Sid Meier's Civilization V

Sid Meier's Civilization V

Wonders Collection (Base Game)
54 Comments
CrabbyCliff Sep 8, 2016 @ 3:37am 
[COLOR_CYAN]:[ENDCOLOR], [COLOR_POSITIVE_TEXT], [COLOR_RED]
If you can't get your BBcodes right and don't check the page to even see they are not right, how can we expect you to have the mod-coding right?
Avanatus Sep 6, 2015 @ 10:38am 
Dear Raszagal,
if i use this mod in Vanilla CIV5 - i get an error with the iconxxx.dds - "Unable to load xxx64.dds"

It seems for me, this mod is not for the base game - the Vanilla CIV5!

If i open the "Wonders_IconTextureAtlases.xml" i see that it is for Brave new World (BW) and not for Vanilla.

Please correct this.
Thanks
Walker Jan 20, 2015 @ 6:53pm 
Soo.. can you make an easier to read list of wonder's/ mods that add wonders?
mavrick501 Jan 16, 2015 @ 9:20am 
Will you add Capitol Hill to the Wonders list? I miss it since the Author of the first Capitol Hill Mod. Deleted it. :(
GoldMedalB Dec 17, 2014 @ 8:20pm 
Yah I've expierenced the same problem with the icon error
Raszagal  [author] Nov 21, 2014 @ 2:22am 
hmm, that shouldn't happen, have to take a look at that but I'm quite busy right now so it might take a while till I get to that.
jon.killi Nov 18, 2014 @ 1:18am 
i removed all mods, insstalled this one, and it blocked whatever wonder not included in the pack, omniblock as far as i bothered to keep trying.
idiosyncratic, or a common problem ?
Dewmeister Nov 5, 2014 @ 5:44pm 
fremont street/ las vegas boulevard would make a pretty cool wonder, generating lots of gold
Raszagal  [author] Oct 31, 2014 @ 1:11am 
I have to take a look at that.
mikael Oct 30, 2014 @ 6:20pm 
I just updated the wonders collection for base game and now i get all kinds of icon error messages. Civ5 pops up with this icon error: KARNAK_icon64.dss and the file in the mod folder is Karnak_icon64.dss it does this for every wonder in the collection.
carlozic Oct 4, 2014 @ 4:36am 
of course, already favourite :)
Raszagal  [author] Oct 4, 2014 @ 3:08am 
well, just follow or favorite the collection so you can check it easily over time already.
carlozic Oct 2, 2014 @ 11:28am 
Yes, I think so. But also I think that putting many wonders is good because in civ 5 they are not as significant as in civ iv...ok, when it will be ready, i 'll be a subscriber!
Raszagal  [author] Oct 1, 2014 @ 12:29pm 
well, in the early game you'll be saddled up with quite a bit already so you really have to pick the ones you want.
Find that using a lot of wonders together with a 7 wonders/city limiting mod and the cultural commitee mod really make the gamer interresting in terms of expansion for getting all the wonders
carlozic Oct 1, 2014 @ 10:05am 
wow really a lot! I think that every civ will have some, this way...good job!
Raszagal  [author] Sep 30, 2014 @ 7:04am 
The adjustments needed for making it G&K and then BNW are just changing outdated values with the new formats for those. (Damn annoying that they made 3 different formats for those)

Once the base version is up and running completely the changes should only take a day or 2 at the most. But I have still to add about over 60 wonders to this pack.
carlozic Sep 30, 2014 @ 3:54am 
Great mod! We needed something like that. I'm looking forward for the BNW/G&K version ;)
Raszagal  [author] Sep 26, 2014 @ 9:07am 
*for
Raszagal  [author] Sep 26, 2014 @ 9:07am 
keep in mind that this is only for the base game and thus will block itself if you have G&K or BNW enabled

I'll make versions fort those later when this one is complete
Fierysaint Sep 25, 2014 @ 4:45pm 
Sweet! Another reason to start a new game! Thanks!
Raszagal  [author] Sep 25, 2014 @ 9:28am 
blocks are back in place, updating to new xml formats now
Raszagal  [author] Sep 25, 2014 @ 4:39am 
Ok, got the newly created packege uploaded as I lost my last work when I had to reinstall my computer. But now let's get to work on adding more wonders.
Raszagal  [author] Sep 20, 2014 @ 12:17pm 
Will get back to work on it now, srry for the long hiatus I've had.
Will make remove this one when the new vanilla one with all my used wonders is compiled. Will be working on converting that to G&K and then BNW if there are compatability issues so all players can enjoy it regardless of their game dlc.

