Sid Meier's Civilization V

Sid Meier's Civilization V

Caral - Norte Chico (Brave New World)
103 Comments
Max Jan 28 @ 7:42am 
Fun mod! Not sure why, but every once in a while all my Fishers (even ones on land) start a turn with 4 move, and then go back to 2 next turn. Perhaps if ONE is embarking, they ALL get +2 move?
pat.benike Feb 9, 2023 @ 1:43pm 
:steamthumbsup: solely for the worker unit. I have been trying to figure out how to make a worker that can build fishing boats for a while now. Glad I was able to steal some code from here to get it done!
TY Jul 28, 2022 @ 11:33pm 
It works now...somehow. Harappa had the same problem when this did, but now the issue is gone. Idk why, but thanks.
Tomatekh  [author] Jul 28, 2022 @ 9:43am 
@RMD🦆ck
It's been a while, but I'm pretty sure it only requires BNW. Does the Cradles of Civilization Pack version (linked at the top of the description) also not work for you? I'm wondering if something changed with an update or patch since I last uploaded the mod.
TY Jul 27, 2022 @ 11:02pm 
I have BNW, but the game says I'm missing dependencies when trying to load this mod. Does it depend on something else?
Tomatekh  [author] Jan 25, 2022 @ 9:06am 
@Gwyrddu
Thanks! I'm glad to hear people are still enjoying my mods after all these years and relieved that they are all still working well!
Gwyrddu Jan 24, 2022 @ 1:20am 
Works well, music is nice and honestly who likes having to build fishing boats anyway? So far I've added about a dozen custom civs with half of them being from Tomatekh and I haven't had a problem with any of them so far.
Tomatekh  [author] Oct 24, 2021 @ 8:15am 
@shplim
Checking the files, the code to build Trading Posts looks correct. Are you using any other mods that alter Trading Posts or Workers in some way? My first guess would be that another mod in your list removes or alters the base Trading Post from the game and then updates all UNIT workers with a new or altered one, and it doesn't catch the mod's Fisher for the update because it's a different UNIT entry.

@PlumHoodlum
One of your other mods likely alters the civ Selection menu user interface which is potentially causing a conflict with Caral's unique which replaces two units instead of one. There's no way to really fix that conflict on your end. Unfortunately, I no longer have my original Civ V mods folders to update my mods to address the conflict.
shplim Oct 23, 2021 @ 8:40am 
Not sure if this mod is still being looked at, but for some reason the Fisher's can't build Trading Posts. Has anyone else encountered this?
PlumHoodlum Jan 17, 2020 @ 7:08am 
Does anyone know why my civ selection menu loses the ability to scroll when I load the game with the Champa or Norte Chico on my modlist?
Tomatekh  [author] Dec 4, 2019 @ 10:00am 
@Darmondmazual
Hey, thanks for the info. I was unaware of that mod incompatibility. Your fix should be all that's needed. The method in the mod is also used by the game's barbarian "civilization", but I'm guessing RAS only populates it's UI by checking the playable civilizations. Unfortunately, I'm no longer able to update my Civ V mods due to no longer having the core mod files. Otherwise, I would implement a compatibility check to ensure it always works. I'll make a note of your solution in the description, though, in case other people also encounter this issue.
Darmondmazual Nov 29, 2019 @ 6:27pm 
the same issue is in Cradles of the world that I will look into next though its programmed slightly diferntly useing tables it seems. I have only lightly tested the fix below and am only a hobby modder/programmer so I cant garentee that other issues wont come from it however I cant really see any if someone uses this fix and encounters further issues with Caral maybe post it here so others can look into it
Darmondmazual Nov 29, 2019 @ 6:24pm 
I have noticed that in RAS (Really advanced setup) if you use this mod it berks all sorts of stuff after looking at the code for longer then I should have I found that if you go to
Caral - Norte Chico (Brave New World) (v 37)\XML\Civilizations
in Norte Chico Civilization Mod XML
the line
under <Civilization_UnitClassOverrides>

