Tuesday 31 December 2019

[Civ V] Rise to Power - (Gameplay) Epithets

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Requires Rise to Power - (Core) Utilities

Epithets is a new gameplay mechanic based upon your people's assessment of your rule at the beginning of each new Era. During any given Era, certain actions will accumulate Epithet Progress. On entering a new Era, if you have enough Epithet Progress, your people will recognise you with an Epithet - a special title and a one-time reward based on your dominant actions during the last Era.

Epithet Progress can be accumulated by building Wonders, earning Great People, conquering and razing cities, starting Golden Ages and WLTKDs, and spending Faith and Gold. Progress is reset each Era.

There are ten possible Epithets to be earned, each with different prerequisite actions and rewards


Additional Changes


Further Information


Background Information 


Patchnotes
1.1.2020
  • Adapted for Rise to Power setup.
  • Fixed issue where Barbarians and City-States received Epithets.
  • Fixed issue where the AI were altering the player's Epithet Progress.

[Civ V] Civilizations - Kongo (Afonso I)

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By JFD, DMS, DarthStarkiller, and Alga.

Adds Kongo under Afonso I.

UA: APOSTLE OF THE KONGO
Receive a copy of any foreign Missionary that begins within your borders. All Missionaries have +2 Movement within your borders and boost nearby city Production when fully expended.

UB: KULUMBINI (UNIVERSITY)
The Kulumbini is the unique University replacement for Kongo. Unlike the University, the Kulumbini does not require a Library in order to be constructed, instead granting one for free. It also increases the city's Faith when it is working Jungle tiles. The Kulumbini can also be constructed at any time so long as the founder of the city's religion has researched the Education Technology.
UU: NEVONDA (MUSKETMAN)
This unique Musketman replacement for the Kongo can only be trained in the Capital. It is weaker than the Musketman, but spawns with any Missionary that you receive a copy of from a foreign civilization. Nevonda are especially effective at getting an advantage over your enemies early, although they are less effective at going toe-to-toe with other Musketmen.

Art by DMS (Leaderscene) and DartStarKiller (Map)
Credits
See included Credits.txt file for full details.

Patchnotes
31.12.2019
  • Standardization update.

Monday 30 December 2019

[Civ V] Rise to Power - (Gameplay) Cycles of Power

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Requires Rise to Power - (Core) Utilities
Requires Rise to Power (UI) Info Panel

Cycles of Power is a new gameplay mechanic. Each civilization now starts with a choice of one of three Cycle Powers: Autocracy, Oligarchy, or Democracy, with each affecting the rate of your global Gold, Science, and Culture outputs.

With your chosen Cycle Power, you will have a unique way of generating the new yield Virtue, which decays each turn. If your Virtue reaches 0, you will descend into Anarchy, after which your Cycle Power is replaced with a new one.

In addition to these three Cycle Powers, the unique Theocracy Power is available to the first player that founds a Religion. This Cycle Power replaces the previous Power, and is permanently lost if the player loses all Virtue and enters into Anarchy. NOTE that in the current version the Theocracy Power has been temporarily disabled.


You are prompted to begin you Cycle of Power as soon as you found your Capital

Additional Changes

Some Social Policies are renamed to avoid conflicting with the Government Powers.

Further Information


Background Information 

Cycles of Power takes inspiration from two concepts in political philosophy: Polybius' (or Aristotle's) Kyklos and Jean Bodin's twin forms. For Polybius and other ancient Greeks that spoke on politics, government is essentially cyclical in nature; one system inevitably falls to corruption and is overthrown by those below it, only for those newly in power to fall to corruption themselves and be overthrown in turn, and so forth ad infinitum. Corruption, here, describes when the public good - the basis for government itself - is forsaken for the personal good of the ruler(s). Cycles of Power replicates this idea plainly - you start with one of three government choices (Autocracy, Oligarchy, or Democracy), which charges you with the upkeep of Virtue; what stands in for the public good expected of that government (in this mod, coterminous with the main yield benefit you get from it). If you fail to upkeep your Virtue, you will descend into Anarchy, and the eponymous cycle of power will continue on afterwards with a new government (the next one down in terms of the concentration of power).

