Showing posts with label Civilization Mods (Civ V). Show all posts
Showing posts with label Civilization Mods (Civ V). Show all posts

Tuesday, 24 March 2020

[Civ V] Civilizations - New Zealand (Keith Holyoake)

DOWNLOAD
By JFD, DMS, and DarthStarkiller.

Adds New Zealand under Keith Holyoake.

UA: STEADY DOES IT
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: COUNTRY STATION (STABLE)
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: ROYAL ARTILLERY REGIMENT (ARTILLERY)
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

25.3.2019
  • Initial release.

Monday, 2 March 2020

[Civ V] Rise to Power - Workforces

DOWNLOAD

Workforces is a new gameplay mechanic. Your Workers now expend Build Charges in order to build Improvements. Instead of taking a number of turns to complete an Improvement, Improvements are now built instantly, consuming 'Charges' in the process. Each Worker may use these Charges until they have none left, at which point they are expended.

Roads, Railroads, Repairs, and Clearing Features still require a set number of turns to be completed, however, but they do not consume Charges.

Workboats are also subject to this new mechanic, but they start with only one Charge. This can be increased by researching certain Techs.

Additional Changes

  • The Pyramids Wonder and Citizenship Policy now give bonus Charges.

Further Information

Background Information 


Patchnotes

3.3.2020
  • Adapted to RTP collection.
  • Forts now take turns instead of Charges to construct.
  • Worker unit models will now reduce in number as their charges are depleted. This might have some unintended side effects as it relies on damaging the unit, so let me know and I can remove it.
  • Fixed issue where certain actions indicated it cost charges when it didn't (removing forest/jungle, for instance).
  • Fixed issue where expending a Worker's charges with a Military Unit on the same tile would disband the Military Unit instead. 
  • Fixed issues caused by having the Pyramids.

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

DOWNLOAD

Requires Rise to Power - (Core) Utilities

The Unit Panel replacement mod needed for some Rise to Power gameplay mods.

On its own, it allows the player to set what Overview Buttons should display along the top right row.

Further Information

This mod replaces the following files and should not be used with other mods that do the same:
  • EnemyUnitPanel.lua
  • EnemyUnitPanel.xml
  • EnemyUnitPanel_Small.xml
  • UnitPanel.lua
  • UnitPanel.xml
  • UnitPanel_Small.xml
Patchnotes
3.1.2020
  • Initial upload.

Sunday, 23 February 2020

[Civ V] Rise to Power - Sovereignty

DOWNLOAD


Civilizations may now choose to establish a formal Government: a Kingdom, or Republic, or one of the unique Governments only available with certain World Wonders.

With a Government, you will gain the ability to pass Political Reforms. These are much like Social Policies except they confer certain penalties in exchange for their bonuses, and they each come in mutually exclusive groups of three (for instance, you can only choose one of Universal, None, and Landed in the 'Suffrage' Group).

To pass a Political Reform, you will need a certain minimum amount of the new yield Sovereignty. Sovereignty is not accumulated like other Yields; instead, it is a calculation based upon certain factors in any given turn. If you have enough Sovereignty, you can pass a Political Reform and it won't cost you Sovereignty to do so!

Additionally, Political Factions compete with your Government for control over the kinds of Reforms you can pass. Political Factions each have their own Sovereignty value, and this directly contributes to the minimum Sovereignty that certain Reforms require - reducing it for those Reforms a Faction supports and increasing it for those they oppose. The type of Government you have, as well as certain Reforms, will determine the specific nature and interests of your Political Factions.

An example government from Darius' Persia

Additional Changes

  • Adds additional Buildings, Wonders, and Techs.
  • Alters conflicting Social Policy names.

