Sid Meier's Civilization V

Sid Meier's Civilization V

Terra Nostra: Large Earth
41 Comments
Robo-Pig Sep 12, 2014 @ 8:14pm 
You know, I wonder why Rhye never modded for this game. He would've made some great stuff.
Moriboe  [author] Jan 9, 2014 @ 2:45pm 
Good!

@besh: maybe you can try the same as mba5018? It would certainly explain why the download manager thinks you have the mod, yet it doesn't appear ingame.
mba5018 Jan 8, 2014 @ 7:13pm 
All my mods are in their mod subfolder, but terra nostra large earth (v 5).civ5mod was alone in the mods folder. I created a subfolder that i named Terra Nostra Large Earth (v 5) and dragged the terra nostra large earth (v 5).civ5mod file it in. And Voila! it worked!. I'll be back with my apreciation of the game. See ya
besh Jan 7, 2014 @ 6:21am 
I cant see it in my mod list. "Delete the mod from your MODS folder, clear (delete) the cache and resubscribe"- its does not help. Also after i runned the game the folder with that mod is still empty, maybe it can not be extracted or something. Any ideas how to fix it?
Moriboe  [author] Jan 6, 2014 @ 11:30pm 
Yes. Did you choose 'custom game'?
mba5018 Jan 6, 2014 @ 7:14pm 
Well... loaded everything. Got the mods but the map just won't shhow. Is this G&K compatible?
Moriboe  [author] Jun 13, 2013 @ 9:51pm 
Well I'd say this mod is more or less what you ask for. It has real starting positions, and there are versions of the map inside without Korea.
embosssed Jun 13, 2013 @ 2:01am 
I love playing the old Terra Nostra map. What I would love is this map with G&K compatability and MOST importantly Real starting positions. Is this possible? There is a great MOd available but it requires Korea DLC which I dont have (Its about the only one I dont have)
Moriboe  [author] May 15, 2013 @ 11:29pm 
I had considered that (they were in my original Terra Nostra mod), but I'd have to tweak the UA to make their start situation more favorable. Also the area seems to be free from zealous AI expanding, so it's low priority. I am planning to update with a new Zambezi release (when my Nri civ gets the art it needs).

Something else I had been thinking was to introduce a settler upgrade line: settler - pioneer - architect, getting more costly and being capped in number, the architect at only one (at a time). This should reduce the effect of a few civs going expansion crazy past the industrial age.
guys May 15, 2013 @ 6:32pm 
Is it possible in the future for the Tibetan Civilization mod to be a part of this as well? (Probably after it's V2 patch is released to avoid having to change to much), or would you delay it for the next Zambezi patch?
Moriboe  [author] Apr 29, 2013 @ 11:19am 
Small update adding a couple of religions from Tomatekh's pack (for the andes, meso-america, plus animism) so the religious situation in the new world makes some more sense. Added protestantism and orthodoxy as well.
Moriboe  [author] Mar 8, 2013 @ 1:28pm 
Updated! And added change notes this time. If you're very bored atm, I have a guessing game: I added 2 new natural wonders to South America. One is moved from elsewhere on the map (and renamed obivously), the other is also renamed but was not yet present. The answer is in the change notes.
Moriboe  [author] Mar 2, 2013 @ 1:08am 
You have to go via Mods > [activate them] > Next > Custom Game.
tiafefa Mar 1, 2013 @ 2:24pm 
why am i not seeing this in the scenario menu?
Moriboe  [author] Mar 1, 2013 @ 11:13am 
Note: I recommend changing the ReloadLandmarkSystem setting in the Portugal mod to 0 (line 14 in its .modinfo file), as it is associated with potential crashes.
Moriboe  [author] Feb 24, 2013 @ 5:30am 
New version is up. Make sure to get Portugal. I'm pretty happy with the way my latest session played out; I hope you have the same amount of fun!
Moriboe  [author] Feb 22, 2013 @ 1:52pm 
An update is just around the corner! It will feature various balance tweaks (terrain and civs), prompted by my observations in test games so far. And Portugal, as said earlier.
Moriboe  [author] Feb 19, 2013 @ 10:38pm 
Go to "...\My Documents\My Games\Sid Meier's Civilization 5". Inside there is a folder named "cache": delete it. It will be rebuilt at the next startup.
rcheverton Feb 19, 2013 @ 9:29pm 
How does one "clear the cache"???
Moriboe  [author] Feb 17, 2013 @ 9:49pm 
I'm afraid it would be too easy and end the game rather abruptly. Though I'm willing to change that. Opinions?
ZahZuhZay Feb 17, 2013 @ 5:31pm 
why is science victory disabled
Moriboe  [author] Feb 17, 2013 @ 12:26pm 
On the upcoming version:
- Portugal will be in the "Ancient" non-DLC version (adding an extra requirement). I still kinda fear they will crash the Roman-Carthaginian party, but with an empty new world they are certainly an asset to the map.
- Denmark will be cosmetically converted into Norway. Trait and uniques remain the same as for Denmark.
- I improved western Africa a bit, ready for the inclusion of the Nri kingdom (and maybe others) with the next update of Zambezi. The luxury of alternative maps!
Moriboe  [author] Feb 17, 2013 @ 10:25am 
I'll elaborate on my "No's" a bit :p

Making Europe larger would be quite a bit of work; I'm not up for that. But there is an earth map out there with a pretty huge Europe which may be what you're looking for:
http://forums.civfanatics.com/showthread.php?t=485015

A custom dll reduces compatibility so I'd rather not go there. Besides the map can't handle much more civs (in interesting areas) and I wouldn't want the increased endgame slowdown anyway.