However, this mod is not so much about government - that is, the day-to-day of governance - as it is about authority, - the mandate to govern - and this is where Bodin's two forms come into play. Legitimate government always has a mandate to rule, which is to say the authority and consent to govern, and that mandate can oftentimes be deceiving. A government whose legislature is made up of popularly elected officials might seem like a democracy, but in truth the mandate to govern might lie with a few individuals rather than with those that elected them (some cynical folks like myself might even argue the former is always the case, as in the iron law of oligarchy). On the other hand, having a crown and calling yourself a kingdom doesn't necessarily make you an autocracy; when a monarch is not absolute, he is no autocrat. For this reason, this mod uses the term 'Cyle of Power' to distinguish the source of authority from actual governance, what in Sovereignty I call simply 'Government.' This two-pronged conception of government follows Bodin's theory of the two forms of government: the constitutional and the administrative, and helps to represent the oftentimes deceptive nature of political desginations.

Patchnotes
1.3.2020
  •  Monarchy renamed to Autocracy and Aristocracy renamed to Oligarchy.
23.2.2020
  • Fixed issue where Monarchy and Democracy had their Virtue rates swapped around.
13.2.2020
  • Updated Social Policy name replacements to avoid conflicts with Sovereignty.
24.1.2020
  • Government Powers are now referred to as Cycle Powers to avoid confusion with Sovereignty's Governments.
  • Added new Icon to represent the Cycle of Power and Cycle Powers.
  • Added Virtue to the Top Panel.
  • Increased Virtue gain across the board.
  • Theocracy temporarily disabled.

[Civ V] Civilizations - Egypt (Tutankhamun)

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By JFD, DMS, Janboruta, Regalman, DarthStarkiller, and Alga.

Adds Egypt under Tutankhamun.

UA: LIVING IMAGE OF AMUN
During WLTKDs, Faith increases Building Production. If a Building is completed during a WLTKD, other cities receive progress toward that Building.

UB: MORTUARY TEMPLE (TEMPLE)
The unique Mortuary Temple replaces the Temple for Egypt. Unlike the Temple, the Mortuary Temple costs no maintenance and is unlocked at Calendar. It also starts a 10-turn WLTKD in the city upon construction, and a shorter WLTKD in all other cities with a Mortuary Temple. Building Mortuary Temples throughout your cities will ensure a continuous chain of WLTKDs.

UU: PITATI ARCHER (ARCHER)
The Pítati Archer is the unique Egyptian Archer replacement. This unit cannot be trained; it can only be purchased. However, it costs no gold maintenance. In addition, the Pítati Archer can move immediately if purchased in a city celebrating a WLTKD. Pítati Archers will make for a reliable mercenary force if your cities are in need for a quick defense or garrison.

Art by DMS (Leaderscene) and Regalman (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
30.12.2019
  • Standardization update.

Saturday 28 December 2019

[Civ V] Rise to Power - (UI) Info Panel

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Requires Rise to Power - (Core) Utilities

The Info Panel replacement mod needed for some Rise to Power gameplay mods. It does nothing on its own.

Further Information

This mod replaces the following files and should not be used with other mods that do the same:
  • InfoCorner.lua
  • InfoCorner.xml

Thursday 26 December 2019

[Civ V] Civilizations - Brazil (Pedro I)

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By JFD and DarthStarKiller.

Adds Brazil under Pedro I.

UA: INDEPENDENCE, OR DEATH
Receive Great General Points based upon Excess Happiness whenever a war breaks out. Enemy units beginning their turn adjacent to a Great General begin with only half their normal Movement.

UU: CANHONEIRA (IRONCLAD)
The unique Ironclad replacement for Brazil, the Canhoneira fights best when bombarding Land Units and Cities, but less effectively when attacking other Naval Units. Unlike the Ironclad, the Canhoneira is a Ranged Unit, meaning it is able to attack at a distance. Deploy Canhoneira carefully to take advantage of their siege capabilities, but keep them out of open conflict with enemy navies.

