Sid Meier's Civilization V

Sid Meier's Civilization V

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[G&K] Krogan Civilization
   
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Mar 23, 2013 @ 11:55pm
Dec 19, 2013 @ 1:28pm
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[G&K] Krogan Civilization

In 1 collection by Pluvia
Mass Effect Collection
20 items
Description
Adds the Krogan Clans as a Civilization, led by Urdnot Wrex.

A famed Krogan mercenary, bounty hunter, and clan leader, Urdnot Wrex is also one of the last Krogan Battlemasters: rare individuals who combine powerful biotic abilities with the devastating firepower of advanced weaponry. A long-lived krogan, who has had many adventures during his millenia lifespan, Wrex is deeply concerned with the fate of his people and the future of the Krogan, a once proud and fierce race that was both feared and respected throughout the galaxy.

Trait: (For Tuchanka) Population growth doubled. +15% defensive bonus for all units except Air and Naval Ranged. Research 1/3rd the amount of science.

UB: Rite of Passage. Replaces Aqueduct. 10% of food kept after a new citizen is born. -1% unhappiness. +15% defensive bonus for melee units built in city.

UB: Books of the Shaman. Replaces Library. +1 science for every nearby worked source of Iron, Coal, Oil and Uranium. -1% unhappiness.

UU: Warlord. Replaces Machine Gun. Heals 10hp per turn. Bonus vs armoured units. Takes reduced damage from ranged. No defensive bonuses. Weak against aircraft.

UU: Kakliosaur. Replaces Knight. Armoured. Can attack twice. Moves slower. Penalty when attacking cities. Requires 1 Iron.

This is the fifth of our planned Mass Effect civs, the Krogan. Culture? Gold? Science? Please, Krogan know that true strength lies on the battlefield. It doesn't matter how pretty you look, or how much money you have, it wont save you from being crushed under the extreme might of the Krogan. Why make friends when you can destroy them where they stand. March into their lands brothers and sisters, watch their armies fall below you as even their more advanced weapons struggle to halt your progress, and take what's rightfully yours!

So here we have Wrex and the Krogan, which caused a whole range of problems for us as we realised; how do we balance the "broken" race of Mass Effect? Especially as the Krogan are feared, something we wanted to translate into civ as well. We realised that the best way to keep them true to the Krogan would be to concentrate on the fact that they were "uplifted" into galactic society, being less advanced than the other races. This way we could give them the massive growth rate and combat that eventually kicked off the Krogan Rebellions, which ultimately led to the Genophage, whilst giving them a science penalty to help combat it. This way the Krogan should have an amazing early game, shaping history and controlling the fate of other races like they did before, but by the mid and late game the other races will be able to use their technological advantage to help combat the Krogan threat. Part of the reason why their combat bonus is so high, apart from the obvious fact that they're Krogan, is so that they'll be able to fight against more advanced races with somewhat of an equal footing, stopping the tides from turning on the Krogan too dramatically. Another problem was the fact that we had so much ideas to work from when it came to unique units and buildings, which is why we managed to narrow it down to four rather than the usual two. We have also adjusted their units so they don't actually look like what they're replacing, as a Machine Gunner isn't a good representation of the Warlord for example.

This is a dual project and we plan on creating and releasing all these civs (in no particular order) in the near future, and hopefully you'll enjoy them. :)

Volus - released
Hanar - released
Turians - released
Asari - released
Krogan - released
Quarians - released
Drell - released
Salarians - released
Elcor - released
Batarians - released
Collectors - released
Geth - released
Cerberus - released
Vorcha - released
Rachni - released
Protheans - released
Systems Alliance - released
Reapers - released
Terminus Systems - released

Mass Effect and all related names are tm and (c) to Bioware, obviously.

Troubleshooting

  • This mod requires Gods and Kings.
  • If you have Gods and Kings and don't know how to download or activate this mod, please follow this step-by-step guide by clicking here[forums.civfanatics.com].
  • If some, but not all, of the civs downloaded, then try exiting the game and unsubscribing and resubscribing through Steam Workshop, outside of the game. Steam just acts weird sometimes.
  • If you have a Mac then Steam Workshop wont work for you. Please click here[forums.civfanatics.com] and follow the instructions.
  • If the step-by-step guide or the troubleshooting still never fixed your problem, it's a common cache issue, which can be fixed by these steps:

    1) Unsubscribe from the mod. Exit Steam and Civ 5 completely
    2) Empty your mod folder (create backups) located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart Civ 5.
326 Comments
Rickstar Nov 29, 2018 @ 3:04am 
can u play coop with this
Waiting For Sleep Feb 15, 2016 @ 1:27pm 
I really like this civ, however in my opinion the combat bonus does not compensate for the science nerf. If I were to make a suggestion Id say turn the combat bonus up to 30 percent or even 40, I found myself getting my ass kicked on more than one occasion becuase I still had musket men while the enemy had infintry
Maximum Broly! Oct 20, 2014 @ 12:00pm 
Any chance of you adding this to Beyond Earth?
✧Starshadow Melody✧ May 15, 2014 @ 3:12pm 
This leader works. Is pretty much canon, anyway.
Pluvia  [author] Feb 25, 2014 @ 2:10pm 
Cmdr. Yellow - Yeah that. The trait is pretty self explanatory.
RandomCrueltyGenerator Feb 25, 2014 @ 1:45am 
"The Krogan have a -66% science penalty. So while it doesn't technically increase the cost of tech, you can look at it like it increases the cost of tech 66%."
No. That would mean it effectively increases the cost of tech by 200%. Because they need to produce three times as much science to stay at a normal science output.
Pluvia  [author] Jan 16, 2014 @ 9:09pm 
@Lynthae - No.
Lynthae Jan 16, 2014 @ 6:33pm 
Is the science penalty only in the capitol?
RuCkUs~ Jan 10, 2014 @ 10:43pm 
That 66% science penalty is killer. Kind of forces you to go to war very early. Was still a fun game.
DGreyKnight Jan 9, 2014 @ 5:15pm 
Thank you for the information. I love the mods you make. Big fan.