Sid Meier's Civilization V

Sid Meier's Civilization V

Kiang's Begnion
16 Comments
onjoutoki Feb 14, 2022 @ 4:44pm 
Thanks for your great work but there seems to be a bug, as you save and load, your culture cost for the next policy just stay not changed. I have got several policies for only 25 cultures
Kiang  [author] Jan 9, 2019 @ 10:22am 
@douglasharman: I'm so happy to hear that people are using my mods! Thank you so much for your kind words of support -- and for the bug report. I'll see do what I can to solve it!
JDoug2000 Jan 9, 2019 @ 10:16am 
I love all the mods for the Civilizations of Tellius, you're doing great work and I cannot wait to see the bird and dragon tribes join the mix! One small thing I noticed was after the latest update to the Begnion mod was that when I loaded up my save (I'm playing with all the FE civ mods you made) the name changed from Begnion to Daien, although it hasn't seemed to affect anything else. Not sure exactly why the name flipped, but thought I'd report anyway. Keep up the awesome work!
Kiang  [author] Jan 9, 2019 @ 2:49am 
@Laughing Dog: Thanks for your interest in this mod and for your bug report! I wasn't able to replicate the bug you mentioned, but there are a few known issues with the Holy Guard's embarkation:

1. The Holy Guard cannot enter a water tile if it has only one movement point left.
2. If the Holy Guard is built in a coastal city and immediately tries to move onto a water tile, it will embark and never dis-embark, which is similar to the bug you mentioned. I will patch this out right now.

Thanks!
Laughing Dog Jan 8, 2019 @ 9:13pm 
May have found a bug. If I send a Holy Guard across water and the embarked movement speed for my units is higher than the Holy Guard's movement speed, it embarks the Holy Guard. The possible bug is that it never disembarks, even when returning to dry land. I haven't seen this happen with the Pegasus Kngiht, but I als haven't gotten embarked movement up past 6 in the particular game I have noticed this happening yet.
Laughing Dog Dec 31, 2018 @ 5:55am 
Reread the Holy Guard's effect. Well, now I need to rush that tech.

@nicovallejos: ALL the countries? What about Goldoa, Phoenicus and Kilvas? Do they not count as countries?
kkeday Dec 25, 2018 @ 9:37pm 
The Holy Guards are fun and effective.
IKL Dec 24, 2018 @ 8:58am 
WOW
nicovallejos Dec 24, 2018 @ 7:19am 
All of the countries in the Telius continent has been completed. Well done for @Kiang.

Upon enabling the Enlightenment Era mod, which the Zoo is renamed the Menagerie, the Goddess Cathedral is a unique building replacing the Theater, which requires the Amphitheater. Also, Holy Guard is a unique unit replacing the normal Reiter (if Zwei833's Renaissance Era Revised mod is enabled).
Nodiesop Dec 24, 2018 @ 3:11am 
Very nice!
Monolit MGE Dec 23, 2018 @ 11:40am 
Rabbish
Kiang  [author] Dec 23, 2018 @ 10:16am 
@Loinclothe: Thank you! <3
Vadderung Dec 22, 2018 @ 8:27am 
As a gamer who has spent a number of hours enjoying both the Fire Emblem Franchise and Sid Meier's work. This was a pleasent suprise to see in the workshop!
Kiang  [author] Dec 21, 2018 @ 6:12am 
@Chocolad: Yes officer, this comment right here.
Chocolad Dec 20, 2018 @ 12:00pm 
Sanaki lookin like a snacki *police sirens in the background*
Miath Dec 20, 2018 @ 12:35am 
For the Honor and Glory of the Apostle of the Goddess, in the name of Holy Begnion, FORWARD!