Sid Meier's Civilization V

Sid Meier's Civilization V

[BNW] Civilizations of Faerun - Baldur's Gate
13 Comments
framedarchitecture Jan 29, 2022 @ 6:28am 
It would be fairly easy to incorporate these new civs into the Faerun mod, but you'd want to include a unique Hero to make them competitive with the existing civs.
Nov 1, 2018 @ 4:04pm 
Turns out I did have a conflicting mod on.

Everything is working well, ty for your reply and great job on Baldur's Gate.
Marryth  [author] Nov 1, 2018 @ 3:31pm 
Have you all of the major DLC/Expansions installed? You'll need access to pretty much both expansions and every additional DLC civ to be sure for the mod to run.

If you're still having trouble, I'd recommend then trying a fresh installation of Civ5, and then tell me if you're still having issues.
Oct 21, 2018 @ 10:49am 
this mod is crashing civ when trying to load match. I have all other mods disabled. any help would be great.

I am excited to try this mod out!!!
Marryth  [author] May 29, 2018 @ 3:50pm 
@S-Man Feel free to use the icons; I feel they'll make a nice addition to your expansion. :happymeat:
S-Man May 29, 2018 @ 4:35am 
Hey! Nice looking mod!

And thanks, I appreciate the acknowledgement. Much of the original models really are the work of Nomad_or_What, a legendary modder of Civ V on Civfanatics.

On that topic, If you don't mind, I'd like to use a couple of icons of yours, as well. It's for an expansion mod for Fantasy Army, called "Wandering Monsters." It will add about 40 new Barb monsters to the game. Thanks!
cratton Jan 12, 2018 @ 11:01pm 
Can't wait to try this Civ. !! :steamhappy:
Marryth  [author] Oct 29, 2017 @ 1:37pm 
That woud probably be unlikely.

Both on the idea that since there's the main Faerun Mod, and then the Sword Coast addition, its highly likely that Baldur's Gate and Neverwinter are already included within it in some way or form... and creating civilizations for the base game seems like it'd be a lot different from making specialized mods *for* a mod that already changes so much about the game.
Etharil Oct 29, 2017 @ 12:45pm 
Do you believe you'd be able to create a submod of your D&D factions to fit them in, provided they're missing in the megamod?
Marryth  [author] Oct 29, 2017 @ 10:51am 
I have yet to try those Faerun mods, as they change quite a bit of the mechanics around from what I can see. So I can't really say if my D&D factions work with them; but I don't think they will work with the Faerun megamod as Faerun does change the game quite a bit, judging from what I can see by its mod page.
Etharil Oct 29, 2017 @ 6:02am 
Do your D&D factions work together with that Faerun megamod that's floating around on the workshop?
Archon Oct 14, 2017 @ 6:31am 
Nice
Marryth  [author] Oct 10, 2017 @ 3:10pm 
Mod updated to fix a nasty bug that let other civilizations use BaldursGate's uniques.