Sid Meier's Civilization V

Sid Meier's Civilization V

Faerun for BNW
SNiP 26 Sep, 2015 @ 6:45am
Feedback on the mod - bugs, issues, suggestions, praises :)
Hello, I'm not sure how much updated this mod is, but I'd like to post some hopefully useful feedback. First of all - I love it :) A fantasy 4X based on the very good Civ foundations is awesome! And Forgotten Realms lore is right up my alley. All in all excellent mod for people who like fantasy themed strategies!

But after spending some time with it, I'd like to point out some suggestions, bugs, issues - some minor, some game breaking :(
1) Not really a bug, but personally I'm not a big fan of the aligment-biased diplomacy. I think it carries way too much weight and removes almost any "custom-diplomacy" options a player could otherwise make. Also in all of my games for some reason the Evil alignment was very dominant in big games with AI (I mean of course! I'm playing it as well, because expansion/army focus is the way to go :)). And especially every Evil nation being best buddies between each other is kind of uncharacteristic IMO. I would suggest to make the alignment much less impacting in the overall diplomacy than it is now, if possible.

2) Unit models and animations are mostly fine and functional, some actually very nice (wizards)! I can also tolerate that dragons attack sounds as a rifle fire.. But there are problems with some attack animations either missing (I think drow slavers?) or taking waaaaaay to much time (the ♥♥♥♥♥♥♥♥ harpies). Otherwise I enjoy the animations and I'd rather not disable them, however the damn barbarian harpies drive me crazy :D

3) This is the gamebreaking part... I played about 3 or 4 games for decent amount of hours and in at least two of them I encountered a nasty bug when I simply wasn't able to capture enemy's capital. I tried different ways of circumventing it, but in the end I gave up. This is a big disappointment for me, because I love to play big games with many (AI) players with a huge world... that I conquer :D But this bug at best makes it much more difficult, at worst impossible.

4) Also about the Faerun map ... I don't suppose it's possible to somehow get connected the underground cities with the ones above ground? That also made me give up one game, because I had a huge capital starting in Underdark, but I built and conquered many cities on the ground. Unfortunately being unable to connect them to my capital drained my economy a lot :I

Otherwise an awesome mod which as a fantasy fan I enjoy more than the original civ. Keep up the good work please :)
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Showing 1-15 of 15 comments
SNiP 26 Sep, 2015 @ 6:47am 
btw regarding 3) - I can provide save files with the uncapturable cities. In 2 different games, both on Faerun map (one is the Underdark version, other is without the Underdark)
Kythe Dyrden 25 Nov, 2015 @ 8:18am 
Just wondering if you have had any luck resolving issue 4?
SNiP 27 Nov, 2015 @ 2:18pm 
Hi mate, unfortunately not. I didn't play this mod for some time, but if I remember correctly, you should at least be able to move capital to another city by constructing some specific building.
Edeyrn 26 Nov, 2016 @ 2:29am 
Many praises for this awesome, AWEsome mod! Having said that, a few problems/suggestions (1 of 2)

- The AIs’ free health bonus is very high, and translates into my capital being 2-3 citizens while they're at 7-8 citizens. That bonus, at least, is WAY overtuned and should be tweaked down some! Health is such an important mechanic, the AIs' 6-10 +H bonus is too powerful.
- In a similar vein: Playing at King, the AI has so many free units that I just have to pray I don't meet them early on - free worker units, free horsemen for mobility (which don't require Mounts to support, no less!) and so on. I think I even saw an AI settler drop down its second city on Turn 20 or so. Too many free AI units in early game!
- The alignments are fun mechanics, but the AIs' reactions to other alignments is so extreme! No matter what you do, how much more powerful you are than them or any other factors involved, they WILL denounce you as soon as meeting you and begin plotting to invade you. At least halve the penalties if the alignments aren't "opposite" in nature?
Edeyrn 26 Nov, 2016 @ 2:31am 
Once again, a thousand praises upon you, O designer of the ultra-immersive CivV mod (2 of 2)

Further suggestions:

- Speaking of alignments: Why does only Neutral have a bonus per policy adopted? Seems OP. Perhaps Good could have a % bonus to Favor generation per policy, and Evil could have a % bonus to....idk, gold? Production of military units (only)?
- Even matching Alignments doesn't help much - they WILL attack you if they think they can get away with it. Makes diplomacy pointless, which is a major drawback - one reason I <3 FR is the complex politics and intrigue, and it's missing here :(
- I love the building structures' complexity - build this one to get that one, etc. etc. - but the production costs add up. And I strongly suspect (though unable to prove ofc) that AIs get a wide variety of free buildings outright, which may want looking at if so.

