Sid Meier's Civilization V

Sid Meier's Civilization V

__Sapiens__
223 Comments
Leger123 May 7 @ 4:52pm 
Is it me, or does it seem like the AI finishes their policy tree way faster than you?
Sol May 6 @ 12:02pm 
I gaia love the mod pack! I dmed you a question. i have an issue there is texture errors that alt tab me, missing textures, and random crashes. I am just using the core and sapiens along with mods picked from your collection any suggestions?
Gaia  [author] May 6 @ 2:18am 
Sapiens Update: New version v548 is live! You must use Sapiens Fixes v548 or the game will crash. For best results, please clear your cache and start a new game . All reported bugs have been addressed. Notable changes include a complete rework of Defensive Pacts and the addition of a new Game Option, Defensive Alliances , which transforms Defensive Pacts into logical, fully connected alliances—preventing absurd situations where one ally attacks another and you're forced to betray one.
stoudtlr May 2 @ 9:56pm 
Just tried Sapiens for the first time using your full modpack and Ynaemp. In the year 1550AD the Shoshone and Iroquois teamed up to whoop Washingtons butt and conquer all of my cities. Now to start a new game and get some revenge. Hopefully. Thanks for all of the great mods!
Gaia  [author] May 2 @ 10:42am 
@SHELBEY35: Have you built the National Rail ? It’s required to achieve Economic Victory , even if you already have the gold and luxuries.
SHELBEY35 May 2 @ 9:21am 
I have all luxuries and over 150,000 gold but economic victory isn't triggering. What am I missing?
Snippps Apr 30 @ 1:29am 
Ethiopia's Lion of Judah National Epic replacement doesn't seem to work with free Stele granted by Tradition, for some reason. It claims to need 2 more Stele all game long, which corresponds with having 2 built Stele and 2 free ones.

The Academy of Reason seems to require Scriptoriums in every City, but you can only build one. Monastic Order is also not counting Monasteries built outside the city for the requirements.
Leger123 Apr 18 @ 5:35am 
Never mind, the ruin are present now. Might be just some mods I subscribed to that prevented them from appearing.
Leger123 Apr 17 @ 8:23pm 
Is it just me, or am I not seeing ancient ruins when playing with this mod? Anyone else facing this issue?
Sternentier Apr 14 @ 9:12am 
I'm also crashing when restarting map or exiting to menu after clearing cache. It crashes right on the screen where it says loading mod configuration. It seems to work just fine as long as I play it out, though.
Grzyb Apr 12 @ 6:46pm 
Starting the game a second time after clearing cache, exiting to menu, loading saves and restarting map crashes to desktop
Leger123 Apr 11 @ 10:57pm 
Never mind about my last comment, the other components are there, just hidden.
Leger123 Apr 11 @ 9:30pm 
Is it me, or are there are no longer 6 unique components?
pezhman_ahnas Apr 10 @ 10:38am 
Enlightment era units such as field gun and line infantry don't are invisible and then if I put two on the same tile the game crashes.
WesternLynx Apr 7 @ 3:06pm 
Sapiens mod didnt work for me. I renamed the files in the mod folder from __Sapiens__ (v 538) to __Sapiens__ (v 546) and that fixed it. I had tried redownloading.
Gaia  [author] Apr 6 @ 1:05am 
Sapiens Update: New version v546 is live! You must use Sapiens Fixes v544 or the game will crash. For best results, please clear your cache and start a new game . All reported bugs have been addressed. Notable fixes include: Barbarians are fierce again, and Barbarian camp healing now works properly. City-State quest rewards have also been fixed (including cases with competing World Wonders). Influence is currently the only reward type ... this is intentional.

Known issue: The game may crash when using the menu in-game — this includes regenerating the map, loading a save, or exiting to the main menu. It usually works the first time, but any further menu action during the same session can cause a crash. This will be addressed in the next patch.
Gaia  [author] Mar 28 @ 8:10am 
Important Notice : Due to major backend changes, addressing the current issues with EUI compatibility would require significantly more work than usual. As a result, EUI support is temporarily suspended. A new compatibility patch is planned for release with the next version.

In the meantime, please do not use the EUI compatibility patch, and make sure to remove the bc1 folder from C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC to prevent UI issues such as black unit overlays or missing descriptions.

