Showing posts with label Civilization V. Show all posts
Showing posts with label Civilization V. Show all posts

Tuesday, 24 March 2020

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

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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

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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

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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

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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.

Monday, 17 February 2020

[Civ V] Rise to Power - (UI) Tech Tree

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Requires Rise to Power - (Core) Utilities

The Tech Tree replacement mod needed for some Rise to Power gameplay mods.

On its own, it adds functionality for adding custom icon indicators to Techs, indicates Wonders that have been build, and incorporates various supports for the CP.

Further Information

This mod replaces the following files and should not be used with other mods that do the same:
  • TechAwardPopup.lua
  • TechAwardPopup.xml 
  • TechButtonInclude.lua
  • TechButtonInclude.xml 
  • TechHelpInclude.lua
  • TechPanel.lua
  • TechPanel.xml 
  • TechPopup.lua
  • TechPopup.xml 
  • TechTree.lua
  • TechTree.xml 

Patchnotes
18.2.2020
  • Initial release.

Saturday, 25 January 2020

[Civ V] Rise to Power - (Content) Additional Policy Trees


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Requires Rise to Power - (Core) Utilities
Requires Rise to Power - (UI) Social Policy Screen

Conservation, Industry, and Intrigue are three new Social Policy Trees, focusing on Food, Production, and Espionage. They offer an alternative path before pursuing an ideology.

A scroll panel has been added to accomodate the new Policy Branches

Additional Changes

  • Adds the Jail as an early Espionage building.

Further Information

Background Information 


Patchnotes
 23.3.2020
  • Added new splash backgrounds with much thanks to Leugi.
  • This mod now adds the Jail (still useless with Crimes or Sov :p). 
  • Intrigue Opener now grants a free Jail in first four cities.
  • Fixed CTD caused by completing the Conservation tree.
  • Fixed issue where all players would receive GGPs from the Intelligence Networks policy.
28.1.2020
  • Added Intrigue Tree, focusing on Espionage.
  • Conservation and Industry now unlock with with Enlightenment Era when that mod is enabled.
  • Now requirs the Core Utilities mod.
26.1.2020
  • Initial release.

Friday, 10 January 2020

[Civ V] Civilizations - Egypt (Ramesses II)

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By JFD and Regalman.

Revises Egypt under Ramesses II.
This mod is compatible with other mods that make the same alterations.

UA: WORKS OF OZYMANDIAS
Capturing an enemy Capital will hurry Production in all your cities. Construct Ranged and Siege Units 33% faster in captured cities.

UB: NILOMETER (WATERMILL)
The Nilometer is Egypt's unique Watermill, and can only be constructed in a city located next to a river. It increases the city's Food and Gold output, and is useful in offsetting the costs of your military or building projects.



Additional Changes
  • Changes Ramesses's city-list.
  • Changes Ramsses's in-game name to Ramesses II.
  • Adds new a new map by Regalman.
Credits
See included Credits.txt file for full details.

Patchnotes
11.01.2020
  • Initial release.

Thursday, 2 January 2020

[Civ V] Rise to Power - (UI) Diplo Corner

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Requires Rise to Power - (Core) Utilities

The Diplo Corner 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:
  • DiploCorner.lua
  • DiploCorner.xml 

Patchnotes
4.1.2020
  • Added option to display Current Research button along the top-right.

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.