In sum: Extremely enjoyable despite these problems - I've lost track of several days playing it since installing! Many many kudos, and I hope to see the Civ6 version someday! :) :)
SNiP 26 Nov, 2016 @ 4:37am 
Nice to see someone still playing this mod, not sure if the modder is still active though. :)

On the point, I played many hours of this mod (about as much as "normal" civ, maybe more, because I love fantasy setting!) and I agree with most of what you said @New Chalcedon. Health gets a bit crazy on high difficulty. Highest I could play was Immortal for a long, decent game. On Deity I got my ass handed to me right away (my 1-2 pop capital vs AI something like 4pop capital + 2pop on another city).

The building time is also a bit long, but I found that playing a huge map on Epic suited my expectations. In comparison, it seems to me like unmodded speed of normal Marathon game.
Little something to praise = I love how you can produce your own special luxuries via building/terrain combinations! Adds another layer into the city building system. Also since everything takes such a long time to build, you're more inclined to designate a city for a specific purpose. One thing I would criticize could be the Wonders, unfortunately it's kind of a wonder race early in the game and then .. nothing. Since the technology/science system is completely rehauled, there is no steady progress, but that's compensated by "faith" and "culture". I only wished there were more Wonder options throughout a longer game, like the original game.

I absolutely 100% agree with the flaws of diplomacy/alignment system. Basically every game is divided into 3 teams with some internal struggles here and there. It's unfortunate that the alignment has such a heavy impact in any relations, after many hours of gameplay, I found it impossible to make friends/neutral partners with anyone outside of my alignment and even my own "allies" of the same alingment typically sooner or later stab you into the back, once they see you're warmongering too much or earlier in the game, if your army is weak and you happen to be neighbors. :)

One last thing that I've seen someone pointing out already was the victory conditions, they seem a bit strange and AI seems to ignore them completely. Not that Civ AI was ever particularly smart. :) Just less than standard.

Oh and addition to my original post = the city capture bug (point 3) ), that one is really strange. I've seen it once a while here and there, but I have no idea what causes it. I think I was able to circumvent it at some point by some save/load and passing a few turns, but honestly it seems pretty random, I haven't seen it for some time.

That's my 2 cents after many more hours played. :) I wish this mod made it to Civ6, but for the love of god with some revised graphics, if at all. I'm one of the people who didn't buy Civ6 due to the current completely "cartoony" look of the game. I'm hoping modders will help in that regard. I love Civ games, but I couldn't bring myself to invest so many hours playing that game, looking at such silly graphics. Just my opinion, don't hate please! Cheers. :)
framedarchitecture  [developer] 4 Dec, 2016 @ 8:03pm 
Thanks for your detailed feedback. I just updated the mod to v.15, which makes major changes the promotion system and does address a few of the balance issues you outlined above. And I am planning a civ6 version.

Thanks again for taking time to comment.
SNiP 5 Dec, 2016 @ 2:09pm 
Hi @framedarchitecture!

Great to see you're still working on this mod, also looking forward for the civ6 version (might be my motivation to buy the game :-) ). Regarding the feedback, no problem! Personally I'm happy to know it was noticed and possibly useful.

Will need to try the new version some time, cheers!
donaldathome 15 May, 2017 @ 2:51pm 
I score this mod 10 out of 10. Very well done, though I have a question.

I got to the point where there was nothing to really spend weave and religion points on. Will game mechanics allow the points to be used for upgrading units? Weave points to "purchase" gloves, boots, robes, and so on, for wizards. Religion points to do the same for clerics, paladins, druids, and the like?
SNiP 16 May, 2017 @ 12:44pm 
@donaldathome: Hi, an interesting idea. Personally I played massive games in this mod with a lot of hours invested into them, so I got to this point rather quickly. You can however still use Weave and Religion for certain city states favor if I'm not mistaken, which is a nice concept in my opinion, instead of buy everything with gold.

I do have some additional points myself, though I didn't get to present them earlier. My last game under this mod was some time after the new version with the "items" upgrade system came out, sometime beginning of this year I think. One major problem made me stop playing my game:

!!! 1) The hero level up/skill system seems to have a different ceiling for various classes. I think it was my druid who reached level I think maybe 10 or 15? This is what broke my game, because when I reached certain level, I was no longer getting any bonus options for level up, but the game made me unable to force a next turn. Basically I got notification, that my unit (hero) leveled up and I had to select an upgrade for him, but there was no upgrade to be selected. I didn't figure out how to circumvent this. No "hot key" for next turn was working either. My only option was to delete my hero, which is kind of stupid and defeats the point of leveling him up.

