Home of the Civ V Unofficial Patch, G&K Enhanced, and Vanilla Enhanced Mod



  • 50 and 50% evasion Guided Missile (was 60, 100%).
  • 55 Tanks (was 50).
  • 215 cost 27 +50% defense Anti-Tank and Anti-Air Guns (was 250, 30, 0%).


  • Swapped the effect of Guilds’ +1 for non-combat units with Commerce’s free Great Merchant.


  • Improved compatibility for modmods. Click for details.
  • Renamed several components of VEM for better internal organization.

3 responses

  1. TimHunter

    Nice ideas in those polls!
    Always thought Germany got the wrong end of the stick with its UA, maybe an industrialization or militarism trait would be better than getting some early free warriors.

    Keep up the great work Thal!

    August 16, 2011 at 5:49 pm

  2. Gary Stump

    Thal I only play your mod when playing solo (which is most of the time). I have two requests and I don’t know how hard they would be to implement. The first would be that in the BUG mod for Civ IV they had a “reminder” which you could press Alt+M (or maybe it was (Shift + M) (whatever) and you could type in a reminder and set how many turns ahead you wanted it to pop up. I found that very useful for reminders concerning certain builds and even when to stop playing! The other request would be an button option for automated exploring which would instruct the land unit to ONLY explore land area until it runs out of land to explore and THEN embark for exploration. Here’s hoping you consider one of the other if not both worth implementing. Thanks for all your work.

    August 17, 2011 at 11:43 am

    • Advanced features like what you describe unfortunately require access to the game core, which we don’t currently have for Civ 5.

      August 18, 2011 at 7:13 am

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