Sid Meier's Civilization V

Sid Meier's Civilization V

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Fantasy Army (V5)
   
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22.210 MB
Jul 13, 2017 @ 8:19am
Jun 24, 2018 @ 11:58am
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Fantasy Army (V5)

Description
The Fantasy Army mod adds 55 new units to the game – each with a magical or fantasy genre feel. These units have special capabilities to give them what appear to be magical powers. The mod also adds 12 new buildings, 36 new promotions, and 3 new terrain improvements.

The Fantasy Army base mods adds 9 "classes" of units (with 6 units in each class, spread throughout the tech tree). These classes are:

1. Assassins: a capable recon unit, and a decent melee unit in the later eras

2. Beastmasters: a dominating mounted melee class of units

3. Clerics: a civilian unit, stackable with combat units, which provides enhanced healing capabilities

4. Corsairs: a Pirate/Steampunk-themed class of naval and airship melee units, which specializes in plundering coastal cities and the high seas

5. Drako: a dragon-based class of siege units

6. Magus: an evolving group of supernaturalists who gain capabilities as time progresses.

7. Monks: a ranged class of units who attack using "spellcaster animations"

8. Mystic Warriors: a capable combat/leadership unit

9. Necromancers: adds units that are more like conventional fighting units, albeit with unique characteristics to make them more effective/interesting

Each class has a dedicated promotion set, consisting of 4 levels of competence - later units get the higher promotion levels.

NEW! These units may now upgrade to the next higher/later unit in the class. There is still a limit to 3 units for each class, so once you have 3 of any specific unit, you will not be able to produce the unit or upgrade a lower unit.

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In addition to this base mod, there are also two new expansion mods. These mods are independent of this mod, and any of the 3 may be played separately. These mods are specifically designed to expand the "magical" feel of game play:

The first expansion is the "Fantasy Army - Arcane Allies Expansion" mod. Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=1417415155

This mod adds 56 new Fantasy-themed units to the game. These units represent troops from 8 different "allies" you can use to assist in crushing your enemies beneath your feet. Each of these allies field 7 unique units, many with new, customized attack animations.


The second expansion is the "Fantasy Army - Wandering Monsters Expansion" mod. Link:

https://steamcommunity.com/sharedfiles/filedetails/?id=1404202983

This mod adds 53 "Wandering Monsters" to the game. WMs may appear anywhere on the map, even "settled" areas. WMs appear in all 8 Eras (from Ancient to Information)

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Design Note: The units are designed to reduce XP gain. Currently, most units earn XP at 25% of the level of normal Civ V units. They are quite heavily promoted when built - to give them the "magical" capabilities the mod is trying to add to the game. In very early testing, allowing them to earn extra promotions just made them significantly OP. This changed the game so that the non-fantasy units were just unnecessary - which was not my intent in building the mod. It also put the AI at a tremendous disadvantage, as they couldn't use the units as effectively as the human player could.


So, Fantasy Army units have reduced XP gain by -75%, which limits them from gaining more than a few extra XP/promotions. With the classes having 6 units, they become obsolete fairly quickly anyhow, so hopefully the XP limit doesn't hurt game play much.



Discussion Thread: https://forums.civfanatics.com/threads/fantasy-army-unit-modpack-beta.615705/#post-14758457


Instructions: Subscribe to the mod, then enable the mod inside Civ V. Please review the manual in the mod's folder after download to use the new capabilities to their fullest.

NOTE: I've added about all I had originally planned to the mod. Please provide any feedback you have on where to take this mod next. Please leave any/all suggestions in the comments. They are definitely appreciated!

Acknowledgements: This mod was designed to show off some fantastic artwork provided by an extensive community of dedicated Civ V modelers. Many thanks to those of you who did the hard work for me: Bloublou, Danrell, Deliverator, Patum333, Zwei833, Wolfdog, Hangman, Nutty, JTitan, Nomad or What, Uruk, Civitar, Ispanets, Murphy613, S3rgeus, Pouakai, Sukritact, janboruta, Leugi, Reedstilt, JFD, and Renlav. Special thanks to Vondraco for all of the above and beyond assistance in playtest/suggestions/corrections. If I've left anyone out, please let me know and I'll add them to the list. Thanks again to all these gifted artists!
Popular Discussions View All (8)
58
May 20, 2018 @ 6:43am
Suggestions
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Nov 13, 2017 @ 2:34am
Rebalance?
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520 Comments
WitchKingsHr Sep 2, 2024 @ 8:15pm 
For the Necromancer and Wizard class units, only conjurors for the former and wizards and thaumaturgists for the latter are able to build the necromancer and wizard's towers instantly. Whenever I try it with later units, then it lags and the unit in question continuously builds it without ever finishing. This happens all across different playthroughs, not just in one game. Is this a bug for the mod or something else?
D3adDav3 Aug 18, 2024 @ 12:31pm 
Heya, for some reason the game spawns late area units for barbarians, just had a Psyonicist come in and just one hit my capital, while I am still in the classical area :(
她惹绿色 笔吴 (猫 ㅇㅅ Oct 17, 2023 @ 6:23am 
Trying out the mod with the newest VP (EUI) version, and it appears that the new units don't have any combat strength at all...
Nappa8000 Jul 6, 2023 @ 10:22am 
Okay I went to C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks and changed or excluded the great general lines.

But now instead of a bunch of units the AI receives like 1 general per 5 turns or something. By turn 50 they have like 10 Great Generals.

How do I fix this?

I tryed also deleting TestMonitor.lua because it made a reference to great generals in hope that it would fix it, but it did not. The one on C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\LUA
RattleJack Oct 6, 2022 @ 1:42pm 
@AcetheSuperVillain make sure to scroll through past comments as someone has likely run into the same issue. Here is the current fix for the issue:

The problem in this mod is in the "Promotions.xml" file. There are 7 Promotions that use this line (3 Magus, 4 Mystic Warrior):

<GreatGeneral>true</GreatGeneral>


Usually located someplace like:

C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Fantasy Army (v 5)\XML\Units\Tweaks


This value needs to change to 'false' or the entire line deleted - in order for it to work with VoxPopuli. If I take the lines out myself, it "breaks" what I was trying to do with these units - give them the ability to effectively lead troops into battle.
PainfulHail134 Aug 12, 2022 @ 7:22pm 
I'm having problems with certain air unit mods. It says that the textures cannot be loaded or something. i don't know what to do. i run this mod by itself with only IGE as well
AcetheSuperVillain Jul 1, 2022 @ 6:13pm 
When I play this, the game generates a Sentai, Overlord and Psionicist (and some others) all at once, very early on in the game. This is interesting, but completely kills the game balance, and I get the sense that it's not supposed to happen all at once that early. I do have some other mods at play, like the Community Patch and Civ Advanced. Is this a known thing? Any idea how to fix it?
Doctor Badass Jun 6, 2022 @ 8:48am 
Is there a way to remove original units in the later eras? I find it odd that a tank should do battle with a dragon
friend robocat Sep 29, 2021 @ 3:17pm 
hey S-Man, can you accept my friend invite? I've been meaning to ask you about this mod, plus certain requests and suggestions...
Dr.Ravioli Jan 6, 2021 @ 4:49pm 
There appears to be a strange graphical error that obscures half the screen with gray when a Buccaneer is built, and on closer inspection the Buccaneer lacks a model.