Sid Meier's Civilization V

Sid Meier's Civilization V

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The Goths (BNW or GK)
 
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16.006 MB
Jul 11, 2012 @ 10:58pm
May 17 @ 4:16pm
47 Change Notes ( view )

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The Goths (BNW or GK)

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In 1 collection by Tomatekh
Tomatekh's New Civilizations
29 items
Description
Adds the Goths to the base game.

The Goths were an east European tribe of Scandinavian origins whose two branches, Visigoths and Ostrogoths, played a significant role in the fall of the Roman Empire. Although sharing common language, customs and beliefs, the Visigoths and Ostrogoths followed divergent paths and each founded a medieval kingdom.

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Note:
- This civilization requires either the Brave New World or the Gods and Kings expansion.
- Updates to the Mod will most likely break save games. Please do not update until you are ready to begin a new game.
- The mod uses a UU graphic from a Gods and Kings scenario. If you do not have the second expansion, the mod will automatically switch to a backup graphic. (This is aesthetic only and does not affect gameplay).

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Leader: Alaric

UA: Sacker of Rome: Non-mounted land military units may use enemy roads before the Industrial Era. Capturing a foreign Capital triggers a Golden Age.

UU: Gadrauht: Replaces Swordsman. Heals double when pillaging a non-road Improvement. +15% Combat Strength in Rough Terrain

UB: Hov: Replaces Stable. +1 Faith per Horse, Sheep, Cattle. +10% Land Unit Production (instead of +15% Mounted Unit Production). -10% Production Cost.

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Credits:
- Leader, Map, DoM graphics by Janboruta
- Base assets (UU, UB, UA, Leader icon, and 'Alaric' image) adapted from the Firaxis "1066" DLC and "Fall of Rome" scenarios.
- Alternate UU graphic by JTitan
- Music files by Andreas Waldetoft from Crusader Kings II
- Korean translation by [KOR]SJKHR
- DoM voiceover by Andrew Holt
- All code and art otherwise not listed created by Tomatekh (primary author)

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The previous version of the mod (v.66) can be found here:

v.66 Download[www.dropbox.com]

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Direct Download[forums.civfanatics.com]
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618 Comments
Simple Little Cleb Oct 28 @ 12:20am 
Do these guys have a starting bias towards sheep and cattle? might be an alright idea to implememnt that some how
willowvignette Sep 30 @ 5:50am 
@justinsane11

Well, it IS kind of insulting to assume no research goes into these mods. Yes, abilities are ultimately up to the author, but it takes some work to make abilities that are unique and historically relevant and thematic to the civilization. Then there’s also stuff like the city list, spy names, civilopedias and game text, game art, etc. I would say a great deal of research goes into making these mods. In fact, a lot of times you can tell a good mod from a bad by the simple fact that it’s clear that the mod author must have researched the civ.
justinsane11 Sep 30 @ 4:51am 
by the way are there any vercingetorix mods out there?
justinsane11 Sep 30 @ 4:51am 
i don't really care to point out who i'm talking to, too much work
justinsane11 Sep 30 @ 4:50am 
i'm talking about the post saying it must have been fun to do all this research
retrocity5 Sep 29 @ 1:41pm 
What are you talking about?
justinsane11 Sep 29 @ 1:58am 
i'm not trying to say anything bad, it's kinda up to the creators interpretation and that is just fine with me
justinsane11 Sep 29 @ 1:57am 
research into what? a leader and 2 unique traits?
borussia1979 Aug 18 @ 3:14pm 
ОТЛИЧНО, СПАСИБО !
WMS Aug 18 @ 6:03am 
I'd like to help that mod to translate in polish. :)