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Unity Mod v2 2016-10-05

Unity Mod
- Many gameplay changes for more plausibility and fun

New Units
- Outrider, a Classic Era Mounted Scout Unit
- Longship, a Danish Classic Naval Unit, capable of entering oceans and faster than the Trireme, which it replaces
- Harbinger, a Medieval Era Mounted Scout Unit
- Huscarl, an English Medieval Era Melee Unit with Bonus vs Mounted (50), replacing the Longswordsman (if DLC04 "Denmark - The Vikings" installed)
- Galleon, an early Renaissance Naval Unit (if DLC02 "Spain & Inca" installed)
- Sapper, an early Renaissance Musketman and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Seaman, an early Renaissance Musketman Unit with Amphibious and Embarked Defense promotion
- Ship of the Line, a Renaissance Naval Unit
- Man-o-War, an English Renaissance Naval Unit with 20% Combat Bonus when adjacent to a friendly military unit and stronger than the Ship of the Line, which it replaces
- Skirmisher, a Renaissance Era Mounted Scout Unit
- Mariner, a Renaissance Rifleman Unit with Amphibious and Embarked Defense promotion
- Pioneer, a Renaissance Rifleman and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Mounted Infantry, a Industrial Era Mounted Scout Unit
- Combat Engineer, an Industrial Infantry and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Marine, an Industrial Infantry Unit with Amphibious and Embarked Defense promotion
- Commando, a Modern Era Infantry and Scout Unit with paradrop ability
- Mechanized Combat Engineer, a Modern Infantry and Worker Unit with Siege promotion and ability to construct routes and forts (Build animation missing)
- Mechanized Marine, a Modern Infantry Unit with Amphibious and Embarked Defense promotion
- Scout Helicopter, a Modern Era Helicopter Scout Unit
- Jet Bomber, a Modern Bomber Unit with Evasion (50) ability

AI
- Equalized Prince difficulty grade and duplicated it to Chieftain because the AI tends to use this grade at least for default Happiness even if you change its default handicap
- AttitudeChange set to 0 on every difficulty grade (2 to -1)
- Increased priority to build Barracks/Krepost, Armory, and Military Academy
- Reduced random shakiness of units
- Leader behavior tweaks
- Settlement priority tweaks
- Improved opinion for friendly acts: returned civilian, DoF, DoF with friend, liberated capital/city

Barbarians
- Barbarians! mod included with following Barbarian units available:
- Melee: Warrior ("Brute"), Spearman ("Pillager"), Swordsman ("Plunderer"), Pikeman ("Mercenary"), Longswordsman ("Outlaw")
- Archery: Archer ("Hunter"), Chariot Archer ("Harasser"), Crossbowman ("Poacher")
- Mounted: Horseman ("Marauder"), Knight ("Robber"), Lancer ("Highwayman"), Cavalry ("Bandit")
- Gunpowder: Musketman ("Brigand"), Rifleman ("Agitator"), Infantry ("Partisan"), Mechanized Infantry ("Rebel"), Commando ("Guerrilla")
- Naval: Galley ("Pirate"), Trireme ("Slaver"), Caravel ("Corsair"), Frigate ("Privateer"), Submarine ("Smuggler")
- Unique icon for Barbarian Naval units if DLC02 "Spain and Inca" installed
- Unique Barbarian Frigate "Privateer" model and portrait if DLC02 "Spain and Inca" installed
- Barbarian units received "Berserker": Restores 5 Hit Points if defeats a Unit. Restores 1 less Hit Point per turn
- Barbarian City Attack Modifier increased from -25 to 30
- Default combat bonus vs Barbarians removed on every difficulty grade (75-0%, AI: 45-60%)
- Maximum Barbarian units from camp nearby increased from 2 to 4
- Minimum distance between camps and capitals increased from 4 to 7
- Minimum distance between camps decreased from 7 to 4
- Odds of new Barbarian camp spawning decreased
- Availability of Barbarian units to one technology tier later delayed
- Barbarian/City State priority to build Naval and Ranged units decreased
- Barbarian priority to plunder, and damage and capture cities increased
- Experience cap of fighting Barbarians increased from 30 (Level 3) to 100 (Level 5)

Buildings
- Stone Works moved from Calender to Masonry
- Windmill, Factory, Hydro Plant, Solar Plant, and Nuclear Plant require a Workshop/Longhouse in the same city
- Adopted most (national) wonder tweaks from Native Wonders mod, except the national restriction, extra requirements, and the disabled City State mission to build wonders. Includes many free buildings in the same city
- Public culture buildings and Garden additionally provide 1 Happiness (Citizen limit, Burial Tomb still 2) while Monastery always provides 1 and National Epic and Hermitage always provides 2 Happiness

Cities
- City HP: 30 (25)
- Base City HP healed by turn: 1 (2, Capital +1, and everything improving Defense increases heal rate)

