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.