Sid Meier's Civilization V

Sid Meier's Civilization V

94 ratings
Machiavelli's modular mods (BNW)
 
Rate  
Favorite
Favorited
Unfavorite
Description
Each mod makes significant high-quality changes to a specific part of the Civilization experience. The mods are designed to work both individually and in tandem. Play with the mods that interest you, combine them with other mods you enjoy, craft your perfect Civilization 5 experience!

--- Large Scale mods ---
Race for Religion:
More than just new beliefs. Don't get left behind in the Race for Religion!
Effects: Completely new Religion beliefs and faith generation structure.

Reform and Rule:
All new Social Policies enable all new strategies. Experience Civilization like never before.
Effects: Replaces every Social Policy and Ideology.

--- Medium Scale mods ---
Titans of Commerce, Science and Industry:
Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?
Effects: Adds new guilds for Merchants, Scientists and Engineers. Changes how Trade Mission, Discover Technology and Hurry Production work.

Cities of Marble:
There are many cities of brick, can you build a city of marble?
Effects: New and radically different National Wonders.

---- Bite-sized mods ---
Separate Great People Counters:
Effect: When you generate a Great Merchant, Scientist or Engineer the costs of the other two Great People do not increase.

Scaling Great Merchant:
Effect: Great Merchant Trade Mission provide more Influence the later the era you are in.
(Titans of Commerce, Science and Industry does everything this mod does and more. I recommend Titans over this.)

Food from flatland Cities:
Effect: Cities founded on non-hill tiles get +1 Food.
Items (7)
Reform and Rule (BNW)
Created by Machiavelli
This mod alters every Social Policy and Ideology Tenet. More than a mere "balance patch" most policies include effects that are unlike any existing policies and a few are unlike anything else in the game. These unique effects enable all new strategies that...
Race for Religion (BNW)
Created by Machiavelli
Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!

  • Every pan
...
Titans of Commerce Science and Industry (BNW)
Created by Machiavelli
Giovanni de Medici, Albert Einstein, Alexandre Eiffel -- titans of commerce, science and industry whos actions shaped the history of the world! Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?
...
Cities of Marble (BNW)
Created by Machiavelli
There are many cities of brick but can you build a city of marble? With new and modified National Wonders you'll be able to specialize your cities like never before, raising the small and obscure city to glory and greatness!

Features:
...
Separate Great People Counters (BNW)
Created by Machiavelli
When you generate a Great Merchant, Scientist or Engineer the costs of the other two Great People do not increase.

Discussion thread[forums.civfanatics.com] on CivFanatics | [url=http://forums.civfanatics.com/d...
Scaling Great Merchant (BNW)
Created by Machiavelli
Improves Great Merchants to make them comparable in value to Great Scientists and Great Engineers! This mod is compatible with most other mods.

  • Trade Mission: now gives more influence the later the era you are in. A late game Trade Mission can
...
Food for Flatland cities (BNW or GK)
Created by Machiavelli
Cities not built on hills get +1 Food. This is to compensate for the +1 Production (and strength bonus) that cities on hills have. This mod works with Brave New World, Gods and Kings and Vanillia....
< >
11 Comments
Tenacity Jun 17, 2016 @ 7:23pm 
11/10
Spartan Dec 26, 2015 @ 4:21am 
Awesome stuff you are doing! I was wondering if your Race for Religion plays well with the magnificent Historical Religions Complete (BNW or GK) mod by Tomatekh?
serənˈdipədē Aug 12, 2015 @ 8:16pm 
YES
Calvados Aug 27, 2014 @ 1:47am 
good
Dudus Maximus Aug 25, 2014 @ 7:58am 
Best mods I've seen in a while
Angel Aug 25, 2014 @ 6:30am 
Machiavelli could you make a mod that tweaks greece's ua?
Machiavelli  [author] May 8, 2014 @ 8:03am 
Mods listed as (G&K) should be used with Gods and Kings and not with Brave New World. While mods listed as (BNW) should be used with Brave New World but not Gods and Kings. "Food for Flatland cities (BNW or G&K)" can be used by both. If there isn't a (G&K) version of a mod (for example there is no G&K version of "Scaling Great Merchant") than it can not be used Gods and Kings.

Does this answer your question?
Xpar65 May 8, 2014 @ 4:09am 
can this alsowork with G&K and BNW?
The Bumpiest Boi Apr 18, 2014 @ 7:46pm 
I have to write a paper an machiavelli instead of looking at modes lol
ShadovvYony Nov 20, 2013 @ 7:54pm 
What will happen if I try to have GK & BNW versions of mode working together at once?