File Listing: Civilizations Overhaul Mod v1.4.1 | ||||||||||||||||||||||||
Last Updated: Aug 22, 2025, 07:38:48 am First Created: May 27, 2025, 01:07:38 pm Author: Kiyuma
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Description
Civilization Overhaul Mod My personal mod overhauls all five main civilizations (dwarves, elves, humans, goblins, and kobolds), giving each far more depth, and even making them playable, while still staying true to their vanilla counterparts. Originally, I intended this mod for the Steam version, but I completely forgot that you need the in-game mod uploader in the premium version, which I haven’t purchased. So for now you will need to manually install the mod yourself. Features Civilizations and Core Values Overhauled - Core values now vary within a range of 10 around their vanilla average. Example: Dwarf Family value shifts from a static 30 to anywhere between 20 and 40. Race Caste Flavor Text - Each caste includes rich descriptive text in their description tab. Language Rework - Names are less random, more distinct, and epic-sounding. - Complete vocabulary and symbol overhaul, plus new book titles. Playable Races - Dwarfs: The good old vanilla dwarven civilization, now with more in-depth features. - Humans: Mostly vanilla, humans can do everything except produce steel and coke. Their civilization gains proper social positions, just like the dwarves. - Goblins: Similar to humans but universally hated and inherently evil, just like in vanilla. Their social hierarchy now better reflects their brutal culture. Leaders such as kings and generals can command military squads and carry out executions personally. - Elves: I wanted to keep elves as close to vanilla as possible, so I made them a true hard mode. They have no industry beyond woodcraft, they can’t dig or chop trees. Instead, I added a new High Elf caste with the ability to conjure wood through a special "ritual": make the High Elf stand in the water (any level) and let them talk with other elves. After a while, they will be able to conjure 10 feather wood logs for you to use, with a 1-day cooldown. High Elves make up about 4% of the elf population and always occupy leadership roles, have !FUN! finding them. - Kobolds: Evolved from their savage, thieving cousins. They’ve developed a dragon-centered culture and language. In the future, I plan to modify vanilla dragons so they can take leadership roles and become these kobolds's overlord. For now, though, only kobolds appear in the kobold civilization, and vanilla kobolds are now called Cave Kobolds. Graphics and World Map - Upscaled world map graphics, improved site sprites and some other stuff. - Added flowing water animations. Credits are all in credits.txt file Official Kitfox Games discord: https://discord.gg/3GdxwHwJJP Discord Thread: https://discord.com/channels/329272032778780672/1376636203100803092 Github Page: https://github.com/Kiyuma/Civilization-Overhaul-Pack This mod was originally for my personal use only, but I realized I’m alone is not enough to test it, so here you go! Have !FUN!, and thanks in advance for being my guinea pigs =3 v1.0: Initial release with core overhaul and playable races. v1.1: Fixed a tissue error and adjusted elf handling by replacing their civilization while preserving renamed vanilla elves for artwork consistency. v1.2: Fixed some weird book title and updated info.txt properly. v1.3: Increased max staring civ number of all races closer to vanilla number, and add additional jobs and reactions for human so they can actually make everything except steel, coke and candy metal. v1.4: Added additional translation, which solved the problem with nameless histfigs in worldgen, also some minor bug fix. v1.5: Added the new dye reactions in DF v52.03 for all civilizations, except for the elf |
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Checksum / Hash | ||||||||||||||||||||||||
SHA-256: a679d5184b5ed498c85243947edda855e37f90fbbcb66724c89bb729eb14dbd7 | ||||||||||||||||||||||||
IP: logged Commands |
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