Sid Meier's Civilization V

Sid Meier's Civilization V

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Caribbean, Genoa & Minoans - Civ Set XII
   
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27.465 MB
Oct 8, 2014 @ 9:26am
Jan 25, 2020 @ 2:38pm
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Caribbean, Genoa & Minoans - Civ Set XII

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

  • Caribbean Islands
    leader: Henry Morgan

    UA <West Indies> +1 Happiness per each extra copy of the luxury resource. Keep Happiness from luxuries banned by World Congress.
    UU <Buccaneer> replaces both Musketman and Privateer, being able to convert between a land and a naval unit, earns extra gold from attacking cities.
    UU <Great Corsair> Admiral replacement; May attack Cargo Ships around the world as a barbarian, earning gold for you. Great Corsairs are earned 100% faster than Great Admirals.

  • Republic of Genoa
    leader: Simone Boccanegra

    UA <Repubbliche Marinare> ???
    UU <Balestrieri> Crossbowman replacement; (increased combat strength, but not ranged). While embarked, if starting the turn on the same tile as a naval unit, the Balestrieri will automatically attack a nearby target, if there is one - this action does not consume movement.
    UB <Merchant Guild> Market replacement; In addition to Market bonuses, Merchant Guild attach Luxury resource to Trade Routes, which if sent to a City requesting this resource, start We Love the King and earn extra Gold. (Luxury is not attached if no city demands resource yet)

  • Minoan Empire
    leader: Minos

    UA <Cretan Riches> ???
    UU <Penteconter> Trireme replacement; weaker than Trireme, but available instantly; In Ancient Era can establish one-time naval Trade Route while nearby foreign coastal city.
    UB <Anaktora> ???.
110 Comments
Vitus Jul 20, 2020 @ 11:22am 
Found the music. (Needed to look at the soundtrack credits. Beggars and Kings from the Anno 1701 soundtrack.)
Vitus Jul 15, 2020 @ 10:24am 
Thanks for the mod. A few questions.

1: What is the dope theme song for the Carribean? Haven't played them yet but every time I open Morgan's diplomacy screen I find myself staying for a while. I love it and would like to know its name.

And then, associated with some other mods, a couple questions.

1: I noticed for the UIs that there was historical info on them in the Civilopedia, but where would I go to find out their gameplay effect? (Stupa, Impalement, and that Benin(?) one.)

2: There were also a couple cases in the Civilopedia where the written text for UUs conflicted with the sidebar info. For example the Swiss Pikemen replacement text said it upgrades into Riflemen but the sidebar with "pre-req text, promotions, and upgrade" said it upgrades to a Lancer. When I see things like that, which should I trust? (side note: I've loved every change you've made that takes UUs off the Lancer path.)
otaku for life! Jun 13, 2020 @ 1:48pm 
to answer my own question, after playing I found that the only time you can change a "Genoa colony" tile is when you declare war on Genoa, and the "Genoa colony" tiles within you border revert back to unimproved tiles where you can build improvements on them like normal.
otaku for life! Apr 29, 2020 @ 12:23am 
Hello Civ 5 fans, how do you create Genoa colony? Do you use a worker? I'm playing a game as someone, and saw a Genoa colony in another civ's coastal tile, containing horse resource. It looks like trading post, but when I tried to pillage that I found out that the pillage button is not available. It a Genoa colony not pillageable?

Thanks for answering!
Teddyk  [author] Apr 11, 2019 @ 3:35pm 
In "...Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set XII (v 11)" find and open "CaribbeanLSUnitCode.lua" in notepad or other text editor. Make sure you edit the version you are using.

Go to line 116 which is:
"jUnit:SetMoves(0)"
Either remove the line or replace it with: "jUnit:SetMoves(jUnit:MaxMoves())". (I am about 99% sure that removing the line would do a trick)

Okay, this isn't flawless (because you can actually gain infinite movement on the sea), but AI will not abuse it, so you just have to be honest to yourself and do not use this ability twice in a single turn.

This can be easily fixed by option a:
a) Make ability usable only when unit has full Movement:
Go to line 123 and replace "if iUnit:GetMoves() > 0 then" with "if iUnit:GetMoves() >= iUnit:MaxMoves() then".
b) Another solution would be to keep percentage of movement but it is more complicated and AI would not use it anyway.

Good luck and have fun.
The HunterGamer Apr 11, 2019 @ 8:19am 
Is it possible to make it so that the Buccaneers' land to navy ability not cost any movement points or be an automatic passive action whenever embarking and disenbarking? They are a really good dual unit, but the transition from sea to land takes two turns. That is two turns the enemy has to damage your troops while they do nothing.

Actual pirates and buccaneers were famous for how scary fast they attacked ships and ports before retreating back to sea before navel ships could respond. I feel that the Buccaneer should be able to do the land to sea traversal in a single move rather then two.

Otherwise, I'm enjoying your take on Henry Morgan! XD
Marva Jun 7, 2018 @ 9:43pm 
Thank you.
Teddyk  [author] Jun 7, 2018 @ 9:43am 
@Wall of Light
It is increased with every tech granting Trade Route slot (don't remember if affected by Petra/Colossus).

@Matt
The button should appear in Unit Panel (where Upgrade, Fortify and other actions are), but may not work if you are using some mod with heavy UnitPanel changes.
Marva Jun 6, 2018 @ 7:44pm 
Is the Genoan UA limited to 2 colonies, or can you get more?
Matt Sep 18, 2016 @ 12:44pm 
Hi Teddyk, I am playing as Henry Morgan and have not unlocked both techs required for Bucaneer (Land) and Bucaneer naval version... But I cannot see how the convert them between the two? I try moving the land unit into the sea and it just embarks, I create the naval version and I cannot move it onto land??