Sid Meier's Civilization V

Sid Meier's Civilization V

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Cordoba (BNW)
   
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File Size
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5.121 MB
Jun 5, 2014 @ 8:24am
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Cordoba (BNW)

In 1 collection by DJSHenninger
Additional Civilizations for BNW
39 items
Description
This mod adds the Caliphate of Córdoba to the game as a playable civilization. Requires Brave New World.

Direct Download: Caliphate of Córdoba (BNW) [forums.civfanatics.com]

YnAEMP support by JFD, Janboruta: {LINK REMOVED}
Extract contents to My Documents/My Games/Sid Meier's Civilization V/MODS using Winrar etc.

(Leader) Abd-ar-Rahman III

(UA) Medina Azahara:
  • Libraries, Markets, Amphitheaters and Workshops increase the yields of the Capital's Palace
  • +2 Science and Culture for every religion in the Capital with at least one follower

(UB) Alcazaba Replaces the Castle. Extra effect(s):
  • +10% Food
  • +1 Happiness

(UU) Andalusian Polymath Replaces the Great Scientist. Extra effect(s):
  • Science output increases per number of Cities in the empire when used to discover a technology
  • May construct any Great Tile Improvement except a Holy Site

Notes
  • Each building increases the Capital's Yield by 1 of their respective major yield (Library = Science; Market = Gold; Workshop = Production; Amphitheater = Culture)
  • The Palace only show an increase in yields once when hovering over it (+4 Science, Gold, Production, Culture). After that any increase isn't visible, but it does work (as evidenced by hovering over a yield, showing how much you gain from buildings)

Strategy
Córdoba focuses on developing a strong capital. The foremost victory is a scientific victory. Build Libraries ASAP and use the Polymaths in early game to construct an Academy. In late game, it is better to use them to discover a Technology, as every city increases the science gained from that ability (by 5% per city). A maximum of 4 cities should be fine, as the UB, the Alcazaba, encourages a tall playstyle (few but large cities). Córdoba benefits from religious diversity in the Capital. Try to gain as many religions in your Capital as possible. +1 science per library may not seem to be a lot, but all the yields are modified by various buildings such as the National College and University. Córdoba also has some cultural support.

Planned Changes
New leader art
Fix and add support for (more) mods

Credits
Leaderscreen/DOM background[alexandercreswell.wordpress.com]
Rahman III[www.wikipaintings.org]
Andalusian Polymath[commons.wikimedia.org]

Troubleshooting
If you subscribed, but it doesn't show up:
1. Turn off the game.
2. Delete the Civ5ModsDatabase.db from Documents\My Games\Sid Meier's Civilization 5\cache.
3. Launch the game and go to the mod section again.
After waiting for a brief period, all missing downloads should initiate and install!

If that didn't work, try this:
1. Go to Documents\My Games\Sid Meier's Civilization 5\MODS
2. If there is a .civ5mod file in that folder, open that with 7zip, Winrar or similar software
3. Unzip/unpack the contents in Documents\My Games\Sid Meier's Civilization 5\MODS
49 Comments
DJSHenninger  [author] Oct 7, 2015 @ 12:02pm 
Yeah, but won't happen anytime soon.
zArkham4269 Oct 7, 2015 @ 10:55am 
Any plans for this to use Events & Decisions and the like?
DJSHenninger  [author] Aug 22, 2015 @ 10:57am 
YnAEMP should be supported internally when downloading from civfanatics, so there's no need for external support anymore.
Irit8or Aug 22, 2015 @ 10:49am 
Link for YnAEMP support by JFD, Janboruta has been removed, please can you re-do it?
Mojave Neon May 4, 2015 @ 8:36pm 
Yeah, that could be the case. I just looked at the palace itself.
DJSHenninger  [author] May 2, 2015 @ 1:50am 
@ruhrgebietheld I know for a fact that the yields in the tooltip only show a one-time increase, but that the yields are actually increasing further, despite it saying the palace still yields +4 of all, instead of +5 or higher. Maybe you only looked at the yields and not at the total yield from buildings in the Capital? If it's really not working, there's always another way, and will update it when I add E&D support, new art and all that, but idk when I'm going to do that.
Mojave Neon May 1, 2015 @ 7:59pm 
Oh, wait, are the yields supposed to go up whenever one of those buildings is constructed in any of your cities? Because that's not what it did for me. The yields only ever went up once, when those buildings were constructed in my capital. So by the end of the game, each of those palace yields were only one more than the default palace. They didn't increase when those buildings were constructed in my other cities.
DJSHenninger  [author] May 1, 2015 @ 5:01am 
I think it depends on your playstyle, since all those yields are concentrated in a single city, and will be buffed by modifiers. If you're playing wide, it might be a better trait. If every mentioned building increased all the yields of the Palace by 1, it would be overpowered, since that would be +4 of every yield per city, in a single city. People always complain about things being OP. Thanks for the feedback, though. This civ is not in its final state, as with many of my mods.
Mojave Neon May 1, 2015 @ 4:45am 
I enjoyed this one quite a bit. The Andalusian Polymath and Alcazaba are both perfect as they are. The UA was a little disappointing though. I thought that it meant that all palace yields go up whenever the aforementioned buildings are constructed. Instead, you currently have it so that each of those buildings just makes one of the yields go up by one. So in the end, all you get is a barely better palace, and the other part of the UA is worth very little as well. So the UA desperately needs some buffing. I would suggest extending the religion modifier to all cities, so that each city receives +2 science and culture for every religion in it. Other than the weak UA, really excellent work with this civ.
JEELEN Dec 27, 2014 @ 8:03am 
Most modded civs seem to show up correctly. I've only had the Seljuks appear in Africa instead of Iran. Not sure if that helps, but I only play YnAEMP giant map.