Sid Meier's Civilization V
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Civilization Nights_Gods and Kings
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Jun 16, 2012 @ 6:06am
Oct 6, 2012 @ 2:20am
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Description
Featured on RockPaperShotgun, MaximumPC and 4players, Civ NIghts is a complete conversion modpack for CIV V that adds numerous gameplay mechanics and features. The official sub-forum can be found at: http://forums.civfanatics.com/forumdisplay.php?f=450


HOW DOES NIGHTS DIFFER FROM VANILLA G+K's?

1) Military Units cost 5 unhappiness each.
2) The FIRST 10 citizens in each of your cities generates happiness, (citizens never generate unhappiness).
3) You'll want to grow your cities as fast as possible!
4) Expansion is more costly, as each new city generates 20 unhappiness.
5) To compensate, Luxuries each generate 10 happiness.
6) ALL Civs are able to recruit Barbarians from their camps, (and these barbarians do NOT contribute unhappiness like regular units UNTIL they are upgraded. You'll want to recruit as many early barbs as possible to help with your early expansion.
7) This mod is NOT easy.

Bug Fix Solutions
-Delete the contents of your CIV V cache folder and ModUserData folder.
-Have CIV V updated for the latest patch, and delete any old copies of the mod.
-To avoid crashes, DO NOT attempt to play Nights with other mods aside from InfoAddict and IGE.

Buildings, Units, Traits
-Over 50 new Buildings and Wonders, all with custom artwork.
-Dozens of new units complete with new unit models, including Templar and Teutonic Knights,
-New UI for constructed buildings in the city-screen, and additional UI information in the top bar.
-New traits and a unique building for all vanilla CIV V leaders, all with custom artwork.

Barbarians
-All Civilizations can recruit Barbs from camps with a 100% success rate.
-There are now Barb Swordsmen, Spearmen, Archers, Horsemen, and Assassins.
-Barbarians do not contribute Unhappiness like traditional units until upgraded, so recruit them when you can!

Technologies
-Over 30 new technologies, with an all new tech tree that features custom artwork.
-Techs with a science icon in front of them represent either/or tech prerequisites.
-Government techs need to be unlocked for them to be available during cultural revolutions.
-Each Civ starts the game with Despotism, and their choice of an additional tech.

Governments and Revolutions
-As soon as you build your first Wonder, you start accumulating points towards a cultural revolution.
-Points are earned through culture, and boosted 10% by each of your additional Wonder and cultural City-States.
-When you earn a revolution, there is a cool-down period represented by loyalist points towards your previous revolutionary government type that you chose. This is so that 1 Civ can't dominate and get 4-5 in a row, for obvious balance reasons.

Policies
-Over 70+ new policies to unlock, split up over 7 branches in a new user interface.
-All policies are available to be unlocked at the start of the game.
-Each branches sub-policies give bonuses towards any of your active governments earned through revolutions.
-All policies require a specific tech to be researched in order to be unlocked, as your research and policies will need to be coordinated as you guide your civilization through history.

Improvements and Yields
-All improvement yields have been substantially increased to be more in line with CIV 4 values.
-Great People improvements are now general Worker improvements, unlocked through the tech tree.
-Customs Houses and Trading Posts grant an additional +1 gold when built directly adjacent to a city.

Diplomacy
-AI is more open to making fair 1 for 1 trades.
-Close borders penalties have been scaled back.
-The AI is quicker to end a war than in vanilla CIV V.
-Warmongering as a diplo penalty has been removed from the game.
-AI quicker to expand, while slower to DoW and denounce over the first 50-100 turns of the game.
-Gandhi will probably be friendly when you first meet him, Montezuma will be annoyed or hostile.

Credits:
Markus Beutel: Lead Design
OrsonM: Art Design
Moaf: Cultural Revolutions
557 Comments
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defected.saint May 17, 2013 @ 1:59am 
I don't know if this mod is still being worked on, doesn't seem like it, but if it is, there are some serious issues with it. Well one that I saw, but it's fairly game breaking. Early in the game, I mean 20 turns in, AI civ's would start loosing their capital cities, but they would never be completely killed off, just lose their capitals. I couldn't figure out why so I camped out by one to see what was going on. For whatever reason the game adds extra city states to the map, without actually adding the city of the city state. Random city state rebels and etc will spawn on AI cities and own them, and the AI civs are unable to retake their capital because the city state spawns keep spawning whenever one unit dies. In effect, I got 150 turns into a game on diety, and at most the AI civs had 2 cities. Only a few got that far. The majority only had one, and were defending it for dear life from phantom city states. It pretty much ruins the experience.
noel.set May 13, 2013 @ 10:50am 
TheVegetarian: I've noticed this as well. Both times it has happened to me immediately after I went into a puppeted city's interface. Restarting the game seems to undo this (I haven't tried just reloading the save yet).
TheVegetarian May 11, 2013 @ 6:47pm 
This mod keeps stalling for me. 50-100 turns into the game, it tells me I need to select what to build in a city, but does not allow me to choose anything. NIGHTS for vanilla Civ5 worked great, but I can't figure out what's wrong with this one. I've already emptied my Cache and ModUserData folders. Suggestions?
Emperor Apr 26, 2013 @ 1:11pm 
Could you make the 'No warmongers' part of this also a serperate mod, I would like to use it when I am not playing Nights.
Konabuga Apr 24, 2013 @ 10:41am 
I guess this mod is dead then. No update since october.
Jean-Claude Poopar Apr 22, 2013 @ 6:29pm 
As well, another country became allies with a city-state surrounded by my borders. I sent 8 units including 2 catapults, knights, crossbowmen, and pikemen and had a Sea Beggar bombarding the city as well. Normally in vanilla I would be able to take the city in 3 turns max. I lost 1 unit per turn without even making 1 point of damage stick between turns. Any attack with a melee unit resulting in about 2 damage inflicted on the city and the unit instantly wiped out. Somehow the city had a strength of 45 at the beginning of the medieval age and was impossible to dent by even the most advanced units available. I noticed most city states were like this. That is a major balance issue, and a game breaker for me.
Jean-Claude Poopar Apr 22, 2013 @ 6:27pm 
I tried building the Tower of Babel after having a cultural revolution for Feudalism. It said 12 turns until complete, but after 10 turns, before it finished, the bonus period was over, and it disappeared from the building queue and building list. Basically that means it's impossible to finish a government specific wonder without an engineer, and I wasted a revolution (had far more unlocks in republic, so I lost those bonuses as well as 10 turns of production in my capital).
^1MaD^0sneaky^1DoG Apr 20, 2013 @ 11:35pm 
thanks for reply.does work for hotseat i see,but rather play it with my 2 comps on LAN which custom setup wont work:(..unless you know a way.really want to play this mod too on LAN. shame..
Leif Apr 20, 2013 @ 1:05pm 
Hey Mad-Sneaky-Dog, get the 'Advanced Custom Setup Screen' mod running along with this one and it ought to work just fine. That's how my homies and I hot-seat.
^1MaD^0sneaky^1DoG Apr 20, 2013 @ 9:26am 
cant get this mod to work in a multi player LAN game? works in single.