Sid Meier's Civilization V

Sid Meier's Civilization V

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Uncivilized! (The Rise of Man)
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46.985 MB
30 Jun, 2021 @ 10:10am
12 Apr, 2022 @ 9:56am
9 Change Notes ( view )

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Uncivilized! (The Rise of Man)

Description
A comprehensive re-work of the Prehistoric Era and Prehistoric Era Reborn mods emphazising continuity and flow with the base game (BNW). In addition to a Prehistoric era; Uncivilized! also adds new units, technologies, wonders and buildings to every era, along with some new improvements. All new additions have unique art, portraits, flags, civlopedia entries and are vetted for proper balance with base game.

v.118 is a major update with many new inclusions. Additionally, load time has been cut in half to 1 min. and 30 sec. (results may vary).
https://steamproxy.com/sharedfiles/filedetails/changelog/2532775687

Also try the Custom DLL Mod Pack for Uncivilized!:
https://steamproxy.com/sharedfiles/filedetails/?id=2688381447

Check out the National Park System:
https://steamproxy.com/sharedfiles/filedetails/?id=2688396665

Enable Raging Barbarians for a more challenging Prehistoric Era.

Uncivilized! (The Rise of Man) begins at 50,000 BCE to correlate roughly with the Upper Paleolithic age. The Upper Paleolithic was not a time of great civilization, but of tribes; small groups working to survive a harsh reality. This mod attempts, within the limitations of the game, to offer a glimpse into the age preceding civilization.

Ranged units (Seige and Archer) have been re-balanced. Archer units have a lower defensive combat strength, cities have higher combat strength and all siege units receive the Range promotion free for 3 range. Siege units no longer have a 200 bonus vs cities, but have additional promotion trees (Siege Tactics I,II,III and Seacoast Defense I,II,II). Line of sight still applies where applicable. Taking cities is more difficult in Uncivilized!.

There are many changes to the base game to increase challenge, including traits, policies, improvements and promotions.

*Compared to: Base Game (BNW)

- New Technologies 26
- New buildings: 47
- New wonders: 13
- New Improvements: 6
- New resources: 6 (plus Lake Fish)
- New Units: 54
- Promotions: 45
- Re-imagined Units (New Art): 2

**Recommendations:
Tectonic Map Script (v.4) or latest
https://steamproxy.com/sharedfiles/filedetails/?id=121243367&searchtext=tectonic+map

Aggressive and Expansive AI (v 1) or latest
https://steamproxy.com/sharedfiles/filedetails/?id=239794296&searchtext=Aggressive+and+Expansive+AI

No Capture for Uncivilized! (Cities can only be captured by land or embarked melee units)
https://steamproxy.com/sharedfiles/filedetails/?id=2673412493

**Uncivilized! is not compatible with mods that change or add Eras or Technologies.
**May not be compatible with mods that change scout unit, ancient ruins, barbarians, policies.
**Custom Civilizations that gain bonuses or advantages at the outset will unbalance the game.

The following mods are included (in-part or in-whole) within this mod and should not be used separately.

- Ancient Ruins Expanded (v 5)
- Lake Victoria Fix (v 2)
- Wildlife (Reborn) (v 8)
- RemoteMining
- Wildlife (v 1)
- Missile Cruiser-- Indirect Fire
- Production from Jungle
- Bison added to Granary
- Better Helicopters
- Faster Aircraft
- Gibraltar, Reef and Krakatoa fixes
- Better Splashes
- Lumber Mills on Jungles
-Lake Fish, Fisherman and Buildings
-National Wonder Splashscreens

Credits:

Apshai (CarlosCodex), Novu and Muppets,
danrell, patum33, framedarchitecture, Wulfgar, Deliverator, WHoward, lemmy101, JTitan, Horemvore, LeeS, Barrowulf, Xarsus, Androrc, monju125, DonQuiche, RetroA, Barathor, Andrettin, Kwadjh, TOMATEKH, Ekmek, snafusmith, Wolfdog, BrutalSamurai22, hangman, Gedemon, Nutzzz, Patum333, bernie14, zwei833, Calypso, DJSHenninger, Firaxis, Redox, Ptep, Twist, Kramer, Faustaud, Haftetavenscrap, ISNorden, SunAoyun, Ryan, The Human Crouton, ANDRH612, Pouakai, Jason Grade, QT Luong, Gaia, Jameson Schultz, Noah Bradley, -InkAxis

*See README.txt for credits in detail.
Popular Discussions View All (2)
11
5 Feb, 2022 @ 7:48pm
Compatibility
aradgula
0
12 Apr, 2022 @ 10:20am
Known Bug
aradgula
102 Comments
aradgula  [author] 30 Jul @ 6:11am 
gooner_paolo, Yes, that is a base game mechanic.
gooner_paolo 28 Jul @ 1:28pm 
Hi, really enjoying the mod. Just made peace with a civ that gave me a captured city state, is it right that I can't give up the city & bring the city state back to life?
aradgula  [author] 26 Jul @ 3:32pm 
Divergent, Thank you for the feedback, especially mention of the two bugs. I will check that out, right away as I am working to get out the new version. My own play-through is my baseline, so bug-free is super important. Glad you had fun with the mod!
Divergent 25 Jul @ 8:13pm 
I have just finished my very first playthrough with this mod and have to congratulate you on an absolute masterpiece. Thank you so much for an almost completely bugfree experience after I had basically decided to give mods one last try before ridding myself of them entirely. I am very excited for the Enlightenment and Future Worlds integration, as you seem to be one of the last modders on earth that still care about quality assurance. The only two 'bugs' I have encountered in my playthrough, is that two of my cities (my only two cities on island chains), were unable to produce anti-ship missiles. Also, the entry for Giant Death Robots state that they require one Uranium And one Aluminium each, although in reality they do not use up any Aluminium.
aradgula  [author] 20 Jul @ 6:20am 
MessiahLoaft, not likely; however, I am nearing comp[letion of a new build which integrates both, the Enlightenment era, and Future Worlds. Not quite sure when I'll get it out though.
MessiahLoaft 20 Jul @ 5:27am 
is this compatible with future worlds mod?
Billy Pol Pot 12 Jun @ 7:46am 
You should add a Neander Valley civ to the mod which has a prehistoric unique unit that replaces the savage)))
aradgula  [author] 8 Jun @ 7:04pm 
Billy Pol Pot, Yes, and my apologies for not getting back to you're earlier post. At the moment, I don't require additional play testers, as I have enough info to for the next build. As soon as I have the time, I will put it together. If I need additional play testers later, I will definitely keep you in mind... and thanks for the support!
Billy Pol Pot 6 Jun @ 2:05pm 
Is this mod still active? I really can't wait to play the next update((
Billy Pol Pot 14 May @ 10:40am 
sent you an invite, I would like to play the latest build too!