UU: INDEPENDENCE DRAGOON (CAVALRY)
The Independence Dragoon is the unique Cavalry replacement for Brazil. This unit fights 15% more effectively when stacked with a Great General. In addition, an Independence Dragoon is spawned alongside any Great General that you earn. Keeping your Independence Dragoons with your Great Generals will make them a formidable force to contend with.

Art by DarthStarKiller (Leaderscene and Map)
Credits
See included Credits.txt file for full details.

Patchnotes
26.12.2019
  • Standardization update.

Tuesday 24 December 2019

[Civ V] Civilizations - Canada (Mackenzie King)

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By JFD, Rawsasquatch, and DarthStarKiller.

Adds Canada under Mackenzie King.

UA: VOLUNTEER SPIRIT
Gain up to three Trade Route slots whilst one of your Friends is at war. Cities with a Trade Route have increased Military Unit Production (+10%).

UB: MERCHANT SHIPWARD (SEAPORT)
The Merchant Shipyard is Canada's unique replacement for the Seaport. It increases the Production in a city, especially toward Naval Units. In addition, half of the Production put toward building a Cargo Ship will also be added toward any available Naval Melee and Naval Ranged Units (you will still need to complete the Production of the unit, however). Constructing Merchant Shipyards in your most important ports will ensure your Trade Routes can be well protected by a ready navy.

UU: FLOWER CLASS (DESTROYER)
The unique Flower Class replaces the Destroyer for Canada. This unit has a stronger combat bonus against Submarines than the Destroyer. It also begins with bonus Movement whenever it begins its turn on a neutral or friendly tile over which any Trade Route passes. Use Flower Classes to patrol your trade routes and protect your Cargo Ships.

Art by Rawsasquatch (Leaderscene and Map)


Credits
See included Credits.txt file for full details.

Patchnotes
25.12.2019
  • Standardization update.

[Civ V] Civilizations - Lithuania (Gediminas)

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By JFD and Janboruta.

Adds Lithuania under Gediminas.

UA: THE OLD GODS
Units trained in cities following only your Pantheon have doubled Movement in Forest Tiles. Melee Units trained in these cities can capture defeated enemies.

UB: SACRED GROVE (SHRINE)
The Sacred Grove is the unique Lithuanian Shrine. Unlike the Shrine, the Sacred Grove can be built immediately. When completed, it claims all Forest tiles within 3 tiles of the city. In addition, it converts your city's population to your pantheon belief each turn, the rate of which increased for each Forest Tile within range of the city. Build Sacred Groves strategically to combat the unwanted spread of foreign Religions and to maintain your pantheon in your cities.

UU: SAMOGITIAN WARRIOR (SWORDSMAN)
The Samogitian Warrior is the Lithuanian unique unit. It gains a +50% Attack bonus when fighting in Forest and does not require Iron, unlike the Swordsman that it replaces, though it is slightly weaker otherwise. In addition, it heals 5 damage when beginning its turn in a Forest tile. Position your Samogitian Warriors deep in surrounding Forests to get an advantage on your foes.

Art by Janboruta (Leaderscene and Map)

Credits
See included Credits.txt file for full details.

Patchnotes
25.12.2019
  • Standardization update.
  • Fixed an issue where the Samogitian received double movement in Forest and a discrepency between the stated Combat boost and the actual boost.
  • Samogitian now receives 50% Attack bonus in Forest (up from 33%) but no Defense bonus.

Monday 23 December 2019

[Civ V] Civilizations - Armenia (Tiridates III)

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By JFD and Janboruta.

Adds Armenia under Tiridates III.

UA: THE ILLUMINATION OF TIRIDATES
Your Capital converts to the first Religion founded and receives half the Holy City's Faith Per Turn whilst following it. Converting conquered cities to this Religion eliminates their occupied Unhappiness.

UB: VANK (GARDEN)
The Vank is the Armenian unique building replacing the Garden. The Vank contains a Writer Specialist slot. When this slot is filled, religious pressure for the first Religion founded is exerted over the city, slowly converting its population to that Religion each turn. Unlike the Garden, the Vank requires a nearby Mountain instead of a Lake or River. It also yields a small amount of Faith.

