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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 )
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 @ 10:56pm
BNW?
Piscaso
653 Comments
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TheQualityGamer Oct 18 @ 10:53am 
@Carthian.DM Civ V can take awhile to register mods, it may show the mod; however it needs to process it.
JediArgento017 Sep 25 @ 7:35pm 
I should try this mod someday. Looks interesting.
Carthian.DM Sep 23 @ 2:57pm 
This mod doesn't work, I enable it but nothing changes, anyone have any ideas?
The Wandering Mania Sep 23 @ 8:07am 
So I guess the big question being. Dos any one have the mooding skills to take this back up and convert it to work with BNW?
The Fighting Monk Aug 24 @ 1:48am 
FYI:The author hasn't checked in since March, so I'm thinking that this is a dead mod.
Krakathulhu Aug 23 @ 10:45am 
For people who have problems with their game having an error when you use this mod:
I found that disabling BNW under the DLCs section allows this mod to work. :) Good luck!
Archmage Ilmryn Aug 8 @ 1:07pm 
Does this work in multiplayer? If so, how does one get it to work in multiplayer?
Internet Explorer Aug 7 @ 4:12am 
This shouldn't have 5 stars, not in 2014. What a joke.
Airborne Troll Jul 27 @ 4:25am 
I've been having a problem with the interfaces for the tech tree and policy tree. Both are blown up to huge sizes and I can't see everything... nor do I have the ability to scroll to rectify this problem. Is there any way (once in a game) to fix this problem?
Pyrotic Reaper Jul 22 @ 12:35pm 
Riker, that is probably your own computer's fault,and no one forced you to get the mod either, calm down