This mod also supports the earth map pack, giving you a true start location in the Andes. Also whenever you build a plantation all coastal cities get a one-off production boost. The Caral worker replacement can work in sea tiles too, obviating the need for separate fishing boats. The Shicra Pyramid replaces the Monument and offers a production bonus. What would a mod list be without new civilizations? The Caral are an early mesoamerican people, and therefore this mod tends to affect the early eras, which are my favourite part of the game anyway. This is another mod that words well with the earth map pack, with far off lands holding a number of barbarian cities. The author has also included an extension that changes your normal barbarians to White Walkers, if you like that sort of thing (which I do!). I’ve based a number of games around this mod and never lacked for enjoyment on any of them. This map has proved popular with other mod makers, and many new factions support this map pack in terms of their starting location. This mod uses true start locations, so factions are city states start where you would expect them to. It also allows for up to 22 factions to play. This map pack gives you a large earth map to play on, larger than the one that comes with the base game. Clockwise from the top these are perfume, olives, lapis lazuli, coffee, coral, jade, amber, tea, and tobacco. I never load a civ game without this mod installed.
What followed are my top 5 mods of those I have so far experienced. Also several (or many more!) mods can be run together for a unique experience.
From new features, maps, and factions to play, mods can add a new dimension to the game. Integration with the Steam Workshop made mods easy to acquire, and from the outside it looks as though many mod authors have learned from one another, and also taken the effort to make mods that interact with one another when combined. It was after then that I discovered mods and how they could transform the game. I was effectively ‘done’ with the game shortly after the release of the Brave New World expansion.
NOTE 2: Currently, every time you download a new patch for the game it overwrites your a back to default so you will have to comment out line 33 again.Mods have extended my play time in Civilization V by two years and counting. You will see Library as one of the options in that menu.
Hold the Alt key down and select the Finder's Go menu. NOTE: If you are running OS 10.7 (Lion) then Users//Library/ is hidden in Finder. ~/Library/Application Support/Sid Meier's Civilization 5/MODS/ or ~/Documents/Aspyr/Sid Meier's Civilization 5/MODS/ depending on whether you have changed the setting to use the Library instead of Documents. If you have a xxxx.Civ5Mod file use something like Ez7z to expand the file which will create a folder that you can then put in your MODS folder which should be similar to this: (Depending on which version of Civil you have) Some mods work and some do not, it seems rather hit or miss. This should re-enable the Mods button on the Main Menu. To comment it out simply add two hyphens like this:
~/Library/Application Support/Steam/SteamApps/common/sid meier's civilization v/assets/UI/FrontEnd/a To re-enable this button you will need to navigate to the a file, open it with a text editor (like TextWrangler) and comment out line 33.
The Mods button is disabled in the a file.