UU: MAMIKONIAN (GREAT GENERAL/GREAT PROPHET)
The Mamikonian is the unique Armenian replacement for the Great General. All Mounted Units that start their turn within 2 tiles of a Mamikonian receive the unique Nakhrar promotion. This promotion grants a 33% combat bonus when attacking cities and increases the amount of Gold earned from pillaging them. In addition to replacing the Great General, the Mamikonian also replaces the Great Prophet, allowing it to build Holy Sites or to spread Religion, though it cannot found its own.

Art by Janboruta (Leaderscene and Map)

Credits
See included Credits.txt file for full details.

Patchnotes
24.12.2019
  • Standardization update.
  • UA now grants Faith from the Holy City of the first founded religion to your capital.
  • Mamikonian gold pillaging boost no longer only applies to cities following a religion different from the first religion founded.
  • Vank now replaces the Garden and has a Writer slot that takes the function of the old Great Work slot.

Saturday 21 December 2019

[Civ V] Civilizations - Switzerland (Henri Dufour)

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By JFD and Janboruta.

Adds Switzerland under Henri Dufour.

UA: SONDERBUND WAR
Doubled Great General rate in own borders. Forts and Citadels generate Great Engineer Points during peace and heal adjacent Units during war.

UB: KASERNE (MILITARY ACADEMY)
The Kaserne is the unique Military Academy replacement for Switzerland. It grants any Land Combat Unit trained in the city the 'Miles Protector' promotion, increasing their Combat Strength whenever they're fighting in friendly territory. It is also available slightly earlier than the Military Academy, at Metallurgy. Kasernes are best constructed in your military centres.

UU: FEDERAL GENERAL (GREAT GENERAL)
The Federal General is Switzerland's unique Great General replacement. This unit is best suited to building Citadels, as unlike the Great General, a Federal General's Citadel causes all pillaged Improvements to be repaired and all cities to be healed when built within two tiles, as well as ending all Resistance within that radius. This radius is increased to three Tiles if this is done during peace. Switzerland receives a free Federal General when war breaks out if one is not already active.

Art by Janboruta (Leaderscene and Map)


Credits
See included Credits.txt file for full details.

Patchnotes
22.12.2019
  • Standardization update.
  • Added new Civ icon thanks to DarthStarKiller.
  • Added new Federal General UU to replace the Combat Medic.
  • Removed replacement City-States.
  • Revised UA and UB.

Tuesday 17 December 2019

[Civ V] Civilizations - Hungary (Stephen I)

By JFD and Janboruta.
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Adds Hungary under Stephen I.

UA: APOSTOLIC MAJESTY
Clearing Barbarian Encampments grants Faith. Spending Faith converts nearby cities to your Religion, triggering WLTKD turns per existing followers.

UB: VEGVAR (CASTLE)
The Vegvar is the Hungarian replacement for the Castle. Like the Castle, the Vegvar boosts a city's Defensive Strength and Hit Points. In addition, the Vegvar decreases the amount of Food a city needs to increase in size by 10% and claims a new Tile for the city whenever a new Citizen is born. If a city with a Vegvar is occupied by an enemy civilization at war with Hungary, that city will continuously take 10 damage per turn until the city is re-taken or peace is brokered. This makes cities with Vegvars especially good at growing and difficult to retain should they be captured. However, the Vegvar costs 1 additional Maintenance.

UU: OATHSMAN (HORSEMAN)
The unique Oathsman is Hungary's replacement for the Horseman. This unit is spawned whenever a Barbarian Encampment is cleared, beginning with bonus XP based upon the Level of the Unit that cleared it. It does not require Horses, meaning Hungary can easily muster a powerful mounted force during the early game.

Art by Janboruta (Leaderscene and Map)
Credits
See included Credits.txt file for full details.

Patchnotes
17.12.2019
  • Standardization update.
  • Added new city list thanks to Janboruta.
  • Added new Leader and Building Icon thanks to Janboruta.
  • Added new Oathsman UU to replace the Hussar.
  • Removed changes to Austria.
  • Removed replacement City-States.
  • Revised UA and UB.

