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.