New units for existing eras most of these additions are made in the Industrial era which now includes some great WW2 units similar to the R.E.D. New buildings like Google (!), which is a national wonder, huts for the pre-historic era, hangars and oil refineries. Would have been nice to pair the latter with robotics and create the new “Asimo…” The addition of Pre-historic and Digital eras, with appropriate techs and unit to match.Ģ7 new technologies, including fire, language, map-making (cartography?), military psychology and modern-techs like satellite targeting, cloning and artificial intelligence.
It’s big, it’s ferocious, it impacts your game and it gives you more content, more techs, more everything! The Total mod does exactly what it says and it adds new eras, new technologies, new units and many other additions should you feel short-changed by your experience with the game this is the mod to download.
You can download the mod and look at all the additions and changes at this address.
It is not quite a overhaul of the game, in the sense that it does not alter technical playing-aspects like the previous two mods listed, but it is quite useful if you consider some of the scaling or models unrealistic. mod by Gedemon has been available since the release of Civ IV, and has now been adapted for the newer version of the game. You can find this in the civfanatics section for “Civilization V” mods at this address. I would encourage players to try this mod as it makes the in-game economics more realistic and slightly fairer for players, even at the highest difficulty levels. Some changes to culture like a +2 increase for a Weaver or the removal of a culture penalty for the Freedom Social Policy. Major economic changes tech costs are increased by 50%, building costs are decreased by 20%, unit costs are decreased by 20%, defensive penalty on flatlands is increased by 25%, workshops yield more production (hammers), bakery increases the percentage of food stored after growth (+20%) and is worth +1 food. UI changes include unit XP string-display instead of a bar, clock fully integrated into the XP-bar display and changes to the UI-functionality for instance speeding-up production by mouse-click, more information in the Infopane (number of resources owned, which ones, how many used etc…) and generally more information when you roll your mouse over a section.Economy ModĪs the name implies this mod increases the cost of technology, decreases building-costs, and adds a variety of changes to the game’s economics and the User-Interface. This mod was downloaded over 10,000 times (way over 9,000) and is definitely one of the more popular ones. Ī number of bugfixes in the latest 7.1 version like increased horseman strength, building production bugs, bugs regarding national wonder requirements and more.Ĭheck out the official page for the mod listing many more of the features, as well as providing a download for the latest version of the mod.Improvements in amounts of wealth for terrain: improved rivers and city tiles now yield +1 wealth, while villages +2. Effectively this means that even players without access to vast lands will have each weapon/combat resource (horses, coal, iron etc…) on nearby or adjacent tiles, balancing-out combat strategies for the game. Ī drastic change in the placement of strategic resources, making the game fairer for players in crowded land-spaces.There are other increases in production/food for a number of buildings. +1 Production-value with a Horse, Elephant, Cow, Sheep and Deer Stable and same increase in food-value for a Granary with Wheat, Sugar, Spices, and Banana. Some of the changes are highly recommended for in-game balance, and better values for food and production. This combination fixes quite a few bugs for the game, with the unofficial patch, and adds improved options regarding decision-making and general playability.