ATM this only wonders for vanila game, no G&K or BNW.
mavrick501 May 29, 2014 @ 12:57pm 
is it compatiable with BNW?
Fierysaint Jan 9, 2014 @ 9:37pm 
Oh thank God some modder with common sense let us Vanilla modders enjoy so many mods in one package! Whats funny is Pouakai has alot of these mods that say G&K only. But they all work fine with this mod on my Vanilla games. Good job modder! Now add more and update. :)
Aku TY Oct 26, 2013 @ 8:00pm 
Will there be a brave new world version that joins all the current wonders on steam, or at least the ones you've made?

I noticed the merged mods use less cpu power as opposed to all of them individually.
rphelps Oct 2, 2013 @ 11:14pm 
With at least Florence Cathedral and The Golden Pavilion, the problem is that <Culture> is no longer a column in the <Buildings> table. If you delete that line in the XML and create a new row in <Building_YieldChanges> like this:
<Row>
<BuildingType>BUILDING_DUOMO</BuildingType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>4</Yield>
</Row>
...it works like a charm, at least in Brave New World. Haven't tried it in Gods & Kings. I suspect the remainder of the wonders in this have the same problem, but I haven't gotten to them yet.
garvins Jan 2, 2013 @ 8:56am 
will there be a new version
Inoksvere Nov 16, 2012 @ 6:53pm 
Love this, I cannot wait to see you add more of Pouakai's wonders. Thanks so much!
Cyrano Jul 30, 2012 @ 2:06pm 
More wonders
devilishwonder67 Jul 14, 2012 @ 10:53pm 
looks intersting gonna downlaod it and give it a try
Grathocke Jul 10, 2012 @ 3:46pm 
I would love to send Rasagal $$$, but I can only figure out how to send the whole $30. I know I'm ancient and can't figure out all the new tech, but can someone please tell me step by step how to send a specific amount? TIA
¡SpaceCowboy¡ Jul 9, 2012 @ 3:59am 
Guys lets send a gift of G&K to Raszagal through steam both for his hard work and his nice work. That way we will be able to play the new wonders at G&K and also will thank Raszagal for his work!! Cmon lets raise budget. If everyone gives 3$ usd each it would be fair. His work is far more better than all dlc's avaliable !
¡SpaceCowboy¡ Jul 9, 2012 @ 3:57am 
Still doesnt works at G&K.... Hopefully it will work soon!
Raszagal  [author] Jun 29, 2012 @ 1:17am 
If I can I'll try to make it compatible but I myself don't have G&K so I don't know what must change to make it compatible
agrophobic Jun 28, 2012 @ 10:01am 
Any plans to update this (excellent) mod to G&K?
Lureei Jun 25, 2012 @ 8:46am 
Yep not working with G&K sadly
Jahuuuu Arschloch Jun 23, 2012 @ 11:51pm 
Gilga ™ |Yonaguni| Jun 23, 2012 @ 2:09pm 
It looks like this mod is not compatible with G&K.
sixequalszero Jun 19, 2012 @ 5:16am 
"The individual ones will be blocked from being activated so you won't have trouble with that. I started this project so that I don't have to select all the individual mods to activate them but just only have to activate 1 mod. "

This should be added to the description.
Raszagal  [author] Jun 18, 2012 @ 11:59pm 
People it is ready a long time already and it will keep getting better as Pouakai releases more wonders
LordRudman Jun 18, 2012 @ 1:32pm 
"Hi Dude, is it ready yet? cant wait
Raszagal  [author] Jun 18, 2012 @ 1:17am 
Finally found the bug, the damn import settings of the dds and lua files so let's kick this big party of now shall we. I'll be updating this now at record speed now that I've found it.
So don't be suprised when it does.
Raszagal  [author] Jun 18, 2012 @ 12:58am 
will do
Pouakai Jun 18, 2012 @ 12:57am 
I'll look over the code, but it would be nice if you could give me credit and link to my projects.
Raszagal  [author] Jun 18, 2012 @ 12:19am 
On the moment it will be take them all or none but I'll try to add that option for those that want it later by adding a 'disable' option in the setup screen

btw Pouakai> if you could, can you look over the code and tell me where the faults are since I don't see them at first glance so it might take a while without all the knowledge you have of creating the mods I'm bundling.
Sol Jun 18, 2012 @ 12:05am 
for sure, i hate seeing 80000 of things that should be bundled - just as much as i hate one thing bundled that requires a LOT of work to disable a single component XD
Raszagal  [author] Jun 17, 2012 @ 11:55pm 
The individual ones will be blocked from being activated so you won't have trouble with that. I started this project so that I don't have to select all the individual mods to activate them but just only have to activate 1 mod.
Sol Jun 17, 2012 @ 12:21pm 
Please tell me that i can disable individual ones, as to avoid conflicts where either a mod uses its own version of a wonder or if i just want to exclude a few.