Sid Meier's Civilization V

Sid Meier's Civilization V

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Pirate Civilization
   
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4.005 MB
Aug 10, 2012 @ 8:13pm
Jul 5, 2013 @ 9:18pm
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Pirate Civilization

In 1 collection by kingchris20
Pirates of the Carribean!
5 items
Description
Updated July 6, 2013

This mod adds the Pirate Civilization to the game! Aye Matey! As always, if you enjoy the mod, please **rate it up**.

The Pirate leader is Bartholomew *Black Bart* Roberts, the most successful pirate of all time. His trait is Commandeering, giving bonuses to naval units (+2 movement and Prize Ships promotion for melee naval units). The Pirates start with Sailing technology, and all the land combat units have a 75% chance to persuade barbian encampments to join their crew!

Looking for the BNW version?
BNW version of Pirate Civ Lite
BNW version of the Pirate Civilization

*******Update July 6, 2013 -

Changed colors to Black/White, and improved icons and other art!

*******Update 8/25 -

Flying Dutchman is now a mass murderer! Combat 100, Ranged Combat 120, and does not upgrade.

Added the Rum Distillery, which replaces the windmill and gives +2 production, +5% production, and +2 Happiness, but requires an improved source of Sugar.

*******Update 8/22 -

Royal Fortune now upgrades to a Battleship instead of a Destroyer

Added a new wonder unit - the Flying Dutchman

Only one civilization may build the Flying Dutchman, once it is destroyed it is gone for good. Has double the strength of the English Ship of the Line and the Pirate Royal Fortune, 8 movement and 3 range. If someone else builds it, the only way you can obtain it is by capturing it with a unit that has Prize Ships capabilities. The Flying Dutchman may not attack cities or any units on land.

V2 Update 8/18 -

Added a navy maintenance bonus and pillaging bonuses for the Pirates! Arghhhhh!

Bonus Unit - Merchant Ship

You can find merchant ships hanging out around coastal cities. They are perfect "prey" for the Pirate ships. Merchant ships can conduct trade missions with City-States to gain gold and influence, so capturing an enemy merchant ship will yield you the benefits of conducting trade missions without having to build it yourself!

Known Issues: Merchant Ships are built by other civilizations, but they simply move them back and forth due to a limitation in the Unit AI, they still make good prey for the Pirates (or whatever civ you happen to be playing as). Also, the "Conduct Trade Mission" text mentions the Great Merchant, although I tried to change the text, it changed it for the Great Merchants as well, so I just left it as it was.

Black Bart is a pirate, so your standard palace doesn't work for him. Instead he gets Black Bart's Fortune, which provides +4 gold over the standard palace!

The Pirate Unique Building is the Pirate Tavern, replacing the colosseum, and granting +3 happiness and +3 gold!

Now, pirates were especially brutal, and most well known, in the Renaissance Era, and this mod does not forget that. As such, the Pirates get 3 unique units during the renaissance era:

Royal Fortune - replaces the Frigate and is comparable in strength to the English "Ship of the Line". However, Pirates dont need things, they take them, so an additional bonus; the Royal Fortune does not require Iron like the rest of the ships in its class!

Sloop - replaces the Privateer and is more powerful. Specialized in capturing enemy ships and making them their own! Ahh, the good 'ole Pirate way!

Swashbuckler - replaces the musketmen and is comparable in strength to the French Musketeer. The French aren't the only ones who slice and bang with the trusty 'ole cutlass and pistol!

Unique City names that represent the Pirate empire of the late 1600s and early 1700s, and more especially those that Bartholomew Roberts, shall we say "imposed" upon.

Unique spy names, to honor those pirates of friend and foe, and some fictional popular names!

Recommend playing on Island maps, but any will do as it is strongly favored for the Pirate Civ to start along ocean tiles

***Requires Gods and Kings***
Popular Discussions View All (1)
0
Feb 8, 2014 @ 11:54pm
Any pirate ship could turn into a colon
ForevaNoob Wonemorturn
254 Comments
napoli Aug 13, 2019 @ 8:44pm 
Great mod i love it
kingchris20  [author] Jun 11, 2017 @ 10:31pm 
@DJ Trump, no the ai is too limited for some reason.
CrazedZombie Jun 11, 2017 @ 6:10pm 
Hey quick question, can other civilizations still not use the merchant ships to conduct missions or has that bug been fixed? I accidentally started a normal game with this mod on and I've been avoiding using the merchant ships to conduct missions since its super OP if the other civ's cant use it, but if they are using it and I'm not I don't want to be at a huge disadvantage. Thanks in advance!
Doot Suit Jun 8, 2017 @ 5:32pm 
This is fantastic. Super overpowered, but I love it; don't change a thing. Is this multiplayer compatible?
Panteras Jun 3, 2017 @ 9:12pm 
Should be Captain Jacksparrow or Barbosa.
Master_WannaBe_1904 Feb 22, 2017 @ 10:16pm 
I was hoping the leader the was the Dread Pirate Roberts from Princess Bride. I saw "Roberts" but then I read the description, and now I'm sad. :'(
roundmojo Jul 30, 2016 @ 10:18am 
Hey Creator Good mod Just a few thing you think you could give texture to the flying dutchman and i think the Merchant Ship is a Lil Bit 2 Op. thats all thanks!
BossFrog Jul 18, 2016 @ 10:07pm 
Unbalanced
ForevaNoob Wonemorturn Jun 24, 2016 @ 5:55am 
'love it.
Ward Rope Fu Horse™ Jun 24, 2016 @ 4:43am 
Best mod