I understand the appeal of Rhye's civ4 mod. Some work has been done on a follow up, though nothing is released for now, and a full-featured version seems unlikely to happen. Stay posted here:
http://forums.civfanatics.com/showthread.php?t=471369
Spinhjelmen Feb 17, 2013 @ 12:50am 
Definitely not bad. Good to see the old map back and that annoying city limit gone!

i think in the short run you should consider making europe even larger so you can get the remaining civs in.. playing a "realistic" map without france and spain is just.. meh...

it's possible to get more than 22 now with the dll so if you are able to get it up to 34, that would really populate the world nicely!

I read you didn't like the historical starting age mode that rhye's had, which i guess is a matter of taste, i think you should reconsider it, it really was one of the best features of rhyes mod, it just needed a little bit of tweaking.

I really miss rhyes mod, so if you ever need a hand in doing some no brainer boring stuff to improve this mod i'd be happy to help
Moriboe  [author] Feb 15, 2013 @ 9:54pm 
No. I never liked that part of the mod, it makes the game into a simulation. It would require some serious coding too. That said, I adored Rhye's mod for Civ III.
Emperor Kaelans Feb 15, 2013 @ 8:39pm 
I just reccently found out about the Rhye's and fall mod that existed for Civ IV, Aside from the map and features obviously listed above does this have the other features in Rhye's mod? Such as Civilizations having historical starting times like egypt starting at the begining of the game and rome not becoming availiable until later and the abbility to select different civilizations later on in the game?
Moriboe  [author] Feb 14, 2013 @ 1:02pm 
I played 2 games into the renaissance era now ("Discovery" version), with very different results in terms of AI empire building, which is good for balance variety. I'd also like to hear from you about poor or rampaging AI performance, especially when observed over multiple games.

Something I had hoped to see was the Ottomans taking those 4 city states to its south, to mimic their historical empire. If it turns out that barely ever happens (feedback welcome) I will increase their aggressiveness. It could also pit them against Austria more, having opposite plans with CSs.
Moriboe  [author] Feb 13, 2013 @ 10:36pm 
Yes, missing Inuits were the problem. I'm sorry for the trouble that caused. It is included in the collection now.
Red Comet Feb 13, 2013 @ 9:45pm 
Inuit Civilization seems to be missing?
jerrywithaj Feb 13, 2013 @ 5:26pm 
I subscribed to the collection linked above and all mods show up in game. However even after I select the other 3 mods before selecting this one I get "Mod is missing required dependencies." I deleted my cache folder and unsubscirded and resubscribed but it is still the same. Btw, this looks great, really wish I could play it.
Moriboe  [author] Feb 13, 2013 @ 9:12am 
@scott: Yes. Only the Danes are actually "Vikings", having Nidaros (modern day Trondheim) as capital.

@TheFabiGuy: That happens from time to time for any mod. Delete the mod from your MODS folder, clear (delete) the cache and resubscribe. That should fix it. Good luck!
:thinking: Feb 13, 2013 @ 6:40am 
for some reason i cant see it in my mod list
Look, It's Finn Feb 13, 2013 @ 12:41am 
Q are all the civs in the rgiht spot? by this I mean the capitals of each civ are in where todays capitals of each country are and such
Moriboe  [author] Feb 11, 2013 @ 9:45pm 
You can choose the leader, just click where it says "random" and you have access to the full list.
Coltwk45 Feb 11, 2013 @ 3:11pm 
Anyway you could make it so we can choose the leader instead of random? great map so far!
Moriboe  [author] Feb 11, 2013 @ 10:13am 
Hm I'll do that from now on. The first things I changed were after a test game as Spain:
- reduced gold on Gibraltar and...
- ... put a hill next to it so you won't see it (and not get any bonus) before founding city
- reduced faith for Mt Fuji, as I didn't want Japan to be the most religious civ in Asia
makareae Feb 10, 2013 @ 9:12pm 
Where can I find a list of changes for the updates?
Moriboe  [author] Feb 10, 2013 @ 1:40am 
Other civs not included: Celts and Byzantium (forgot about those).

Balance feedback highly appreciated.
Moriboe  [author] Feb 9, 2013 @ 10:59pm 
It should work now; failed to notice the "publish" button.
makareae Feb 9, 2013 @ 4:15pm 
When I select the Terra Nostra collection it says its hidden.
Moriboe  [author] Feb 9, 2013 @ 3:23pm 
More images will follow when I get to play this again. Note that though there are no France and Spain in this map version (empty new world), they are included in another. Only official civs not making an appearance are the Dutch, Huns, USA and Babylon.