Sid Meier's Civilization V

Sid Meier's Civilization V

1381 ratings
Civilization Nights_Gods and Kings
 
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9.415 MB
Jun 16, 2012 @ 6:06am
Oct 6, 2012 @ 2:20am
10 Change Notes ( view )

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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
Popular Discussions View All (1)
33
Oct 3, 2014 @ 10:56pm
BNW?
Piscaso
< >
667 Comments
FredTheMoose Aug 20 @ 6:12am 
crashes when i hit start game???
Flashseconds Aug 12 @ 4:33pm 
why is it not updated?
Sparticus Aug 9 @ 8:46pm 
Can you earn acheivements with any total Conversion mod? like this or R.E.D.?
Ambush66 Aug 8 @ 6:56am 
what happened to the author?
YouLoveCandy Jul 25 @ 9:27pm 
My quesion will there be a BNW version
Kjades Jul 9 @ 4:58am 
Great Job, really enjoyable...is there any chance to have a BNW version, sooner or later?
Peters Mar 21 @ 9:23am 
I would get this mod, except the happiness modifiers are insane. With these modifiers it makes building things like the coloseum or zoo nearly worthless.
[IAWD] Erindal Mar 21 @ 7:51am 
BNW?
Halfcrzy Mar 1 @ 5:52pm 
Nice addon, made it a little less military playstyle for me.
JackTheMonkey Feb 22 @ 1:09am 
Maybe make a button or a guide to toggle it on or off?