Sunday 8 December 2019

[Civ V] Civilizations - Norway (Haakon IV)

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By JFD and Janboruta.

Adds Norway under Haakon IV.

UA: GRAND LEIDANG
Population Growth adds Production toward Naval Combat Units. Training and promoting Naval Combat Units increases Influence with neutral City-States.

UU: SKEID (GALLEASS)
The Skeid is Norway's replacement for the Galleass. Unlike the Galleass, this unit is equipped to devastate enemy fleets with its 50% bonus versus other Naval Units. This comes at a cost of reduced Range, however. Use Skeid to easily dominate the seas but be careful not to let them be outflanked.

UU: BIRKEBEINER (SWORDSMAN)
The Birkebeiner is a unique Swordsman replacement for Norway that is stronger in Hills. It can move faster through owned Hills, Snow, and Tundra tiles if there is an enemy unit within Norweigian borders, allowing it to quickly deal with incursions. It does not require Iron.

Also revises Denmark under Harald Bluetooth.

UU: SNEKKJA (GALLEASS)
The Snekkja is an early naval unit unique to Denmark, replacing the Galleass. Unlike the Galleass, the Snekkja is available at Optics and, though it is slightly weaker, it can enter foreign territory and cross oceans immediately. Use Snekkja to scout the waters long before other civilizations.

Art by Janboruta (Leaderscene and Map)

Credits
See included Credits.txt file for full details.

Patchnotes
9.12.2019
  • Standardization update.
  • Added new city list thanks to DarthStarKiller.
  • Denmark's Longboat is now called the Snekkja, and now replaces the Galleass.

Saturday 7 December 2019

[Civ V] Civilizations - Denmark (Harald Bluetooth)

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By JFD and Janboruta.

Revises Denmark under Harald Bluetooth.
This mod is compatible with other mods that make the same alterations.

UU: SNEKKJA (GALLEASS)
The Snekkja is an early naval unit unique to Denmark, replacing the Galleass. Unlike the Galleass, the Snekkja is available at Optics and, though it is slightly weaker, it can enter foreign territory and cross oceans immediately. Use Snekkja to scout the waters long before other civilizations.



Additional Changes
  • Changes Harald's city-list and TSL.
Credits
See included Credits.txt file for full details.

Patchnotes
8.12.2019
  • Initial release.

Thursday 5 December 2019

[Civ V] Civilizations - Germany (Otto von Bismarck)

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By JFD and Janboruta.

Revises Germany under Otto von Bismarck.
This mod is compatible with other mods that make the same alterations.

UU: JAEGER (RIFLEMAN)
The Jaeger is the unique German replacement for the Rifleman. Unlike the Rifleman, the Jaeger begins with the Scouting 1 and Survivalism 1 promotions, and so can be upgraded with promotions normally only available to Recon units such as the Scout. It also earns promotions 15% faster. Use Jaeger as advanced reconnaissance units to get an advantage on your enemies' positions.


Additional Changes
  • Changes Bismarck's in-game name to Otto von Bismarck.
Credits
See included Credits.txt file for full details.

Patchnotes
6.12.2019
  • Initial release.

[Civ V] Civilizations - Germany (Adolf Hitler)

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By JFD, Janboruta, and Leugi.

Adds Germany under Adolf Hitler.

UA: BLITZKRIEG
Land Combat Units can attack twice in one turn when starting near an enemy city. City capture generates Science based on the city's Population.

UU: WEHRMACHT (INFANTRY)
The Wehrmacht is the unique German replacement for the Infantry. Unlike the Infantry, this unit increases in Combat Strength as Modern Era or later Technologies that unlock new Combat Units are researched. This Strength bonus is retroactive - meaning any Wehrmacht already trained will receive a bonus to their Combat Strength as well. Researching all available Technologies in these Eras will made for a deadly fighting force.

UU: TIGER I (TANK)
The Tiger I is the German unique unit, replacing the Tank. It is both stronger and faster than the Tank. It also can move after combat, allowing it to blow huge holes in enemy lines and then barrel through before the enemy can repair the gap. Whenever this Unit moves across enemy terrain, there is a 33% chance that it will destroy any enemy tile improvement in its path. Send your Tigers into enemy territory to deal massive damage to their infrastructure.

