Sid Meier's Civilization V

Sid Meier's Civilization V

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Dickinson College Rise of Rome
   
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Tags: Historic
File Size
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43.253 KB
Jul 26, 2017 @ 12:58pm
Jul 28, 2017 @ 12:18pm
5 Change Notes ( view )

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Dickinson College Rise of Rome

Description
NOTE:
If you want to play this Mod with our scenario and appropriate map, please do the following after downloading the mod:
Go to Documents/MyGames/Sid Meier’s Civilization5/MODS/Dickinson College Rise of Rome/Map
Copy the map called: rise of rome
Go back to Documents/MyGames/Sid Meier’s Civilization5/Maps
Copy the Copied map here. Once you've enabled the mod in Civ V, be sure to choose the map under "additional maps" for the scenario
For Mac users: do the same procedure, but use Finder to locate the MODS and the Maps folder in your computer

README including the background historical research available here: https://docs.google.com/document/d/1_i2mr4p-Ak58CQ2T2qZJUE_4M54LRyAhzovnRTOIGuI/edit?usp=sharing

The Dickinson College Civilization V mod, “The Rise of Rome” presents a historically accurate model of the expansion of Rome throughout the Italian peninsula from the late 6th century BCE to 264 BCE. We intended to recreate the conditions that the Roman Republic faced at it grew to dominate the whole of Italy. The goal is to take over the peninsula by completing a domination victory before 264 BCE, the year in which Rome was drawn into war against Carthage in Sicily. Dickinson College supported the creation of the mod with a Collaborative Student-Faculty Research Grant. Our team was comprised of Ian White, research specialist, Catalina Ionescu, coding specialist, Todd Bryant, coding advisor, and Scott Farrington, research advisor.
We only changed the leader name of the Roman civ and we created 12 new civilizations throughout the peninsula and 4 new city-states. We designed each of these civs and city-states as historically as the game allows with the most significant modification being the system of puppeting and annexing conquered cities. The newly included options represent the system that the Romans employed during this period of time to exercise power over cities and tribes.Players still have the option to puppet or annex a conquered city. If the player chooses to puppet, they must choose whether to make the city a municipium, a civitas sine suffragio, or a colonia. A player who creates a municipium will receive significant gold bonuses, but only for a certain amount of turns before the player will have to change the city’s status; a civitas sine suffragio will grant the player military units, but it will cost the player gold and production; a colony will give the player a brand new city on the spot of the old one, but the player will suffer gold and production penalties. The most successful players will expand through the peninsula by employing a mixture of these forms of puppeting. Systematically annexing the entire peninsula was impossible for Rome given the historical limits of population and economy. Therefore players who choose to annex will pay a significant gold penalty.
The thirteen playable civs are : Rome, Samnium, Latin League, Senonian Gauls, Aequi. Volsci, Greek Colonies, Umbria, Etruscan League, Picenum, Lucania, Sabines, Veii.
There are also 4 city-states on the map are: Marsi, Marrucini, Praetuttii, Brutii.
The game map is intentionally small in an attempt to limit the time commitment of a full game for students who play the mod as part of a Roman History class. We resized kisinid’s Penisola Italiana map and eliminated the areas outside of the Italian peninsula. We placed the cities and resources according information we found in the Barrington Atlas of the Greek and Roman World (2000) and Nicholas G. L. Hammond’s Atlas of the Greek and Roman World in Antiquity (1981), the ancient sources, primarily Livy’s Ab Urbe Condita, and the essential scholarly text of the period, T.J. Cornell’s The Beginnings of Rome: Italy and Rome from the Bronze Age to the Punic Wars (c.1000-264 BC) (1995). Some elements of the map, however, as explained more fully in the ReadMe file, are not historic but necessary to balance the gameplay.
We removed religion from the mod because religion as defined in Civilizaton V was not a significant factor for Roman expansion through the Italian peninsula. We slowed research down considerably to prevent civilizations from acquiring ahistorical technologies.
5 Comments
todd927  [author] Oct 29, 2018 @ 6:37am 
@mainten I'd try playing first without any other DLC enabled, then check the logs. https://steamcommunity.com/app/8930/discussions/0/1696043806567864719/
mainten Apr 15, 2018 @ 5:42am 
this scenario keeps crashing after every other turn. I've kept my active mods to a bare minimum and had only world of wonders dlc running, yet it still stops working. Any ideas? I love this historical period.
Poop Mar 18, 2018 @ 9:13pm 
Neat
todd927  [author] Jan 4, 2018 @ 12:48pm 
Thanks!
Caligula Aug 6, 2017 @ 2:22pm 
awesome,a collage using games to teach thier students about roman history(and teachers about these new fangled games that DONT involve shooting a crap tonne of bullets)!