Various Mod Components
- Internal trade routes and airports will now form city connections
- The Smart AI mod is integrated into this mod
- Atomic bombs and missiles no longer contribute to unit "supply" cost
- Great people from policies, traits, buildings, etc, do NOT increase the cost of the next great person
- Gaining a great person does NOT increase the cost of other great people
- Units in allied militaristic city-states can upgrade as if they were in friendly territory. Doing so will incur a small time delay to the next free unit from the city-state
- New ability to recall trade routes in trade overview…
Internal routes will end the following turn
International routes will end upon reaching the home city, until radio is discovered, then they will turn around immediatelyUpdated trade route UI to make it more compact
Possible destination cities are displayed in tool-tip when re-homing a trade unit
City-states with trade quest will have an icon to identify them - Allows marble internal trade routes to be made. This moves the wonder production bonus from the home city to the target city.
- National Wonders requiring a building in every city exclude those being razed or puppets. So taking cities no longer stops you from building national wonders
- City-states will only raze captured cities if it will make them very unhappy (less than -10) as opposed to just unhappy (less than 0)
- City-states can be liberated after being married into Austria or assimilated by Venice
- City-states allied to a major act as territory of the major – other units may not enter the territory unless they can enter the allied major’s territory
- Pro-rata building purchase – putting in production to a building will reduce the gold cost
- City-states at war with each other, but allied to the same major, will declare peace
- Upon razing a coastal city, naval units will jump to the nearest available sea plot and not the nearest city. Naval units in hill cities attack from the harbour (flatland), not the top of the hill
- Settlers (and other units capable of founding a city) produced from a city with religion, may take a religion with them. When the new city is founded it will fully adopt that religion. The chance a religious settler will spawn is proportional to the religious followers in the city
Religious settlers are converted accordingly into religious refugees upon capture, if using my other mod: Refugees
- A Great Artist, Writer or Musician who does NOT create a Great Work (e.g they are killed by capture or used their other ability), can be reborn such that the Great Work is not lost
- Submarines under ice are immune to surface attacks (can still be attacked by other subs)
- Enables the AI to use combat units as workers (e.g legion) and settlers (e.g conquistadors) if they not doing anything else
- Inquisitors will keep religion out of allied City-state cities if positioned adjacent
- Pointless inter-turn diplomacy is removed. These are dialogs where the response doesn’t matter, as the AI ignores your response. E.g "I’m sorry" or "Get over it", or ones with a "back" option
- "Cannot Enter Deep Ocean" promotion (on the trireme, galleass…etc) has been changed to "Weak Hull". This promotion allows ocean crossing, but halves movement on ocean, and if the unit ends the turn on an ocean tile, it will die.
This allows players to cross that annoying 1 ocean tile, to get to a new coastline, while still preventing ocean exploration until astronomy
- "Altitude Training" promotion (from Mt. Kilimanjaro) has been changed so that it allows the unit to cross mountain tiles (will still take attrition dmg). The other buffs have been removed. Mounted, siege or armor units won’t get this
- "Air Recon" promotions now has 3 levels:
I = 5 sight, on triplane
II = 7 sight, on fighters
III = 9 sight, on jet fighter and stealth bomber - New pantheon: +1 Culture and +1 Faith from Mountains
- Ancient ruin rewards are now era dependent and scale accordingly…
(The upgrade unit reward now only applies to scouts and warriors)RewardsAncientClassicalMedievalRenaissanceIndustrialModernAtomicInformationMap✓Free tech✓Reveal camps✓✓Population✓✓Low faith✓✓High faith~60~130~190Gold~50~100~200~400~800~1600~3200~6400Culture20408016032064012802560Settler onlyFree worker✓✓✓✓Free settler✓✓Modded only
Also adds support for my other mods – Navigable Rivers, Mountain Cities, Canals
If you would like to disable any of these additions individually, leave a comment
Does not work on multiplayer and can’t be used with other DLLs. Unfortunately there are lots of errors on mac that can’t be fixed
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Gods and Kings
Sid Meier's Civilization V: Brave New World