Issues have also been reported with IGE, which is currently blocked by the mod to ensure overall stability. A proper fix is planned for a future update.
I Can Go to Distance Mar 28 @ 6:46am 
Hi Gaia,
lovely mods! I kept running into the problem where if I hover a unit there's a big black round dot (I suppose unit description?). Unit actions explanations also kept having "no desciption" and shows 'no-entry' signs.

Is this an EUI problem? I have deleted cache and mod user data, started a fresh game with just Gaia Core mod and it still persists.
Gaia  [author] Mar 23 @ 11:42am 
Sapiens Update: New version is live! You must use Sapiens Fixes v543 or the game will crash. To ensure the best experience, clear your cache and start a fresh game . All reported bugs have been fixed, and this update brings a wealth of new features and even more stunning original artwork .

Most notable is a complete rework of Barbarians , now designed to be less frustrating and more rewarding. For example, clearing a camp will now also grant Food and Production in your nearest City, in addition to Gold. AI Diplomacy has been refined as well: promises now expire after a maximum of 30 turns (down from 50), allowing you to break them without penalty once they lapse. This makes diplomacy more flexible and waiting things out a viable strategy.
Kurosu1223 Mar 21 @ 2:15pm 
ever since the latest few updates I have no scroller on my tech tree and can't see further in than the ancient era if anyone could help or know's a fix I would really appreciate it
tanarri Mar 20 @ 9:35pm 
Ok the only problems still left is the unit list not making old units obsolete and the ai builds slingers and warriors in the modern era and a minor UI bug which i have no idea what causes it(when you hover over units there is a bugged UI element appearing). I followed the installation instructions religiously 3 times.
Experiment 502 Mar 18 @ 5:08pm 
Ok, I do not think this was intended, but there are now multiple identical wonders. I checked the files and The Gaia Core mod now has many of the same wonders built into it now. Karnak for example is now available in both Trapping and Fishing.

Additional problem that I am not sure is caused by this mod or another, but all my units actions are no longer visible on the UI. I have had to depend on key shortcuts to command them.
Yugin Mar 18 @ 11:01am 
ok not all pantheons... the fishing boat pantheon is not working at least
Yugin Mar 18 @ 8:09am 
Pantheons are not working anymore unfortunately
DeadofNight742 Mar 17 @ 12:39pm 
@tanarri same here
tanarri Mar 17 @ 1:35am 
Is there a discord or forum i can use for troubleshooting? A few updates last night broke the entire thing for me.
Caracal Feb 27 @ 4:54pm 
Getting a runtime error from Microsoft Visual C++ Runtime Library when I try to load a saved game.

Program CivilizationV_DX11.exe This application has requested the Runtime to terminate in an unusual way.

I get this with old saves that have loaded properly previously. I tried clearing the caches and reloading the mods. I started a new game and it saves/loads fine. I was on turn 142 of the game using a lot of Sapiens mods.
SHELBEY35 Feb 25 @ 6:06am 
why does declaring war annul existing defensive pacts? is this a new rule?
echo Feb 22 @ 2:49am 
Hello. Should seals resource be animated. It only shows some static graphics.
infixo Feb 21 @ 5:54am 
Is the source code closed for Gaia's core mod and Sapiens? I cannot find any links to any source code repos.
AJ.G. Feb 18 @ 3:48am 
Hi wanted to say that I just got into Gaia/Sapiens, and its fantastic. Great job everyone!
Gaia  [author] Feb 11 @ 7:20pm 
Sapiens Update: New version is live! You must use Sapiens Fixes v542 or the game will crash. To ensure the best experience, clear your cache and start a fresh game . All reported bugs have been fixed, and this update brings a wealth of new features and stunning original artwork .
Gaia  [author] Feb 11 @ 7:19pm 
@SHELBY35: Thanks for the report and your interest in the mod!

First of all, v542 is an entirely new version, so please check with the latest update before reporting issues. In fact, none of the points below are actually bugs:

1. There is no "Palace of Culture and Science" in Sapiens. The building that requires Order is called the People’s Hall , and it cannot be built unless you have chosen the Order Ideology. This is working as intended.

2. Citadels in Sapiens cannot be constructed everywhere. They cannot be placed next to cities or other forts (including unique fort replacements). In those cases, the button will not appear.

3. The Zulu UI works as a Pasture replacement and can be built by Workers . Confirmed working as intended.
Gaia  [author] Feb 11 @ 7:19pm 
4. Sapiens introduces a new yield type: Experience Points (XP). It is possible to gain 1 XP per turn for all combat units garrisoned in the capital. Certain buildings, such as the Armory and Military Academy, also grant additional XP per turn to garrisoned units.

