Sid Meier's Civilization V

Sid Meier's Civilization V

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Future Worlds
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File Size
Posted
Updated
25.180 MB
Jan 9, 2016 @ 9:43am
Mar 11, 2017 @ 9:26am
16 Change Notes ( view )
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Future Worlds

Description
This mod extends the Information Era of Civ V by adding near-future technologies, improvements, buildings, and units!

What's included:
31 new technologies
1 new strategic resource, Nanomaterials (please read note below)
11 new improvements
31 new units
52 new buildings
2 new UN resolutions
24 new Wonders

Compatibility:
The mod should be compatible with other mods that modify the tech tree before the Atomic era (such as the Enlightenment Era and Prehistoric Era mods), as long as Future Worlds is loaded last. It may or may not be compatible with other mods that modify the tech tree in the Atomic and Information ages, due to the way it modifies the tree and units.

For the time being, people who want to fully experience Future Worlds should probably turn off the Diplomatic and Cultural victories, as these may end the game prematurely. There are various ways to generate culture in Future Worlds that may help stave off Tourism pressure to avoid losing to Culture, but I haven't found a way to slow down the world leader votes required for the Diplomatic victory.

Important note:
Please note that Nanomaterials, while listed under the Nanomaterials tech as being revealed on the map, is not actually spawned on the map but produced by certain buildings.

Credits:
ArbogLi for several icons
TPangolin for several unit flag icons
Pouakai, Sukritact, and Janboruta for the Shanghai World Financial Centre and Tokyo Sky Tree wonders
Rorschach for his Mega Buildings Reduced
Ekmek for the Drone UAV unit
TIHON for the T800 model
Deliverator for the EE2 Future Units Kit, which gave me models for several units converted from Empire Earth 2
Premier Valle for the Crysis VTOL model
Civitar for the Mutant model
Phaedris for the model used to make the Nanohives
Kramer and Wolfdog for the Special Forces unit
Wolfdog for the Airborne Forces model
Zerver for the Battlesuit model
Vicevirtuoso for the Automaton model
Deliverator for the dinosaurs
Skajaquada for the Bio-Titan model
Nomad or What for the conversion of Deliverator's Scorpion model
labriejp for the Missile Destroyer
Danrell for the Supercarrier
The Eco-Commune, Support Node, Arcology, Biotrooper, Chimera, Crawler, and Hovertank models were converted from Beyond Earth

Note regarding updates: Users should be aware that updating the mod will most likely interfere with saved games, and thus should only be done if you're planning to start a new game!

Also, given the large size of the mod be careful not to navigate away from the mods window when downloading, as it may interrupt the download/unpacking process, meaning the mod won't show up in the mods list. If having difficulty downloading the mod, the Steam Workshop Downloader can provide a copy you can unzip yourself and add to the mods folder manually.
Popular Discussions View All (24)
6
Oct 11 @ 9:23am
All my future units are spearmen
Steakquake
4
Apr 21, 2019 @ 2:38pm
Potential Bugs
hoptoadinmud
6
Feb 23, 2019 @ 2:58am
Tech tree broken and starting units are mechs
Bread
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1,003 Comments
Torry Nov 18 @ 9:52am 
I just stumbled across this mod and tried to use it. After starting a game, each unit has the screen for promotions (as air units) and the left bar of them has air unit options too - any ideas?

I dont use any other mod.
qrak Nov 1 @ 5:25pm 
Hey try Future Perfection. Maybe it will fix some of your issues.

https://forums.civfanatics.com/threads/future-perfection.626134/
stiff2004 Oct 23 @ 7:04am 
Mnemosyne facility is Hiperion lab from SC2
Diablo Oct 18 @ 6:58am 
These mod seems to work great overall. The only problem I've noticed is the Particle Accelerator wonder. When it "upgrades" my Academies to High Energy Centers they actually give me less science. I think it may be because High Energy Centers don't include policy bonuses to Academies and/or also Korea's +2 science. Could maybe be other previous researches that increase science yield.
caedus901 Oct 16 @ 6:51am 
Rhizophysid Siphonophore:
1. load mods with enlightment but not future worlds
2. exit from mods
3. add future worlds to mopack

always works
zuzuzu Sep 30 @ 12:08pm 
Every unit from this mod has a spearman model (except aircraft). Is there any solution? Looks weird and slightly annoying
Rhizophysid Siphonophore Aug 21 @ 8:01am 
I don't understand how to load this mod with Enlightenment Era without it crashing... it says to load this mod last but I have no clue what that means
Nex Aug 5 @ 10:48am 
It works with Enlightenment Era, yes. But as far as I've seen, it doesn't work with the Prehistoric Era. The mod doesn't even reference the Prehistoric Era mods, so I doubt Future Worlds technologies won't shift accordingly to accommodate the Prehistoric Era technology positions. Or maybe I've had other conflicting mods that caused the whole shifting to screw up.

If I had to guess though, I'd guess the original prehistoric era mod would be the one that's compatible.
Turbotowns Jul 16 @ 3:31pm 
The description says, and I quote:

Compatibility:
The mod should be compatible with other mods that modify the tech tree before the Atomic era (such as the Enlightenment Era and PREHISTORIC ERA mods),
Nex Jul 7 @ 6:42pm 
@Turbotowns Prehistoric eras aren't compatible with Future Worlds as far as I'm aware. You could try using this (https://forums.civfanatics.com/threads/adding-an-era-using-relative-techniques.559125/) , but I'm not sure if it's worth going through that effort.

@Lenky Lad Yeah, technology costs are like that. You could try going into the FutureTecnologies.xml file and change technology cost.