Also revises Germany under Otto von Bismarck.

UU: JAEGER (RIFLEMAN)
The Jaeger is the unique German replacement for the Rifleman. Unlike the Rifleman, the Jaeger begins with the Scouting 1 and Survivalism 1 promotions, and so can be upgraded with promotions normally only available to Recon units such as the Scout. It also earns promotions 15% faster. Use Jaeger as advanced reconnaissance units to get an advantage on your enemies' positions.

Art by Leugi (Leaderscene) and Janboruta (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
6.12.2019
  • Standardization update.
  • Added new civ icon thanks to DarthStarKiller.
  • Added new peace theme.
  • Revised UA and UU.
  • Restored Leugi's 2d Leaderscene.
  • Renamed the Panzer to Tiger 1.

Tuesday 3 December 2019

[Civ V] Civilizations - Italy (Benito Mussolini)

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By JFD, Janboruta, and Viregel.

Adds Italy under Benito Mussolini.

UA: MARE NOSTRUM
Acquiring coastal cities awards Golden Age Points. +15% Production toward Buildings that already exist in the Capital during a Golden Age.

UU: CARABINEIR (INFANTRY)
The unique Carabinier unit is only available to Italy. Unlike the Infantry that it replaces, the Carabinier gains a 15% Combat Bonus when fighting against other Gun Units. In addition, garrisoned Carabinier halve the number of turns in which a city is in Resistance for. Station these units in freshly conquered cities to ensure rapid compliance and the best defense against recapture.

UU: LITTORIO-CLASS (BATTLESHIP)
The Littorio-class replaces the Battleship for the Italians. Unlike the standard Battleship, this unit begins with the Coastal Raider promotion, increasing its Combat Strength when attacking cities. In addition, the Littorio-class defends better against Ranged Attacks. Use these ships to carve your way through your enemies' coastlines.

Art by Viregel (Leaderscene) and Janboruta (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
4.12.2019
  • Standardization update.

Monday 2 December 2019

[Civ V] Civilizations - America (George Washington)

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By JFD and Janboruta.

Revises America under George Washington.
This mod is compatible with other mods that make the same alterations.

UA: CONTINENTAL ARMY
Military Buildings grant a free Combat Unit when constructed. Newly trained Land Units start with +2 Moves for each one of these Buildings in the city.

UU: MINUTEMAN (MUSKETMAN)
The Minuteman is the American unique unit, replacing the Musketman. The Minuteman can move through difficult terrain as though it were clear (all tiles cost 1mp per hex), and receives a bonus when fighting in rough terrain. It is much cheaper to train than the Musketman.

UU: B17 (BOMBER)
The unique Schooner is the American replacement for the Privateer. In addition to the standard abilities of the Privateer, the Schooner is especially good at attacking other Privateers. It also fights much better in friendly territory. Keep your Schooners near to your coastal borders and launch attacks on enemy fleets that get too close.


Additional Changes
  • Changes Washington's city-list and TSL.
  • Changes Washington's in-game name to George Washington.

Credits
See included Credits.txt file for full details.

Patchnotes
3.12.2019
  • Initial release.

Sunday 1 December 2019

[Civ V] Civilizations - America (Franklin Roosevelt)

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By JFD, Janboruta, and Leugi.

Adds America under Franklin Roosevelt.

UA: NEW DEAL
Merchant and Engineer Specialists provide a burst of their respective Great People Points whenever you adopt a new Social Policy. +2 Culture from Customs Houses and Manufacturies.

UB: ASSEMBLY PLANT (FACTORY)
The Assembly Plant is the unique replacement for the Factory for America. In addition to the regular production boosts provided by the Factory, the Assembly Plant grants an additional +20% Production when building Air, Armor, and Siege Units. The Assembly Plant also possesses an additional slot for an Engineer Specialist. Constructing Assembly Plants in cities with your highest production outputs will ensure a steady flow of mechanized units with which fuel your war efforts.

