Sid Meier's Civilization V

Sid Meier's Civilization V

Guerre de Cent Ans: A Hundred Years of War
119 Comments
ankh300 Dec 15, 2024 @ 6:38am 
Is there any way you'd be willing to release the unit sprites as a separate mod? The design is beautiful.
S-Man  [author] Oct 22, 2023 @ 7:39am 
The "updated" version of this mod is available for BETA testing. Once it's done, I'll post it here on Steam.

If you'd like to help with testing, you can download the scenario from Civfanatics:

https://forums.civfanatics.com/threads/the-hundred-years-war-rise-of-the-black-prince-1337-1356-ad-an-sman-merlin-scenario.686289/
S-Man  [author] Oct 6, 2023 @ 4:16pm 
Sorry to hear that. Maybe you have to have a Discord account or something? I'm really not familiar with it much.

I plan to start working on the update to this mod next week. I'll open a collaboration space on Civfanatics. It's a bit easier to see what's going on there.

Will send the link when I open it up.

Have already started on the preliminaries, and honestly think it's going to be quite special!
yanivtal2003 Oct 6, 2023 @ 8:17am 
Thanks, but the link isn't working, my screen just freezes
S-Man  [author] Oct 4, 2023 @ 2:32pm 
Oh, and if you ant to join discussions on the new scenario development, join us on Discord:

https://discord.com/channels/361641784696373248/783755251088883722
S-Man  [author] Oct 4, 2023 @ 12:57pm 
Thanks. But, it's about to get better.

The problem with this "scenario" is it does nothing to change "normal" Civ5 behavior.

The AI still acts as if it's directing a 6000 year game to the stars, and not a "fight for survival".

I'm currently working on a new scenario with this artwork that will change that. It will force the AI to put up a much better, planned and organized fight.

And hopefully a more fun game.
yanivtal2003 Oct 3, 2023 @ 3:02am 
This is amazing
S-Man  [author] Sep 19, 2023 @ 3:32pm 
This thread has been dormant a while, but I wanted to pop in in case anyone still plays it or likes it.

I'm upgrading this mod soon, as part of my "Scenario Management Engine" mod.

The SME is a library of capabilities to better direct AI civs to put up a better, more planned and cohesive fight.

The new version of this mod will be a much tougher challenge for human players, and the first test of the SME's portability.

I'll update here as we get closer to fielding SME. But I'd definitely appreciate people to test the new, more capable mod when it comes out.

Thanks!
S-Man  [author] Aug 15, 2019 @ 1:23pm 
Is it possible you have previously started a game in a non-Ancient Era? Could you check your 'Advanced Set Up' menu and see what the default "Starting Era" is?
nsimo22 Aug 3, 2019 @ 2:21pm 
When I get a game launched (trying as England) and I'm starting game play, the tech tree is already fully researched, including Industrial era (beyond is locked). Most all of my medieval era units are prepared to be promoted up to musketmen. How can I can I get the scenario to start from the beginning and end the tech tree with the repeating "Renaissance Advancement"? Only other mod I'm using is the recommended Quick Turns by Krzyzyk. Its doing it both with and without the Quick Turns Mod.
S-Man  [author] Jan 24, 2019 @ 1:36am 
Here is the Direct Download Link (in case Steam isn't cooperating):

https://forums.civfanatics.com/resources/la-guerre-de-cent-ans-a-hundred-years-of-war.25751/

After you download it, you'll need to copy the ZIP file to your "MODS" folder, usually located some place like:

C:\Users\XXXX\Documents\My Games\Sid Meier's Civilization 5\MODS

where XXXX is the folder you installed the game under.

Once the ZIP is copied, you'll need to "un-ZIP" the file in the MODS folder - which will create the basic mod where it's supposed to be for the game to properly use it.

If you don't want to do Direct Download, then you'll have to clear the game cache, then restart Civ5 and see if it still causes problems.
ALMA NEGRA Jan 23, 2019 @ 12:38pm 
It doesn't appear after subscribe, just download but can't find anywhere.
marlon Jan 8, 2019 @ 3:49pm 
It doesn't appear when I subscribe.
S-Man  [author] Jul 22, 2018 @ 1:51am 
@Alex - Making Brittany a playable civ is not hard at all, especially if you mean recycling the artwork from this mod. Please take a look at this discussion, and if you can give me some more information, I think it wouldn't take long to complete the mod:

https://steamcommunity.com/workshop/filedetails/discussion/812576906/1711816259059064999/
Blackrainbow831 Jul 21, 2018 @ 10:24pm 
Thanks Man, good job ! Is it possible to create the Brittany civilization to use it in other maps or scenarios?
Because I'm not very good at modding and when I try it does not work.
S-Man  [author] Jul 20, 2018 @ 9:41am 
Enjoy, @Grayscale! If you have any suggestions, I'd like to hear them. I enjoyed playing Brittany a lot during testing - a small civ, surrounded by enemies, with good defensive terrain and a chance to include naval warfare. It was usually quite fun early in the game.