Further Information

Background Information 


Patchnotes

23.3.2020
  • Fixed issue with Pantheon/Capital requirements for Wonders not working as intended.
  • Reduced the production cost on Government wonders. 
  • Absolute now increases Max Sov to 100%, Despotic is 75%, and Constitutional is 50%. Constitutional now increases Faction Power to 50%. Absolute now increases Rev Sentiment by 25% and has no impact on Factions.
  • Added various more titles.
  • Added new Commons and Theocracy icons with much thanks to Leugi.
  • Added new Dictatorship icon.
  • Added unique Caliphate government. Thanks to Leugi for the Great Mosque of Damascus icon that establishes it.
  • Preferences for unique Governments are once again supported. This serves the purpose mostly of preventing AI from switching away from a unique Government they have if they prefer it.
  • Added Workforces support.
  • Infrastructure no longer affects Units starting their turn in cities.
  • Various tweaks to how the Factions are constituted.
  • Various tweaks to Faction preferences,
  • Jail has been shifted to Additional Policy Trees mod.
  • Anti-Pope title will only be applied to a Catholic Theocracy if another player has claimed the Papacy.
  • Wonders that unlock unique Governments are now mutually exclusive, although they can still be captured (and their unique Government switched to if the original claimant eliminated).
  • Fixed issue where Theocracy had a bonus to its max sovereignty.
  • Fixed issues with the Diplomatic effect from Precedence Reforms, and nerfed their impact.
  • Further improvements to the differentiation between VMC and CP.
  • Fixed issue where the Alliance titles required you to have founded Shia Islam.
  • Various title additions and changes, with thanks to lime for his help with Shia/Sunni title distinctions.
  • Shifted Hemiji Castle to Steel and Hofburg Palace to Banking.
  • Fixed issue where Mesa Verde did not need to be built in the Capital.
  • Mesa Verde now grants free Population in all cities.
  • All Wonders that unlock a Government now grant a Golden Age.
  • Added Potala Palace wonder, exclusive to Theocracies; thanks to Sukritact for the art.
  • Added Valley of the Fallen wonder, exclusive to Dictatorships; thanks to Leugi for the art.
  • Halved impact of Cities on Government Cooldowns.
  • Reform and Government Cooldowns are now capped at 75%.
  • Added many new Theocracy titles with thanks to SeelingCat.
  • Can now view associated Factions from the choose Government screen.
  • Right-clicking the Government option now correctly brings you to that Government's civilopedia page.
  • Various Reform tweaks and fixes, with thanks to Revolutionist for suggestions.
  • Various changes to inherent Government bonuses.
  • Fixed issue where conquests weren't granting the conqueror's title but instead repeating your own title over their territory. In addition, these titles are now only available for those with the Empire Reform.
  • Radicalists are now renamed to Libertarians and Fundamentalists to Ultranationalists.
  • The Multi-Party list has been cropped to Conservatives, Liberals, Socialists, Greens, Religionists, and Moderates. More specific ideologies are names that these parties can pull from under certain conditions (e.g. Socialists might call themselves Syndicalists if you've completed the Industry Policy Branch) and more general ideologies become valid for all parties (e.g. national, progressive, etc.)
  • Added Third-Positionists as the Dictatorship faction for the TBD Neutrality Ideology mod.
  • Revolutionaries are now treated separately in terms of their power. 
  • Revolutionaries can now enter any government, including unique ones and the Dictatorship.
  • Rev Sentiment is now increased by Global Unhappiness and is further increased by Reforms that you've passed that your Factions oppose.
  • Mandate power is now constituted by Excess Happiness (still with the GA factor; this serves to balance against the Revolutionaries), Priesthood by Global Faith, and Dictatorship by Global Tourism.
  • Clarified that you can only appoint Great People as councillors that were born naturally rather than earned for free - this wasn't originally intended but technical limitations and thematic qtness inclines me to keep it this way.
2.3.2020
  • Tyrant title now requires Tradition finisher as well.
  • Fixed duplicate Supreme Pontiff title.
  • Building a Wonder that unlocks a unique Government no longer automatically establishes that Government if you already have a unique Government established.
  • Changed Hofburg Great Person Points from Artist to Merchant.
  • Daimyo power is now constituted by your Military Units times their level.
  • Cardinals now all oppose Right Religion Reforms.
  • Fixed issue with Belief-specific titles not working in vanilla.
  • Added Mandate of Heaven government, unlocked with the Temple of Heaven. This government only has the Mandate of Heaven Faction, which is 100% when you are in a Golden Age when the Legislature is reset. If you weren't, you are considered to have lost the Mandate. This makes the Mandate government high risk, high reward - if you time your Legislature right, you can completely nullify your Sovereignty costs.
