may conduct trade missions with city-states for gold and influence. Replaces the Knight.

  • Umaril the Unfeathered (The Ayleids)
    • Unique Ability: Daedric Magic - All land units gain the Welkynd Restoration promotion, allowing it to heal every turn and to heal completely if enemy is destroyed.

    • Unique Unit: Auroran - Replaces the Longswordsman. When inflicting more damage than received, the Auroran's Daedric Magic forces the enemy back a tile or inflicts more damage if the enemy cannot be moved back.

    • Unique Improvement: Ayleid Well - Ayleid Wells may not be built on hills. It may not be adjacent to another Ayleid Well. It provides +2 Science. After the Architecture technology is researched it also provides +1 Culture. (Requires Masonry)

  • Ysgramor (Skyrim)
    • Unique Ability: Night of Tears - Gain Great Generals 50% faster. Solitude may work tundra and snow tiles for [ICON_PRODUCTION] Production and [ICON_FOOD] Food. Jorrvaskr grants double experience to units over the barracks.

    • Unique Unit: Stormcloak - Gains the Gift of Talos promotion, which grants combat bonuses on tundra, snow, and forest tiles. This unit partially heals if it kills an enemy unit.

    • Unique Unit: Dawnguard Crossbowman - The Dawnguard Crossbowman is stronger than the crossbowman, which it replaces.

Requires the *Brave New World* and *Gods and Kings* expansions

Tamriel Maps with True Start Locations
Can't find the maps?
If you don’t see the maps (they should appear first on your list of maps) - double check your Documents/My Games/Civ V/Mods/TES CIV V folder to ensure that the map files are in there, if they are, you will want to COPY both of them into Documents/My Games/Civ V/Maps folder.

How to use the included maps with true start locations
1)Mods, 2)Accept, 3)Next, 4)Single Player, 5)Set Up Game, 6)Map Type, 7)Choose your Tamriel Map, 8) Click Load Scenario (make sure the check mark appears), 9)Start Game.

After clicking on Load Scenario (found just below the name of the map) **Advanced Setup will darken, as this is supposed to happen.

Special thanks
Jediravenclaw for creating the leader screens and Dawn of Man screens for Elsweyr, Orisinium, Morrowind, Valnewood, and High Rock!
Last edited by kingchris20; 12 Sep, 2015 @ 7:06pm
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Showing 1-15 of 17 comments
Wow, this looks awesome, stoked to download and check it out
kingchris20  [developer] 28 Jul, 2013 @ 8:27pm 
Originally posted by Master Blaster:
Wow, this looks awesome, stoked to download and check it out

Thanks!
Omen 30 Jul, 2013 @ 6:17pm 
omg this is epic :D

bretons all the way!
BUNGER?! 2 Aug, 2013 @ 3:03pm 
do you need gods and kings???

Yup, right there in the description it says "Requires Brave New World and Gods and Kings"
Last edited by kingchris20; 2 Aug, 2013 @ 6:47pm
Sqepticism 24 Dec, 2013 @ 3:39pm 
Awesome idea, checking it out tonight
sdog 24 Jan, 2014 @ 5:12pm 
It just freezes when I start a new game. Does the whole "can you build a civ to stand the test of time etc.", I then click 'begin' and it freezes. I have both G&K and RNW. Any idea why this may be happening?
kingchris20  [developer] 24 Jan, 2014 @ 7:00pm 
whats your rig like?
sdog 24 Jan, 2014 @ 7:06pm 
Its a laptop
nvidia GE Force GT 540M 2GB
64 BIT OS


not sure if this is enough info. I'm pretty crap when it comes to computers and this kind of stuff, so any advice/help is appreciated. :)
Taleonas 6 Jun, 2014 @ 2:35pm 
Brilliant mod but what do you mean when you say 'direct line of site' for the Argonian's Shadowscles.
kingchris20  [developer] 6 Jun, 2014 @ 6:04pm 
You cannot see them invading your territory.....you know how you can see units up to 2 tiles away from you borders and all inside your border.....well a Shadowscale cannot be seen in this, unless you have a unit close enough to them to see the Shadowscale. If the unit has direct line of site for 2 hexes, they can see a shadowscale 2 hexes away.
Taleonas 7 Jun, 2014 @ 5:21am 
Originally posted by kingchris20:
You cannot see them invading your territory.....you know how you can see units up to 2 tiles away from you borders and all inside your border.....well a Shadowscale cannot be seen in this, unless you have a unit close enough to them to see the Shadowscale. If the unit has direct line of site for 2 hexes, they can see a shadowscale 2 hexes away.

Ok thank you. This will be fun to play.
ExcaliberDG11 11 Sep, 2015 @ 7:06pm 
Can you please explain the 1st step abit more, i dont really understand it
Last edited by ExcaliberDG11; 11 Sep, 2015 @ 7:10pm
kingchris20  [developer] 12 Sep, 2015 @ 12:49pm 
Originally posted by ExcaliberDG11:
Can you please explain the 1st step abit more, i dont really understand it


1st step? About subscribing or about using the maps?
ExcaliberDG11 12 Sep, 2015 @ 2:18pm 
Originally posted by kingchris20:
Originally posted by ExcaliberDG11:
Can you please explain the 1st step abit more, i dont really understand it


1st step? About subscribing or about using the maps?
im talking about this "Go ahead and start the game with random civilization selected (you will start as Cyrodiil)", can you explain this abit more
kingchris20  [developer] 12 Sep, 2015 @ 7:05pm 
Originally posted by ExcaliberDG11:
Originally posted by kingchris20:


1st step? About subscribing or about using the maps?
im talking about this "Go ahead and start the game with random civilization selected (you will start as Cyrodiil)", can you explain this abit more

Oh, this is not needed anymore, Civ updated their game a while back and all you have to do is pick the civ you want to start with now, just like normal....I just hadn't updated this post...
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