Unfortunately, the AI usually couldn't keep up and was easy to beat. I plan on coming back to this mod sometime in the future to add some help for the AI so it will put up a better fight. I'll be sure to add any corrections to have then.

Thanks!
Tumulte Grayscale Jul 20, 2018 @ 1:24am 
Playable Brittany? Ya say no more, ier-mad!
S-Man  [author] Jul 19, 2018 @ 2:02am 
No problem, @Krabs. Enjoy. The mod is quite "pretty" - uses lots of colorful unit models which gives the game a nice medieval flair.

But the mod is also pretty basic in how it performs during game play. I intend "someday" to get back to it and add a lot of AI tailoring to make it more challenging to the human player.

If you have any other suggestions on how to change it, let me know. Thanks!
Toad Lord Jul 18, 2018 @ 6:24pm 
Thanks a ton, super excited to play the mod.
S-Man  [author] Jul 18, 2018 @ 5:22pm 
@Krabs - there's a direct download link in the Description. Also here:

https://forums.civfanatics.com/resources/la-guerre-de-cent-ans-a-hundred-years-of-war.25751/

Try that link and see if you have better luck.
Toad Lord Jul 18, 2018 @ 5:14pm 
I have an extremely irritating problem where I will subscribe to the mod on the Worshop, and it'll say its downloading/transferring in the "MODS" menu, but then it'll just disappear. I've tried re-subscribing and clearing my mods cache, but nothing has worked. Any ideas?
S-Man  [author] Dec 27, 2017 @ 2:44am 
@Thierno - thanks! This was my second mod, and I've learned a few things since then that I'd love to find some time to come back to this one and try to make it better - like getting a better showing out of the AI... ;)

Currently, I have a finished mod that's wrapping up testing and hope to release this week - adding about 50 "exotic" units - some you can build normally, some you hire (mercenaries).

Am also in the middle of development for the next mod (it adds a class of Covert Operators to perform special missions - like the "SPY" unit in Civ II). Hope to finish it in the next couple of weeks.

After that, I have 2 other mods that desperately need some fixes...

After that? Maybe I can take another look at this one. It could use a little TLC!

Good tips about the names. When I get back to this one, I'll definitely make those changes!
Stoatdaddy Dec 26, 2017 @ 12:25am 
Well anyway, great job ! Played a few games as Brittany, Prince difficulty, and aside from the initial french onslaught, there's not much trouble ^^ the historical accuracy of unit names, etc is just great !

A few historical points though, if you don't mind (and if you plan to update the mod at some point of course) :
- The capitol of Brittany is Nantes, not Brest (but perhaps this choice was done for tactical purposes ?)
- Since you use the "owner language" for units and most cities, why not do the same for Brittany ? Nantes should be Naoned, Rennes should be Roazhon, St Malo should be Sant Maloù, and Brest... is Brest ^^

Voilà voilà, my 2 cents :)
S-Man  [author] Dec 25, 2017 @ 7:41pm 
@abridges228 - I've seen that happen a few times. Usually, I clear the game cache, and restart Civ V - seems to correct the problem most of the time.

If not, you may find some useful information here:

https://forums.civfanatics.com/threads/subscribed-mods-at-steam-workshop-are-not-being-installed.469369/
abridges228 Dec 25, 2017 @ 6:43pm 
Have tried downloading this mod multiple times, but have not been able to play. Both steam and direct download have not worked and the scenario has not shown up in either the Mod list or maps. How can i fix that?
S-Man  [author] Dec 13, 2017 @ 4:59am 
@Thierno - good luck with that! It's been a while, but I ran dozens of 500+ turn simulated games with LiveTuner, and the AI just LOVES messing with Brittany - everybody attacked them - constantly. I actually played thru a few short games as that civ, and it was quite a challenge early on. After a while, though, it gets a bit better, due to the poor AI performance overall.