  • Fixed issue where Himeji Castle didn't increase Max Sov.
  • All Wonders that unlock a Govt now have a small secondary effect, and now cost more to construct.
  • Two-Party system is now based on winner-takes-all for each city based on the highest of the combination of three yields (Production, Food, and Faith for National, Culture, Gold, and Science for Progressive, even for Independent) plus the number of Policies from preferred Policy Branches (Tradition for National, Liberty for Progressive, etc.).
  • Multi-Party system is now based on proportionality for the combination of two yields for each major faction times Specialists (Liberals), non-Specialists (Conservatives), and Population (Socialists). Moderates are now based on Local Happiness. Minor factions stay the same. This change is WIP as I'm still not happy with the results of this system.
  • Fixed issue where the impact of Policies on Interest Factions wasn't working properly.
  • Added Theocracy. Theocracy requires that you have founded a Religion to adopt, but it operates similarly to the standard governments - it isn't limited and has Revolutionaries, but it has only one Faction otherwise (Priesthood), and its special bonus is that this Faction is always present in your Legislature (i.e. with the party systems). 
  • Ai will now be more inclined to prioritize Reforms from branches that better reflect their interests/flavours.
  • Replaced the Two-Party icons to make them more distinct against the Multi-Party icons.
  • Fixed issue where you could build the Govt Wonders outside your Capital.
  • Fixed incorrect information on Monarchy Faction preferences.
  • Added late-game Buda Castle, which nullifies Revolutionary power.
  • Fixed issue where Free Reforms were being consumed with changing Government.
  • Fixed issue with Religionist Faction names not generating properly.
  • Faction names no longer truncate; their spot in the legislature will now re-adjust in size.
  • Fixed issues with policy costs being inflated with revoked Reforms.
  • Fixed issue where the Revolutionaries were not appearing in Party legislatures.
  • Fixed display issue with Free Reforms.
  • Changed the Monarchy Faction icons.
  • Fixed issue where Despotic Executive was giving the incorrect amount of Max sov.
  • Added various additional Titles.
  • Fixed issue where St Basil's Cathedral was available to all Governments.
1.3.2020
  •  Chiefdom Factions are now based on your Capital's Population not Total Population.
  • Renamed Peasants Faction to Peasantry, and Kingdom's Factions are now Commons, Nobility, Clergy, and Bourgeoisie. Have dropped the variable names for the interest group factions.
  • Fixed various Reform issues.
  • Lowered Despotic max sov to 50%.
  • Fixed issue where Princedom stated that it unlocked Versailles instead of St. Basil's.
  • Governments are now categorized as either Limited (Chiefdom), Semi-Limited (Dictatorship and the unique ones), or Unlimited (the rest). Limited Governments cannot pass Government Reforms, whilst Semi-Limited Governments cannot pass Government Reforms except the Legitimacy ones. This replaces Chiefdom's hard limited on Max Sov.
  • Constructing a Wonder that establishes a Government now brings up the Choose Government popup (for only that Government) instead of automatically establishing it.
  • Fixed issue where Commoners would cause the Legislature to fail to compose properly when Food was a negative value.
  • Can now View Governments at any time from the Government Overview. Also fixed an issue where changing Governments was not properly available.
  • Sargon's Palace now allows you to change your Government. It still bypasses Pop reqs. but this gives it a use if built after you have established a government proper.
  • Renamed Shamans to Healers. Shifted the original Elder icon to the Healers and Elders receive a new icon.
  • Renamed Princedom to Principality and renamed Kingdom to Monarchy.
  • Holy See no longer opposes Government Reforms in other civilizations' legislatures.
  • Imperial Crown no longer supports Government Reforms.
  • Fixed issue where the Holy See's power was no longer calculating properly.
  • Holy See's power is now based on your Capital's Faith output.
  • If you change your Ideology whilst you have a Dictatorship, your Legislature will now be reset. This will only work on the next turn without CP.
  • Dictatorship can now freely change Governments.
  • Dictatorship Rev Sentiment reduction is now 100%.
  • Unique Government Civ preferences are no longer supported. Civ-specific preferences should now only be set between Monarchy, Republic, Principality, or Dictatorship.
  • Revolutionaries no longer have unique names.
  • Fixed text conflict with VP.
  • Fixed major trigger malfunction.
  • Fixed issue where establishing one of the unique Governments would reset your Reform choices.
  • Fixed issue with Reforms inflating policy costs when using DLL.
  • Have made quite a few internal changes to how governments are established, so please be on the extra lookout for oddities.
  • World Governments overview now shows its text fully instead of truncating it.