<Row>
<CivilizationType>CIVILIZATION_NORTE_CHICO_MOD</CivilizationType>
<UnitClassType>UNITCLASS_WORKBOAT</UnitClassType>
</UnitType>
</Row>
needs to be changed to
<Row>
<CivilizationType>CIVILIZATION_NORTE_CHICO_MOD</CivilizationType>
<UnitClassType>UNITCLASS_WORKBOAT</UnitClassType>
<UnitType>UNIT_NORTE_CHICO_MOD</UnitType>
</Row>

this will allow it to display and not break things in RAS however it will display 2 icons now for the fisher unit this is by far perferable to beeing outright broken r
Tomatekh  [author] Mar 10, 2017 @ 11:45am 
All of my civs are compatible with E&D (and basically also any mod by JFD, Sukritact, Pouakai, Leugi, TPangolin, etc.)
Chicken Bear Mar 10, 2017 @ 9:41am 
I don't see Events and Decisions listed as compatible which brings up a question: if I were to say add Caral to my next game using E&D but I'm going to play as a different civ, would the Caral *not* being compatible with E&D have any affect my gameplay or the game overall?
Tomatekh  [author] Feb 6, 2017 @ 2:14pm 
v. 37

-CiD and RtP compatbility

Previous version available at the bottom of the description.
Tomatekh  [author] Oct 22, 2016 @ 5:51am 
@DrHolsow

I'm not sure what you mean; this mod does not use a custom DLL and all the XML, SQL, and lua used to create it is easily viewable in the mod's folders.
DrHolsow Oct 22, 2016 @ 4:38am 
Could you please provide the source code?
Tomatekh  [author] Sep 18, 2016 @ 5:03am 
Civs steal what they can build, so Caral stealing a worker would get them Fishers, while other civs stealing a Worker (even if the unit "stolen" is a Fisher) would get a regular Worker.
Kodlaken Sep 18, 2016 @ 4:16am 
What happens if you steal a worker from a city state/civilization while playing a civ with a worker replacement?
Tomatekh  [author] Aug 15, 2016 @ 3:05pm 
Hey everyone!

You might be interested in checking out Leugi's new Olmec civilization for BNW!
Tomatekh  [author] Jun 18, 2016 @ 12:50pm 
v.34

- Fixed a minor typo in the lua.

Should still work with the previous version saves.
TheLovelySmile May 13, 2016 @ 5:42am 
no .. no ..nothing
Tomatekh  [author] May 13, 2016 @ 5:41am 
@Annilina
I don't understand your comment. If you are asking about a Chinese translation, I only have one in my Xia and Shang mods because those are the only mods poeple have provided them for. I am unable to translate the mods myself and rely on interested fans to help.
TheLovelySmile May 13, 2016 @ 4:25am 
No chinese,No love
Tomatekh  [author] May 11, 2016 @ 12:56pm 
Hey, everyone!

I’ve just updated my Benin (BNW) mod with new art by the amazing Janboruta! Please check it out!
Tomatekh  [author] May 8, 2016 @ 9:52am 
Hey everyone, I’ve released a new civ for Brave New World:

Shang (Brave New World)
Tomatekh  [author] May 2, 2016 @ 9:59am 
Hey everyone, I’ve released a new civ for Brave New World:

The Kuikuro (BNW)
Tomatekh  [author] Feb 5, 2016 @ 2:29pm 
For people who use Brave New World and my various “Cradle of Civilization” civ mods, Caral is now also available as part of pack that collects Sumer, Harappa, Xia, & Caral and my Cradle City-States pack.

http://steamcommunity.com/sharedfiles/filedetails/?id=616830495
Tomatekh  [author] Feb 4, 2016 @ 9:19pm 
v.33

-General bug fixes
-UA now provides slightly more production
-UB now only allows production trade

If you need the previous version, 31, to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] Dec 29, 2015 @ 5:17pm 
v.31

-Hotfix to a lua error. No changed to gameplay. Still compatbile with v.30 saves.
Tomatekh  [author] Dec 21, 2015 @ 8:51am 
v.30

- Misc. minor bug fixes and support update. No changes to gameplay.

