Sid Meier's Civilization V

Sid Meier's Civilization V

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Crush Your Enemies!
 
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Sep 6, 2016 @ 11:33am
Sep 19, 2016 @ 11:27am
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Description
There is no honor in building useless structures and sitting in cities producing culture. The true honor is to destroy your enemies and get all their riches which belong to you by the Law of the Sword!

This mod changes the Honor policy tree so it helps to wage agressive wars and get more profit from conquest. Ancient wars are viable now!

Recommended to use with the Slavery Mod https://steamcommunity.com/sharedfiles/filedetails/?id=540805629 so you could obtain slaves from raids on barbarian camps and conquest.

Changes:
- Honor allows you to maintain an army early in the game, move it faster across the map with a Great General, get gold and culture for kills and happiness and culture for puppeted cities. That is - start the conquest earlier and for your profit.
- Warriors and Swordsmen are given bonuses vs cities, melee units, and when attacking defensive positions so warrior rushes are possible now and iron is useful again.
- Statue of Zeus gives golden age points for kills made by your melee units, land or naval.
- Hero Epic requires a level 4 unit (no barracks in every city) and makes your units heal faster in friendly lands, what is great both in defense and offense (heal your army faster after taking a city and move to a next target).
- Chariots upgrade to Crossbows, so dont lose their promotions. Its a great unit now.
- Great Generals can build not only Citadels but also War Memorials, which produce culture. May be a better option than a Citadel for 2nd etc GGs.
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20 Comments
Mk Z  [author] Oct 11, 2016 @ 9:35pm 
Ximicacan, thanks! Strange, will look if it can be fixed
Ximicacan Oct 11, 2016 @ 12:20pm 
I absolutely adore this mod, and use it in every game. The only downside is that the AI always picks it.
Mk Z  [author] Sep 19, 2016 @ 11:31am 
v2 is ready.
quite different from v1.
Mk Z  [author] Sep 18, 2016 @ 10:45pm 
Rand, depends on settings and starting location i believe. Anyways i agree it should be brought back to the opener.
Rand Sep 18, 2016 @ 11:01am 
You gave it a few test tries I assume? I'm currently on a Civ sabbatical right now (I still pop in here to check new mods) so I couldn't say for sure, but you get 8 culture from killing a brute. If you take Liberties early +1 culture per turn, with at least 2 warriors in the field you should be able to track down and kill at least 1 brute every 8 turns to keep pace.
Mk Z  [author] Sep 17, 2016 @ 9:43pm 
ok i'm going to change it a little. culture for the opener, free maintenance for a tier 1 policy.
Also, with Slavery Mod you now get slaves from barbarian camps (if Honor adopted), so there is a source of early workers and production (if you use slaves to hurry buildings)
v2 next week.
Mk Z  [author] Sep 15, 2016 @ 10:30pm 
Rand, ps in my mod theres a free warrior from the opener too, i have just forget to mention it in the popup info.
Mk Z  [author] Sep 15, 2016 @ 10:24pm 
Rand, in my experience the culture from barbs is quite scanty and cant match Tradition's or even Liberty's, unless you play marathon maybe or raging barbs ofc. Free maint saves you gold right from the start, while there could be very few barbs to hunt so you wont get much profit from kills until barbs will begin to come in considerable numbers. By that time you can take the culture policy and then gold policy. On the other hand if theres not many barbs in your location you can go the right side (maint, xp/prod, general/movement) first to build an army of warriors/chariots and invade a nearby civ for an early conquest.
Rand Sep 15, 2016 @ 6:24pm 
I'm not sure how relevant my thoughts are here, I always play with a mod that adds a free warrior upon adopting honor, and play with raging barbarians. But should the maintenance free bonus come before culture kills? I always figured that was the Honour way of keeping up with Tradition/ Liberties free +3/+1 culture bonus upon adoption, and you're not going to have 5 units right away.
Mk Z  [author] Sep 13, 2016 @ 10:42pm 
mustachewarfare, i have taken a look at the NQ mod's Honor, its effects are stronger but come later, e.g. in my mod free maintenance is given with the opener, and barracks are free (should not be built or even researched) and provide +2 production what is quite powerful that early, with the 1st tier policy. Theres also no free GG in the NQ version and no additional moves. With my mod you can rush your neightbour really early and make use of it immediately as Hegemony provides bonuses per puppet. In my mod theres also no stupid garrison bonus - you need your units in the field not in the cities, and they move faster between conquest targets with the Leadership bonus movement which is great both strategically and tactically. I think maybe Hegemony should be a bit stronger though, e.g. +2 Happiness, +2 production, +2 culture per puppet in the Capital. What do you think?