UU: B17 (BOMBER)
The B17 Bomber is an American Unique Unit, replacing the bomber. It is similar to the bomber, but it is more difficult for enemy anti-aircraft and fighters to target. The B17 also receives a bonus when attacking enemy cities. Like the bomber, the B17's range is 10. See the rules on Aircraft for more details.

Also revises America under George Washington.

UU: SCHOONER (PRIVATEER)
The unique Schooner is the American replacement for the Privateer. In addition to the standard abilities of the Privateer, the Revolutionary Privateer is especially good at attacking other Privateers. It also fights much better in friendly territory. Keep your Revolutionary Privateers near to your coastal borders and launch attacks on enemy fleets that get too close.

Art by Leugi (Leaderscene) and Janboruta (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
2.12.2019
  • Standardization update.
  • New Deal Ideological Tenet is now called National Deal.
  • UA and Assembly Plant reworked.
  • Washington now receives the Schooner in place of the B17.
  • Reworked the second half of the UA.
  • Removed the UA, Minutemen, and city list changes from Washington.

Saturday 30 November 2019

[Civ V] Civilizations - Francia (Charlemagne)

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By JFD and Janboruta.

Adds Francia under Charlemagne.

UA: LAUDES REGIAE
Earn Faith from city conquests, increasing with your total Faith output. Great Prophets spawned with Faith do so with free Combat Units.

UB: PALACE SCHOOL (UNIVERSITY)
The Palace School is the unique University replacement for Francia. Unlike the University, the Palace School does not increase Science from Jungle Tiles. Instead, it increases the city's Science output for every Faith- and Religion-based Building present, like the Shrine or the Cathedral. It also grants the city a free Monastery, even if the city does not follow a Religion with the Monasteries Belief - this Monastery increases the city's Science output as well. Construct Palace Schools and Faith and Religion Buildings together to get the most out of your city's scientific capabilities.

UU: PALADIN (GREAT GENERAL)
The Paladin is the unique Great General replacement for Francia. In addition to being faster than the Great General, the Paladin may be used to contruct Siege Units on any tile with an unimproved Forest or Jungle (in neutral or friendly territory). The unit is not expended when doing this, but constructing a Siege Unit will take a number of turns. During this time the unit is vulnerable and should be stacked with a Military unit for protection.

Art by Janboruta (Leaderscene and Map)
Credits
See included Credits.txt file for full details.

Patchnotes
1.12.2019
  • Standardization update.
  • Renamed the civ to Francia.
  • Updated Civ Icon thanks to Darth.
  • Added new city-list thanks to Jan.
  • Reworked the second half of the UA.
  • Replaced the Francisca UU with the Palace School UB, thanks to Jan.

Friday 29 November 2019

[Civ V] Civilizations - Vandals (Genseric)

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By JFD, Janboruta, and Viregel.

Adds the Vandals under Genseric.

UA: GREAT MIGRATION
Units start with +1 Movement and ignore borders in Coast or Coastal Land. Cities founded on foreign Continents begin with extra Population and Tiles.

UU: ALANI HORSEMAN (HORSEMAN)
The Alani Horseman is the Vandal unique replacement for the Horseman. Unlike the Horseman, this unit is available at Animal Husbandry and has no combat penalty when attacking cities. In addition, this unit may be trained as a Settler, meaning it can be used to found cities.

UU: TRIHEMIOLA (TRIREME)
The Trihemiolia is a unique version of the Trireme for the Vandals. It begins with the Coastal Raider promotion, increasing its Combat Strength when attacking cities and allowing it to steal Gold equal to 33% of the damage inflicted. In addition, a Trihemiolia stationed in a conquered (non-Capital) city doubles the speed at which it normally takes the city to be Razed. With the opportunistic Trihemiolia under their control, the Vandals can quickly become the terror of the seas.


Art by Janboruta (Leaderscene and Map)


Credits
See included Credits.txt file for full details.

Patchnotes
30.11.2019
  • Standardization update.
  • Unique Ability now applies to cities founded on a foreign continent instead of over City Ruins.

[Civ V] Civilizations - Prussia (Frederick II)

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By JFD and Janboruta.