This mod was the 2nd one I ever did, and I've learned a lot since then. Would love to find some time to put some improvements into the AI to make it more of a challenge. Unfortunately, there are about 3 projects ahead of it in my queue...
Stoatdaddy Dec 13, 2017 @ 1:45am 
You can play Britanny, I brainlessly endorse.
S-Man  [author] Feb 28, 2017 @ 3:36pm 
My ultimate goal is to add a couple of maps covering later phases of the war and improve AI performance.
S-Man  [author] Feb 28, 2017 @ 3:21pm 
@Emperor Hadrius - good points. I just released the latest version of my Napoleon mod, and need a break. Will come back to HYW in a couple of weeks and see if there's any way I can add space to the bottom of the map and add some Spanish cities of some kind. Have learned a lot on the other mod - including some capabilities to better organize AI combat. Am hoping I can improve the game play with that as well. Appreciate all the suggestions. Am always looking for ways to make the mods more fun to play!
DerigarsChairman Feb 27, 2017 @ 8:41pm 
Aragon is western spain city state, and castile is the southern east part of spain. One could easily fit at least 2 cities for both spains, besides most of southern spain was essentially reconquista so a few availlable cities kinda makes sense
DerigarsChairman Feb 27, 2017 @ 8:36pm 
I mean to simulate this you could throw spain and portugal in with 1 or two cities. Give these cities essentially all the late game production and food bonused. This would allow them to spam far more units than the average one
S-Man  [author] Jan 5, 2017 @ 7:08am 
I added the Scottish merc for the French in the last update to give the scenario a better flavor. I suppose I could beef up Navarre to "simulate" a more active southern front?
S-Man  [author] Jan 5, 2017 @ 7:08am 
@Emperor - thanks. The problem is the map I started with.... The one I was using didn't have much of Spain. I used Worldbuilder in an attempt to "grow" the map southwards, but could only add about 3 rows of hexes. Anything larger and the game would CTD when it loaded the map. I'm guessing expanding the map northwards would behave the same. There must be a size limit to what the game can handle.

I have thought about looking for a different map to use, but man it is painful to rebuild the scenario on a different map. I admit that the Scots, Aragon, and Castile played a minor role in the wars, ultimately, I'm not sure they made a measurable difference in the outcome - except on all the energy spent on the diplomatic front. Heck, I was reluctant to add the Holy Roman Empire for that reason, but I didn't like the look of eastern map edge being so empty.
DerigarsChairman Jan 4, 2017 @ 8:19pm 
grewt mod, just a suggestion though, there are two regions that played a significant role that are missing. This would be the aragons and castiles of spain as well as the scots who often switched sides.
Civmaster54 Jan 1, 2017 @ 10:17am 
@Flashu2 Did you unzip the mod's folder? I had the same problem until I unziped the mod's folder.
S-Man  [author] Dec 16, 2016 @ 4:40am 
Good catch! IIRC, the original attempt at the scenario was set later in history and had Charles as the leader of France. I suppose I simply did not update my notes enough when I decided to move the scenario earlier in time. I'll add that to the list of things to change for the next update.

Ironically, during those early days, I found an earlier (but no longer working) MOD of the Hundred Years War - looking at that code is what made me move the scenario earlier in time.

That mod was created by someone calling himself, "La Sage"!!!
Safiye Dec 15, 2016 @ 10:39pm 
Excellent work, indeed. But France's wise king was Charles V, not Phillip VI.
I believe it was nothing but a simple mistake.
S-Man  [author] Dec 15, 2016 @ 10:23am 
@Isamal - Dyes are available in the game, for some reason the luxuries part of the map script doesn't generate them very often. I'll make a note of that for the next version. It's possible to adjust the numbers, but I confess, I don't understand the dynamic very well, even if I understand the code... :steamhappy:

The faction level settings are deliberate. Some of the player civs and city states are supposed to have a harder time of things if the AI is playing them.

Looking forward to your input - it's always helpful!
S-Man  [author] Dec 15, 2016 @ 10:20am 
@Flashu2 - is the mod located in your Civ V mods folder? It should look something like this:

C:\Users\XXXXXXX\Documents\My Games\Sid Meier's Civilization 5\MODS\Guerre de Cent Ans A Hundred Years of War (v 4)

Assuming XXXXXXXX is the user name where the CIV V folder is located under your "My Games" folder.

