Sid Meier's Civilization V

Sid Meier's Civilization V

Middle Earth Civilizations
[SSU]yenyang  [developer] 20 Jul, 2019 @ 8:47am
Middle Earth Civilizations: Irns’s Medieval Version
Note: this was written by Irn with some some edits by me. Hope you enjoy!

Introduction and Summary
This mod is itself a modification of the Middle Earth Civilizations mod put together by Yenyang and many others. On his own mod page, Yenyang noted that the unique units of many civs were in different eras and therefore could not all be played simultaneously in a medieval-only game. But he noted that it was easy to edit the xml files to change the prereq-techs and unit replacement info and therefore allow this. So I followed that advice and got to work – but before I knew it I was fixing what I thought were broken or not good uniques, changing personalities, adding/polishing civilopedia entries, and more and more until I basically found myself changing everything up and making a whole new mod. With my new version of MEC, I had three basic goals/design principles. 1) Design all of this to be played with the Extended Eras – Medieval Age mod so you can get a full game with every unique from every civ being relevant in the medieval era. 2) Make every MEC civ interesting to play in its own way and have a viable path to victory. 3) Since being stuck in the medieval era naturally limits what you can do in the game (tourism, ideologies, world congress) make it feasible to achieve a cultural or diplomatic victory via some tweaks that bring the world congress and tourism more within reach, even for a medieval-tech LOTR civ.

Instructions

See workshop link below.
Last edited by [SSU]yenyang; 6 Jul, 2020 @ 7:59pm
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Showing 1-1 of 1 comments
irnf8u143nfu9rq3 6 Jul, 2020 @ 12:21pm 
Hey Yenyang, I'm just going to link to the new version here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2155408716
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