Adds Prussia under Frederick II.

UA: ARMY WITH A STATE
Specialist GPPs and Yields increase Military Production. Military Buildings provide 33% more XP to newly trained Land Combat Units.

UU: LANDWEHR (RIFLEMAN)
Replaces the Line Infantry with Enlightenment Era enabled.
The Landwehr is one of two unique units available to Prussia. Unlike the Rifleman that it replaces, the Landwehr gains a Combat Bonus when it begins its turn adjacent to another Combat Unit. This bonus is doubled should this Combat Unit also be a Landwehr. Align your Landwehrs together to maximize the power of Prussia's armies.

UU: DEATH'S HEAD HUSSAR (CAVALRY)
Replaces the Cuirassier with Enlightenment Era enabled.
The Death's Head Hussar is Prussia's second unique unit. Unlike the Cavalry that it replaces, the Death's Head Hussar ignores enemy Zone of Control and may cause enemy units to take 5 points in damage by simply entering into an adjacent tile. It also reduces the Combat Strength of any enemy unit within two tiles. The Death's Head Hussar can make for a devastating strike against enemy lines.

Art by Janboruta (Leaderscene and Map)

Credits
See included Credits.txt file for full details.

Patchnotes
29.11.2019
  • Standardization update.

Thursday 28 November 2019

[Civ V] Civilizations - Soviet Union (Joseph Stalin)

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By JFD, Janboruta, and Leugi.

Adds the Soviet Union under Joseph Stalin.

UA: WARSAW PACT
Enemy units may take extra damage in your borders, or in the borders of allied City-States, or Civilizations with whom you share an Ideology. Earn Influence per turn with City-States from which you could demand tribute.

UB: PEOPLE'S COMMISSARIAT (POLICE STATION)
The People's Commissariat is the unique replacement for the Police Station for the Soviet Union. It increases the city's Production based on the number of Allied City-States that the Soviet Union has, increasing if that city is the Capital - not unlike the normal yield bonuses afforded by City-State alliances. Maintaining a close sphere of influence will guarantee a steady flow of production. It costs an additional Maintenance, however.

UU: TS-2 (TANK)
The IS-2 is the unique Tank replacement for the Soviet Union. Slightly more defensive than the Tank, the IS-2 is has a Combat Bonus (15%) against fortified enemies, particularly if they are Gun or Armoured Units (10%). Use IS-2 to quickly break through enemy lines.

Art by Leugi (Leaderscene) and Janboruta (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
1.12.2019
  • People's Commissariat now replaces the Police Station.
29.11.2019
  • Standardization update.
  • Updated Civ Icon thanks to Darth.

[Civ V] Civilizations - Great Britain (Winston Churchill)

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By JFD, Janboruta, and Leugi.

Adds Great Britain under Sir Winston Churchill.

UA: PAX BRITANNICA
+5% Air and Naval Unit Production for each Pledge of Protection with City-States (up to 50%). +1 Production from Lighthouses, Harbors, and Seaports.

UU: ADMIRAL-CLASS (BATTLESHIP)
The Admiral-class is a replacement for the Battleship for Great Britain. Unlike the Battleship, the Admiral-class ignores enemy Zone of Control, meaning it will never be hindered when moving across ocean tiles. In addition, the Admiral-class generates Great Admiral Points whenever it is built. The value of these Great Admiral Points decreases for every Admiral-class built, however.

UU: SPITFIRE (FIGHTER)
The Spitfire is a unique unit for Great Britain, replacing the Fighter. This Unit gains a bonus when fighting in friendly lands and heals 25 damage after destroying an enemy, making it excellent at defending the homeland. Like the Fighter, it can be based in any city you own or aboard an aircraft carrier. It can move from city to city (or carrier) and can perform "missions" within its range of 8 tiles.


Art by Leugi (Leaderscene) and Janboruta (Map)

Credits
See included Credits.txt file for full details.

Patchnotes
1.12.2019
  • Renamed to civ to Great Britain.
29.11.2019
  • Standardization update.
  • Replaced the Dreadnaught unique unit with the Admiral Class.