  • Government descriptions in the World Governments overview are now qualified (e.g. Parliamentary Monarchy or Revolutionary Dictatorship).
26.2.2020
  • Fixed incorrect Republic alpha icon.
  • Fixed issue where the Demarch title and General title had their conditions swapped around.
  • Forum Magnum now bestows the title of Tribune. Consul is now bestown by completing the Liberty Tree.
  • The title of Archon now requires the Tradition Finisher (with a Republic). Added Polmarch as Tradition + Honor Finisher + Republic. Also added Grand Archon and Grand Polemarch with those conditions + Empire.
  • Added Tyrant title as Liberty Finisher + Republic + Autocracy.
  • Fixed issue where EE's Versailles was still appearing in the pedia.
  • Default name for the Bourgeoisie is now Merchants (they're still called Bourgeoisie in Renaissance).
  • Revolutionaries are no longer present in Chiefdoms.
  • Nobles now favour Left Industry/oppose Right Industry.
  • Interest group Factions (Nobles, Populists, etc.) are now based on the highest of the Capital's rate for their Yield.
  • Fixed an issue where civs would consider changing to a Dictatorship without having an Ideology.
  • Fixed an issue where changing government did not reset your Reform choices.
  • Added Soldiers Faction to Republic, based on capital's XP output.
  • Fixed an issue with the Great Person popup not working.
  • Fixed an issue where a civ's government preference was guaranteed instead of weighted.
  • Fixed issue where the Government Overview screen would popup if the AI constructed a Wonder that unlocks a unique Government.
  • Fixed issues in the calculation of the Multi-Party system votes.
  • Populists are now powered by Science and favour Education reforms.
  • Fixed issue where the Justice Reform text stated the same effects for both reforms.
  • Fixed issues with Rations Reform effects being incorrectly assigned.
  • Fixed Ownership Maintenance effect text being indicated incorrectly.
  • Daimyo power is now based on number of combat units.
  • AI government preference is now more inclined to match their flavours.
  • Fixed text issues with Missions reforms.
  • Fixed issue where the Orders Reforms did not correctly negate one another.
  • Fixed issues with the mod being unable to distinguish between VMC and CP.
  • Added Commoners Faction to the Kingdom govt, based on Food after consumption.
  • Added Princedom government as an aristocratic middle-ground between Kingdom and Republic. Its Factions are the Citizens (based on Culture) and Peasants (based on Food consumed).
  • Interest Factions are now influenced by your Policy Branch choices, so Clergy and Oligarchs now stand a chance to assume dominance :p
  • Fixed issue where changing from a Chiefdom to a Kingdom/Republic would reset your Reform choices.
  • Fixed issue where Dictatorship legislature was not being properly established.
  • The unique Government Wonders now increase Max Sov increase of Sov.
  • Versailles now grants the Sun King title (so as to be consistent with Princedom and Republic's wonder-title).
  • Devaraja title now requires Angkor Wat.
  • Added Cacique title for Mesa Verde.
  • Added a few additional early Republic titles.
  • Added Motherland Calls wonder, replacing the Kremlin - since St. Basil's becomes the Princedom wonder.
  • Moved Versailles to Acoustics.
  • Fixed issue with titles that refer to the player's capital not working.
  • Added Revolutionary Republic title for some Radicalist Dictatorships.
  • Added titles for those that control Hofburg Palace, St. Peter's Basilica, and Himeji Castle without having the government that they establish.
24.2.2020
  • Fixed an issue where Government-exclusive Wonders could be built by anyone.
  • Fixed an issue with CP where Cooldowns were increasing each turn. 
  • Removed Info Panel dependency.
24.2.2020
  • Initial release.

Tuesday, 31 December 2019

[Civ V] Civilizations - Kongo (Afonso I)

DOWNLOAD
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] Civilizations - Egypt (Tutankhamun)

DOWNLOAD
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.

Thursday, 26 December 2019

[Civ V] Civilizations - Brazil (Pedro I)

DOWNLOAD
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)

DOWNLOAD
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)

DOWNLOAD
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)

DOWNLOAD
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)

DOWNLOAD
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.
DOWNLOAD

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)

DOWNLOAD
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.

Thursday, 5 December 2019

[Civ V] Civilizations - Germany (Adolf Hitler)

DOWNLOAD
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)

DOWNLOAD
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.

Sunday, 1 December 2019

[Civ V] Civilizations - America (Franklin Roosevelt)

DOWNLOAD
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)

DOWNLOAD
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)

DOWNLOAD
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)

DOWNLOAD
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.