Sid Meier's Civilization V

Sid Meier's Civilization V

41 ratings
Wallachia (Mircea) (BNW)
   
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File Size
Posted
Updated
11.643 MB
Mar 7, 2016 @ 8:08am
Mar 10, 2016 @ 5:09am
2 Change Notes ( view )

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Wallachia (Mircea) (BNW)

In 1 collection by DJSHenninger
Additional Civilizations for BNW
39 items
Description
Adds Wallachia led by Mircea the Elder to the game. This mod was tested with GK + BNW and only that version of Civilization V is supported.

Introduction
Mircea I was the grandfather of Vlad III, the inspiration for Bram Stoker's Dracula. Mircea I was known for his many talents; his diplomatic and military skills in particular. Being surrounded by multiple great powers, including Hungary, Poland and the Ottoman Empire, the Voivode of Wallachia's first choice of resolving conflicts was through diplomacy. Thus, he successfully signed treaties with Hungary and Poland, granting their merchants special privileges. This would prove to be a wise move, as diplomacy with the Ottomans failed. The riches Mircea gained through trading allowed him to field a greater army, defeating the Ottomans numerous times, halting their expansion. Today, some Romanian historians refer to him as Mircea the Great.

Internal mod support
Gedemon's YnAEMP
Ethnic Units
Ryoga's Unique Cultural Influence
Bingles' Civ IV Leader Traits in Civ V
hazel16's Map Labels[forums.civfanatics.com]
JFD's Piety and Prestige[forums.civfanatics.com]
JFD's Cultural Diversity[forums.civfanatics.com]
Sukritact's Events & Decisions[forums.civfanatics.com]
JFD's Exploration Continued Expanded[forums.civfanatics.com]
LeeS/IShipp's Civilization Appropriate Great General and Admiral Names
JFD's True Alternative Leaders[forums.civfanatics.com]
JFD's & Pouakai's Mercenaries[forums.civfanatics.com]
JFD's Cities in Development[forums.civfanatics.com]

Direct Download
Wallachia (Mircea I) (BNW)[www.dropbox.com]



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

Notes
I do not claim ownership of the music and/or art with images from the internet
Replaces Bucharest by Pelusium
+3 Gold and + 0.5 City Combat Strength per Open Borders treaty, Declaration of Friendship, Research Agreement and Defensive Pact.
10 Comments
ruhrgebietheld May 15, 2016 @ 4:10pm 
This one was pretty fun to play as. I enjoyed it a lot more than Vlad's Wallachia. The UA isn't flashy, but it works fairly well, even if you don't notice its benefits most of the time unless you're specifically looking for them. The UU is awesome, probably one of my favorite UU's I've ever used. The UI is simple, but provides plenty of value. I noticed that they only spawned on farms in my first three cities though, and in my third city it was only 2 of the farms that ever spawned them. Still provided plenty of value, as they wound up spawning on a total of about 20 farms, but it was deisappointing that none ever spawned in the majority of my cities. Overall, a rather fun civ to play as.
Oh Snap Mar 23, 2016 @ 5:44pm 
Can you give us a list of the music you used in this mod, it's great.
DJSHenninger  [author] Mar 13, 2016 @ 12:00pm 
@Coosch Yes.

@Hotshotraptor It is compatible with a few maps
DIY Miracle Mar 12, 2016 @ 4:27pm 
Does the Obste gain extra food from fertilizer and civil service techs?
Velocci Mar 12, 2016 @ 7:15am 
can u make it compatable with Yet (not) another earth mod?
zArkham4269 Mar 10, 2016 @ 2:28pm 
Yes well I also realized that maize and maybe rice use plantations so wouldn't be affected. However there are a few mods where things like the granery or windmill gives a bonus for wheat and as far as I can tell in the current game I have, the obste may interfere with this. I'll get back to you on it but for now, a obste on wheat generates the same thing as a standard grassland tile.
DJSHenninger  [author] Mar 10, 2016 @ 10:04am 
As far as I know, the farm itself doesn't add extra Food or whatsoever. This is also evidenced by the game's code. Wheat is taken into account; note that wheat itself adds +1 Food and gains +1 from Granaries. The other resources aren't taken into account; they must be from some kind of mod. I can't take into account all mods of the workshop. I'm not sure how it hurts Food on Flood Plains, can you explain? Also, make sure you're not basing your thoughts on changes another mod made.

As for the Salt thing, it works; I got one on my second Mine. Another person wasn't sure either, but they got it after the 8th, lol. Anyway, It's a 33% chance, on average you'd expect one on your third. Might have been bad luck, then. The only kind of mod conflict I can imagine is with one removing Salt :p Idk when you've downloaded it, but I released an update today; the effect should no longer replace existing resources, including hidden ones.
zArkham4269 Mar 10, 2016 @ 9:26am 
Some thoughts.

Not sure if the E&D mine thing works (or I have a mod conflict) given I've built a LOT of mines since the event and no salt.

Also, is there a way to make the Obste not upgrade farms on resources like wheat, maize and rice? With the lose of more food, losing the added bonus for those resources really hurts especially since wheat gets bonus in many building mods. Turning them into Obstes nerfs the Wallachians food production. (The same could be said of farms on flood plains)

Maybe only have them on empty grassland and plains tiles?
DJSHenninger  [author] Mar 9, 2016 @ 9:44am 
Thanks :D
DMS Mar 8, 2016 @ 12:45pm 
The Salt decision is awesome! Great work on this DJSH.