If the "Guerre de Cent Ans A Hundred Years of War (v 4)" folder/MOD is there, examine the folder to make sure all the files are there - you should see an "ART", "LUA", and "XML" folders, as well as the map file and the user manual. There should also be a .modinfo text file in this folder.

If all the files are there, all I can suggest is clear the cache folder, usually found at:

C:\Users\XXXXXXX\Documents\My Games\Sid Meier's Civilization 5\cache

If the files aren't all present, delefe the "Guerre de Cent Ans" folder, then restart Civ V and attempt to download it again.
Flashu Dec 15, 2016 @ 8:45am 
I downloaded it and even manually put the map in the Maps Folder but the thing still wont show on the mod list.
lasmal Dec 15, 2016 @ 7:07am 
Nice to see v4 :-) Thx
A couple of quick obervations:
- No dyes anywhere
- Not all factions are on the same level: Warlord, prince or Chieftain. (deliberate?)
- Pace is set to Marathon. (It's so so slow to build anything, or to get worker jobs done)
I've changed these small things myself in worlbuilder and are heading into a game now to try it alle out. Regular pace, all factions set to chieftain, uk, france and burgundy got at small cluster of dyes to build that building that benefits from it
---------------
Will be back soon with a report on it.
skyforce2146 Dec 12, 2016 @ 8:29am 
cool mod it looks orsum
juliendesprairies Dec 11, 2016 @ 6:34pm 
je connais beacoups de choses sur l'histoire Napoléonienne,si tu as des questions sur notre Empereur,je serais prêt à te répondre.
S-Man  [author] Dec 11, 2016 @ 6:26pm 
I'll add the Highlander mercenary to the next build. Will research a French-only promotion for the bombard, called the "Bureau Promotion" - maybe adding +1 range or indirect fire when the French build a bombard. Hopefully it will be an easy fix.

I'll look into the links you provided - as I'm working on a Napoleonic scenario right now, it sounds like it could be quite helpful!

Appreciate all the good information!
juliendesprairies Dec 11, 2016 @ 5:36pm 
oui effectivement,l'idée du recrutement de guerrier higland est très bonne.
puisque ta campagne se situe dans toute la guerre de Cent Ans,tu peux aussi faire en sorte que les français aient un bonus de puissance de feu avec les canons.
cela se rapprocherais encore plus de la réalité historique.
vers 1435,les français obitiennent des canons plus puissants,grâce au génie des frères Bureau.
les boulets jusqu'alors composer de pierre,sont vite remplacer par les boulets de fer,plus facile à transporter et plus destructeur.

dans le lien ci-dessous(en français),tu aura plein d'infos en ce qui concerne l'artillerie française à cette époque.
https://www.youtube.com/watch?v=fnLP4rrSOb0

je t'invite d'ailleurs à aller voir la chaîne de ce youtubeur qui est très bien documenté sur l'Histoire de France. :)
S-Man  [author] Dec 11, 2016 @ 5:23pm 
@ juliendesprairies - Agree with everything you said. Adding a Scottish presence is a very good idea. How would you feel about me adding a "Highlander Mercenary" unit - one that only
the French player could purchase? I have some good artwork that would look nice, and it's not too hard to add one or two units.
juliendesprairies Dec 11, 2016 @ 4:36pm 
en ce cas,tu pouvais mettre,à la place des templiers,les écossais qui sont injustement oubliés dee l'Histoire de France,et qui pourtant ont jouer un grand rôle dans les armées du Dauphin Charles VII en ces temps ou la victoire était plus du côté anglo-bourguignon que du côté français.
lasmal Dec 11, 2016 @ 11:07am 
Well, both tactical and strategical improvement on the AI is welcome :-)
In Ackens mod, they surely have improved on both accounts I can assure you :-)

Cool, that you er motivated to researching this :-) So exited where we can take this mod.
S-Man  [author] Dec 11, 2016 @ 10:12am 
@ juliendesprairies - Yes, you are correct. The issue is discussed on page 40 of the game manual - which is included in the Mod folder, named, "HYW Manual.pdf". The Templars are included just for a little fun. I could have used the Hospitaliers, but already had some beautiful artwork for the Templars available and really wanted to use it. They're there just for a little variety, a little something different. All scenarios are "alternative history" by nature. And adding the Templars expands that concept a little wider, at the expense of historical accuracy at scenario start.