5. There is no "Choose City Fate" button in Sapiens. However, you should still be able to choose whether to puppet or annex a captured city. This is likely a UI issue that will be addressed in the next version or an upcoming hotfix once I’ve confirmed that you are forced to annex (with no option to puppet).

6. The UI isn’t finished yet, and the Optimize button in the Culture Overview hasn’t been fully implemented. It’s just a nice-to-have feature, not a critical bug, and will be fixed eventually.

Hope that clears things up! Let me know if you run into anything else.
SHELBEY35 Feb 11 @ 12:07pm 
reporting additional bugs from v541 that I haven't seen reported, in case they have not been spotted/fixed:
1. Palace of culture and science seems available even when not picking order
2. Construct citadel button in GG's tab doesn't appear sometimes, or appears but is mislabeled/ unclickable.
3. Zulu UI seems uncostructable, even on horse resources. Its logo never appears in the improvement tab.
4. Not sure if intended but it would appear that units gain extra XP from being garrisoned after the appropriate honor policy is adopted.
5. Capturing a CS from Venice created no "Choose city fate" screen, but rather immediately annexed it.
6. Swap and optimize button doesn't do its job properly.
Gaia  [author] Feb 11 @ 7:40am 
@faffyfaff: if you are using EUI, you need to use the compatibility patch linked above.
faffyfaff Feb 11 @ 7:36am 
still cant access the production menu after settling a city
Proud Lemming Feb 4 @ 9:34pm 
CTD on mod startup now, using sapiens fixes most updated and gaia core most updated as well as sapiens base mod most updated
Mrob Jan 29 @ 7:42am 
Save stuck on a turn similar to other reports when clicking next turn.
CTD when approaching city states turns.
Proud Lemming Jan 28 @ 3:18pm 
Regular CTD's around Medieval era during a city state turn, could be producing something they're not supposed too.
Lord CRIMM Jan 26 @ 12:55pm 
I am using all the mods in the collection with the exception of the 36 civs mod, i followed the installation instructions correctly I believe, but am having the issue in game where the diplomacy/trade screens are completely broken. Please helpp
Gaia  [author] Jan 26 @ 10:54am 
UPDATE v542: all reported bugs have been fixed, and it includes new original artwork. Please remember to clear your cache and start a fresh game for the best experience.

For Sapiens fixes, continue using the updated mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3369765269
JW Jan 23 @ 4:52pm 
Running into a bug where as soon as I research scientific theory, I can no longer see what me or the AI is attempting to trade on the trade screen. Any tips for this?
SHELBEY35 Jan 23 @ 12:56pm 
Spotted a bug where faith from terrain is doubled
Hezekiah Outremer Jan 20 @ 3:42pm 
Are legendary units (Spartans, Drakkar, etc.) intended to have no upgrade option and thus not be part of the military tech tree?
fr_2me Jan 16 @ 3:35am 
The option to raze cities is missing. Also, the 'One city Civs' mod doesn't work with sapiens it seems
SHELBEY35 Jan 14 @ 3:36pm 
A number of noted bugs from last version, most of them leftovers from previous ones:
1. Faith yield from terrain is occasionally doubled (on some turns it is, then isn't)
2. free policies (e.g. oracle) aren't actually free (next policy cost increases)
3. It is impossible to view a city's religious status, a certain error message appears both while hovering over religion icon and while hovering over a city's faith tooltip inside city view.
apx1701 Jan 12 @ 10:33am 
Does it is compatible with the R.E.D. unit mod?
Gaia  [author] Jan 12 @ 12:07am 
UPDATE: The following features—Garrison XP, Ranked Commanders, SV Canals, Fortified Base, Strategic Basic, Nuclear Vault, and others—have successfully passed the trial phase. Based on consistently positive feedback, these features are now integrated into the Core Mod. As a result, their standalone versions are no longer compatible with this mod and will be removed.

Please note that the standalone Canal Improvement mod remains compatible, but its role is now purely aesthetic.

Before starting a new game, ensure you are using mods updated to version 541, which have been tested for compatibility with the latest Core Mod. For Sapiens, be sure to download and use Patch Fixes v541, available here:
https://steamcommunity.com/sharedfiles/filedetails/?id=3369765269
Hezekiah Outremer Jan 6 @ 9:54am 
That solved the tech tree issues. Thank you Gaia! :mhwgood: