Sid Meier's Civilization V

Sid Meier's Civilization V

56 ratings
TwoKinds Civilizations
File Size
1.879 MB
Sep 9, 2013 @ 5:45pm
1 Change Note ( view )

Subscribe to download
TwoKinds Civilizations

Update 9/28/2014 - The mod has finally been fixed, thanks to AlphaCentauri417! It shouldn't cause you to lose upon startup anymore. Props to him for finding the bug.

I'm not working on the mod anymore, it's being taken over by AlphaCentauri417, contact him about anything relating to it.

Adds 3 new civilizations to the game from the webcomic TwoKinds. Not guaranteed to be free of bugs, please report issues in the comments.


-3 new civilizations
-Custom units for all civs
-Custom icons for all new content
-Compatible with G&K

No copyright is claimed in this mod and to the extent that material may appear to be infringed, I assert that such alleged infringement is permissible under fair use principles in U.S. copyright laws. If you believe material has been used in an unauthorized manner, please contact the poster.
Popular Discussions View All (1)
Sep 28, 2014 @ 12:39pm
New Version
< >
DankWolf  [author] Sep 28, 2014 @ 12:19pm 
A fixed version has been uploaded on a seperate page. It is called TwoKinds Civilizations (FIX)
DankWolf  [author] Sep 23, 2014 @ 6:27pm 
ATTENTION: I have been entrusted by lazorcat to help with updating/fixing the mod. I am currently getting rid of the major bugs, such as the instant lose bug. PLEASE make sure you get a-hold of me if you have suggestions! I will mainly take suggestions through steam chat!
FaerFoxx E> <^m~ Sep 22, 2014 @ 5:34pm 
I would really love to see this mod patched and expanded upon. I was really excited for it when I found it, but this spawn bug is just so frustrating. :/
DankWolf  [author] Sep 2, 2014 @ 4:30pm 
landskater, if it is ok with the author i could give it a shot
1000Shots1Life Aug 26, 2014 @ 4:08am 
I would actually like to see this mod fully completed and updated. Perhaps you should see if someone else would like to take responsibilty and control over the mod?
DankWolf  [author] Aug 18, 2014 @ 3:42pm 
Do you want me to help? I can mod in java and I can probably learn lua.
Lazorcat  [author] Aug 18, 2014 @ 11:47am 
I kinda gave up on it after I released it and it didn't work. If I went back to working on it I would have to relearn most of the stuff I learned for this.
DankWolf  [author] Aug 18, 2014 @ 7:15am 
lazorcat? Are you still working on this? Because I have a few suggestions.
Alex James Rook Aug 15, 2014 @ 1:20am 
Alright, new complaints: Only works with G&K, Anyone with BNW will have to disable it or suffer the "no units spawning" problem everyone else is even though you say it's compatible. Will also crash without it even though you don't you don't list it as being dependent on G&K. Basitin fighter is strictly worse than the fighter. Dragon "mercenary" (sorry I read it wrong earlier) has the same combat strength as the gunship it replaces but is missing all it's abilities (though, granted, at least the dragon can capture a city). "Kiedran slaves can not be capture" + the fact they can fight back is stupid.