Sid Meier's Civilization V

Sid Meier's Civilization V

109 ratings
Gallia, Qin & Tahiti - Civ Set IX
   
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File Size
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35.779 MB
Feb 11, 2014 @ 4:49am
Jan 20, 2020 @ 6:11am
22 Change Notes ( view )

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Gallia, Qin & Tahiti - Civ Set IX

In 1 collection by Teddyk
LS Civilizations
25 items
Description
Mod is created for and tested on GK + BNW.

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Credits


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Civilizations

  • Gallia Tribes
    leader: Vercingetorix

    UA <Tribal Alliance> Barbarians do not attack you. Heal Instantly does not increase unit level (xp adequally reduced).
    UU <Bataroas> Swordsman replacement; doesn't require Iron, 13 Combat, lower production cost; if Iron is available gain +2 Combat.
    UB <Oppidum> Walls replacement; +1 Prod, Gold per unusued Trade Route slot. +2.5 extra Defense if city was not build on hills.

  • Qin Empire
    leader: Shi Huang

    UA <All under the Heaven> Causes Resistance in enemy city if his military power in the area is greater than defender's one.
    UU <Ancient Infantry> Spearman replacement; each turn heals 5 (up to 20) damage for every adjacent Ancient Infantry.
    UB <War Academy> Barracks replacement;+8 science while researching Military Technology.

  • The Tahitians
    leader: Purea

    UA <Paradise Found> Settlers can embark all water. Before discovering Astronomy starting turn on Ocean will throw the Settler to a random coast.
    UU <Pahi> Trireme replacement, Can build Fishing Boats and has ability to change port.
    UB <Maroe> Colosseum, requires Pottery, cheaper, +1 Culture; Extra Production modifier (up to +33%) with every turn without Population growth. Bonus growth is greater if the city is unrevealed to rivals.
85 Comments
Karma Feb 2, 2022 @ 8:57pm 
What's the start bias for Tahiti? I keep ending up in either desert or tundra, the latter of which seems out of place for a tropical civ.
p_rowlandson Sep 22, 2020 @ 3:24pm 
What is the music for Tahiti during peace time? Its very beautiful.
Bessarin Nov 9, 2019 @ 9:33am 
He really likes this mod - is there any way you could make this compatible with YnAEMP?
blt.taylor Feb 1, 2019 @ 6:59am 
I really like this mod - is there any way you could make this compatible with YnAEMP?
Teddyk  [author] Jul 15, 2016 @ 2:32pm 
Oh yes, indeed. The issue is that you play without Gods and Kings expansion (Bataroas are using Celtic model due to lack of better one). What you have to do is:
1) find your mod folder (usually in ...Documents\My Games\Sid Meier's Civilization 5\MODS)
2) find and open "Gallia Units Mod.xml" (with notepad)
3) Replace line "<UnitArtInfo>ART_DEF_UNIT_U_LS_GALLIA</UnitArtInfo>" with:
<UnitArtInfo>ART_DEF_UNIT_SWORDSMAN</UnitArtInfo>
4) Save a file and enjoy the game (with generic swordsman model :P).
CROW Jul 15, 2016 @ 2:22pm 
Only problem I'm having is with the Gauls Bataroas unit. Anytime i try to make one my game seems to always want to crash. Is this a bug by any chance? I enjoy the Gauls very much so figured this could be resolved somehow.
Foxforch Apr 26, 2016 @ 10:37am 
Tahiti with asian architecture? lol
ruhrgebietheld Feb 28, 2016 @ 6:25pm 
I decided to give the old Tahiti a playthrough before I updated this pack, since its UA fits with my playing style a lot better than the new UA. And I must say, I really loved it. On a tiny islands map they were truly amazing. I know some people thought the old UA was boring, but I rather enjoyed it, because I focus heavily on food and population growth when I play. The Tipairua was a pleasant surprise. It doesn't seem like it would have that big of an effect overall, but its embarking feature allowed me to settle my second and third cities in favorable locations much sooner than other civs were able to, and I didn't have to make a beeline to Optics. This in turn greatly improved my situation for the rest of the game. The pahi was great, and I exploited its fishing boats ability like crazy. Overall, I loved this civ. Just wanted to show my appreciation for an enjoyable civ, even though you've changed it now.
Teddyk  [author] Nov 23, 2015 @ 1:25pm 
Nope. :)
ruhrgebietheld Nov 23, 2015 @ 1:16pm 
Couldn't you just use the same mechanic that allows your trade routes to pass through tiles containing units of other civs you are at peace with?