However, I played the Chult race and I got their special 1st hero (don't remember the name, guy with a tiger and a spear). This hero reached a riddiculous level, because I got him again up to like 10-15 and then I did some city state quest (go to a certain place, pickup some herb or something) which gives you a reward that literally doubles your current XP. That caused my hero to bump up to something like 20+ I think. Interesting point about this is => with this hero, I didn't reach any ceiling, I still got options to choose from for leveling up on 20+. I think it was just a single option each time, but it was still possible. It was not with my druid.

edit: Ok I started playing a new game recently (Tethyr, good aligned) and can confirm this is still an issue, at least for druid. I got the unique druid hero Jaheira for Tethyr. I leveled her up to 11 and there's nothing to select for upgrade anymore. The game doesn't let me progress, because I *have to* promote that unit. The only alternative is to delete it, which is only possible if you still have moves for this unit at your current turn.

screenshot: https://ibb.co/bM6DVv


2) There are also some pretty serious / annoying balance issues now. I appreciate the fact that most units got more interesting with the item/upgrade options, special abilities etc. But sea units in particular were just way over the top. The krakens (aboleths? or what is the double-star version called) with their Tsunami spell => very overpowered. 2-3 of these units are capable of crippling a fleet of 20 and/or a land army near sea/river.

Also the double-star ship version (Pickard?), built in a decent sea-specialized city (giving it initial XP = levelel ups right out of the gate). Also extremely powerful, but while the krakens are more of overpowered AoE, these ships were super strong single target. I got 3 range, 2xattack/turn upgrades on a freshly build ship because of the XP bonus. This really needs to be toned down, considering how strong these units already are in the first place.


3) Also a minor bug - every time a hero got killed, I guess it was supposed to show some message on the screen, informing me about the event. Instead, I got some error message, don't remember the wording any more. Each time a hero died (I was watching out for that during CPU turns/combat), I got a message on the screen about some "misc. text missing".. something like that. Could try to load my old game and replicate the message if needed.


Other than that, still a very fun mod. I would like to give it another shot when I have some more time again, but the problem with the hero leveling is really a big issue for me.
Last edited by SNiP; 24 May, 2017 @ 7:46am
SNiP 16 May, 2017 @ 12:51pm 
Addition to last note, one more thing..
I almost forgot!

4) Also kind of a serious bug I encountered. I didn't manage to replicate this, so I'm not 100% sure this is how it works, but I think there's a big problem with Minotaurs and their (I think it's called..) Rage ability? The one that makes them charge into an enemy.

Well I encountered this at least twice in my game, that AI players randomly lost their capital to barbarians..? I had no idea what was going on, thought this was some "rebellion" feature with low happiness or something (which sounds kinda cool btw!). But it seemed in each case, it was a problem with a barbarian minotaur. I think what happened was => there was a camp nearby their capital => their capital wasn't very well guarded at the time, probably only a single unit inside the city => the barbarian minotaur came close enough to use the Rage and charge into city => somehow he pushed the enemy unit out of the city and instead took it's place inside the city => seems this counted as a city capture and the AI immediately lost it. That's my theory anyway, didn't test it myself.
Pepe Šmõud 14 Jun, 2017 @ 6:21am 
a unit with 1/1 movement speed is cast slow on, will have movement speed of 1/0 and can move alot of tiles
Gabriel 20 Jun, 2017 @ 2:18pm 
I like the mod. There is one problem though:
Using the Advanced Options mod to start a Hotseat game does not allow me to play with others because there is no AI/Human dropdown menu. This problem does not exist in the G&K version.
Captain Pentium 19 Aug, 2017 @ 4:38am 
The only problem I have with this mod is when I play as King Obould Many-Arrows the UI on top is screwed up ("Happiness!" "Faith!" and other things like that... also missing description) Works fine with all the other civs I play with such as the dark elves. Just with the orcs, the images are missing and replaced with a lot of zeroes or what the name of it with explanation points... Oh and a big red "Resources!" Keep in mind I have all Faerun mods installed with the exception of GnK and Vanilla versions.



Nevermind, I'm blind. There was a UI mod Aaaaaall the way down at the bottom of the list that was activated. Still kind of awkward how it screwed up only the orcs (probably others but I never played those most likely)
Last edited by Captain Pentium; 19 Aug, 2017 @ 4:57am
framedarchitecture  [developer] 19 Aug, 2017 @ 5:07am 
Originally posted by Xul:
Nevermind, I'm blind. There was a UI mod Aaaaaall the way down at the bottom of the list that was activated. Still kind of awkward how it screwed up only the orcs (probably others but I never played those most likely)

Yeah, Faerun is incompatible with almost every mod on the planet. I know that irks a lot of people, but that's just kinda where the mod ended up....
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