If you need the previous version, 28, to continue a save, a download link is at the bototm of the description.
Tomatekh  [author] Sep 22, 2015 @ 9:43am 
v.28

Fixed an issue with huge YnAEMP maps. Update should have no impact on existing games.
Tomatekh  [author] Sep 21, 2015 @ 7:05am 
My Brave New World Garamantes mod has been overhauled with new art and abilities (with art contributions by Janboruta and Sukritact)!

http://steamcommunity.com/sharedfiles/filedetails/?id=102329706
Tomatekh  [author] Sep 11, 2015 @ 2:15pm 
v.26
-Mod compatibility update (EE; Cul Div; Cul Inf; Sovereignty; Mercenaries; Garamantes update overlap)

If you need the previous version (24) to continue a save, a download link is at the bottom of the description.
Tomatekh  [author] Jul 7, 2015 @ 10:54am 
v.24
-Had to fix an issue with saving plots
-Reverted the UB to also allow food trade (didn't realize I had removed it in the last update)

A link to the previous version is at the bottom of the description if you need it for a save.
DrakenX999 Jun 13, 2015 @ 8:56am 
@dreamwalker
No mods work in MP. Blaime Firaxis not the mod maker.
xaxotheale Jun 13, 2015 @ 4:21am 
Hello is this mode playable in multiplayer games and how do i enable it
Tomatekh  [author] Jun 10, 2015 @ 6:57am 
v. 22
Fixed an issue with HR compatability. Added references for the Community Patch. Added compatability for Wish for the World.
Tomatekh  [author] Jun 6, 2015 @ 11:55pm 
Hey everyone, I’ve released a new civ for Brave New World:

Xia - Erlitou (Brave New World)
Brando-7 Mar 20, 2015 @ 9:31pm 
Alright, thanks for the clarification :) and keep up the great work!
Tomatekh  [author] Mar 20, 2015 @ 9:23pm 
It's for each plantation but can only trigger once per map tile. So it will trigger every time you build a plantation (regardless of if the resource is new or not) but it won't re-trigger on the same tile if you're rebuilding a plantation there (because it got pillaged or what not).
Brando-7 Mar 20, 2015 @ 9:19pm 
Great mod! Quick question: is the production bonus for plantations applied for each actual plantation built, or just for a plantation buil on a new reserource? Fro example, if I built a plantation on 3 spices and 1 dye, would I get a production bonus for all 4, or just 2?
Tomatekh  [author] Mar 20, 2015 @ 11:06am 
v.20
-The UA is no longer limited to domestic routes (can trigger from foriegn coastal cities exporting to one of your inland cities).
-The UB now allows production trade routes before building the workshop.

If you need the previous version to continue a save, a download link is at the bottom of the description.
Pilatian Mar 16, 2015 @ 11:41am 
Ah, I understand then. I was going to offer pay, but Harappa is nice as well! I understand not having time-- trust me, if I had the free time and the knowledge, I'd make the Phrygians myself.
Tomatekh  [author] Mar 16, 2015 @ 11:40am 
I know the Phrygians and I think they would make a very interesting addition to the game. Unfortunately, I don’t know if I have the time to take on any requests at the moment. It took me about 5-6 months to release Caral, and I’ve been trying even longer than that just to update my Harappa mod. I just don’t have as much free time to mod as I used to.
Pilatian Mar 16, 2015 @ 11:38am 
So, Tomatekh.. are you at all interested in making a Phrygian civ, perhaps for pay? It was the historical civilization of King Midas.
Tomatekh  [author] Mar 16, 2015 @ 11:36am 
For the UA, it affects buildings and wonders equally. For the UB, building a wonder actually grants double the culture than building a standard building.
McDomino Mar 16, 2015 @ 10:28am 
I'm loving the mod so far! I just have one query. When it says "buildings" does that count wonders or is there no specific additional boost from them?
Pilatian Feb 20, 2015 @ 11:43am 
@tomatekh Well, it won't let me add you, so.. nevermind about my ideas I guess.