Sid Meier's Civilization V

Sid Meier's Civilization V

1,469 ratings
Civilization Nights_Gods and Kings
File Size
9.415 MB
Jun 16, 2012 @ 6:06am
Oct 6, 2012 @ 2:20am
10 Change Notes ( view )

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Civilization Nights_Gods and Kings

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:


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.

-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!

-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.

-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.

-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.

Markus Beutel: Lead Design
OrsonM: Art Design
Moaf: Cultural Revolutions
Popular Discussions View All (2)
Mar 14, 2018 @ 2:10pm
Nov 25, 2017 @ 1:38am
crashes on age up
< >
WeirdAssRabbit Nov 13, 2018 @ 8:57pm 
This mod is definetely pretty cool but I was thrown off by the difficulty. I chose fucking Settler to learn the new mechanics and somehow I'm still having my ass handed to me. That combined with several bugs of varying degrees makes it kind of a pain to try and play through.
El Psy Congroo Oct 5, 2018 @ 4:01pm 
I can't seem to adopt policies
The Magnificent Apr 11, 2018 @ 8:46am 
Is there a altarnate download link ?
Ķing Dec 25, 2017 @ 12:37pm 
Phantom Toast Sep 27, 2017 @ 6:46pm 
Where do i find the new traits this mod adds/changes for the leaders?
drewrocks18 Jul 15, 2017 @ 6:04pm 
Does any else know how to scroll on the tech tree screen?I cant seem to figure it out,but otherwise the mod is fantastic!
Napalm Sticks To Kids Apr 29, 2017 @ 7:19pm 
this isnt a good mod, it makes Gandhi Hesitate for a few seconds before hitting the big red button to launch the nukes.

0/10 True Gandhi wouldnt hesitate.

Jk good mod.
Gbruss Oct 4, 2016 @ 4:20am 
Markus replied on the other CIV NIGHTS MOD link:
Lithium Sep 29, 2016 @ 12:31pm 
i don't have bnw! ha!
the hobo Aug 3, 2016 @ 8:09pm