City States
- May not build nuclear units, capital ships, and Stealth Bomber

Combat Modifiers
- NonCombat Unit Ranged Damage: 5 (4)
- Naval Combat Defender Strength Modifier: 100% (40)
- Great General Extra Bonus (China): +10 (15)
- Honor Policy Barbarian Combat Bonus: +20 if TBC mod not installed (25)
- Fortify Modifier per max. 2 turns: +20% (+25)
- Flat Land: +0% Defense (-10)
- Hill: +20% Defense (+25)
- Barbarian Encampment: +25% Defense
- Forest: +20% Defense (+25)
- Jungle: +20% Defense (+25)
- Mountain: +20% Defense, Movement 3 (0, 1)
- Oasis: +0% Defense, Movement 1 (-10, 1)
- Desert: -10% Defense, Movement 1 (0, 1)
- Flood Plains: -10% Defense, Movement 1 (-10, 1)
- Tundra: -10% Defense, Movement 1 (0, 1)
- Marsh: -20% Defense, Movement 3 (-15, 3)
- Snow: -20% Defense, Movement 2 (0, 1)
- Ice: -20% Defense, Movement 3 (0, 1)
- Fallout: -20% Defense (-15)

Combat & Range Combat strength
- Naval Combat Defender Strength Multiplier: 100 (40)
- "Embarked Defense": 20 (5)
- Outrider: 7
- Harbinger: 12
- Skirmisher: 17
- Mounted Infantry: 24
- Scout Helicopter: 34
- Jet Bomber: 60
- Commando: 40 and received "Skirmish I" (30% Attack Bonus, +30% chance to withdraw)
- Paratrooper: 40 (40) and received "Combat I" (20% Combat Bonus)
- Marine: 36 and received "Amphibious" and "Embarked Defense" (no combat penalty for attacking from sea or river, 10% Combat Bonus, can defend while embarked)
- Mechanized Marine: 50 (50) and received "Amphibious" and "Embarked Defense" (no combat penalty for attacking from sea or river, 10% Combat Bonus, can defend while embarked)
- Pioneer: 36 and received "Siege" and the ability to build roads, railroads, and forts (30% Combat Bonus vs Cities, 20% Combat Bonus vs Fortified Units, 10% Combat Bonus)
- Mechanized Pioneer: 50 (50) and received "Siege" and the ability to build roads, railroads, and forts (30% Combat Bonus vs Cities, 20% Combat Bonus vs Fortified Units, 10% Combat Bonus
- Anti-Aircraft Gun: 32/26 (32/-)
- Anti-Tank Gun: 32/26 (32/-)
- Helicopter Gunship: 50/40 (50/-)
- Mobile SAM: 23/46 (40/-)
- Galleon: 20/10
- Frigate: 30/15 (30/15)
- Ship of the Line: 34/17 (30/17)
- Man-o-War: 36/19
- Ironclad: 40/20 (35/18)
- Destroyer: 40/20 (35/22)
- Submarine: 30/60 (25/60)
- Battleship: 70/35 (60/32)
- Carrier: 50 (30)
- Nuclear Submarine: 40/80 (30/70)
- Missile Cruiser: 60/25 (60/25)

Cost
- Unit Maintenance changed to Base Maintenance 1, Naval/Capital-Ship/Mechanized/Air-Transport/Robot/Uranium +1, Great Person/Scout/Settler/Unmanned/One-Shot -1
- Naresuan's Elephant: 150 (120)
- Minuteman: 120 (150)
- Anti-Aircraft: 320 (375)
- Battleship and Carrier: 425 (375)
- Missile Cruiser, Stealth Bomber, and Giant Death Robot: 500 (425)
- Atomic Bomb and Nuclear Missile can't be purchased
- SS Stasis Chamber/Engine/Cockpit: 1500 (750)
- SS Booster: 1000 (500)

Resource Requirements
- Swordsman, Legion, and Longswordsman units: 1 Iron
- Seaman, Sapper: 1 Iron
- Marine, Pioneer: 1 Iron
- Mechanized Infantry: -
- Mechanized Marine and Pioneer: 1 Iron
- Chariot Archer: 1 Horse
- War Chariot, War Elephant: -
- Mounted Scout units: 1 Horse
- Horseman units: 1 Horse
- Knight, Mandekalu Cavalry, Keshik, Conquistator: 1 Horse
- Camel Archer, Naresuan's Elephant: -
- Lancer and Cavalry units: 1 Horse
- Tank units: 1 Oil
- Modern Armor: 1 Oil
- Giant Death Robot: 1 Iron, 1 Aluminum, 1 Uranium
- Anti-Tank Gun: -
- Helicopter Scout: 1 Oil
- Helicopter Gunship: 1 Oil, 1 Aluminum
- Anti-Aircraft Gun: -
- Mobile SAM: 1 Oil
- Catapult, Ballista, Trebuchet, Cannon, Artillery: -
- Rocket Artillery: 1 Oil
- Frigate, Destroyer: -
- Submarine: -
- Nuclear Submarine: 1 Uranium
- Galleon, Ship of the Line units: 1 Iron
- Ironclad: 1 Iron, 1 Coal
- Battleship, Carrier: 1 Iron, 1 Oil
- Missile Cruiser: 1 Iron, 1 Oil
- Fighter and Bomber units: 1 Oil
- Jet Fighter and Jet Bomber: 1 Oil, 1 Aluminum
- Stealth Bomber: 1 Oil, 2 Aluminum
- Atomic Bomb: 1 Uranium
- Guided Missile: -
- Nuclear Missile: 2 Uranium

Range
- Note that the "Range" promotion is removed that all Range differences stay the same
- Anti-Aircraft/Tank Gun and Helicopter Gunship: 3
- Mobile SAM: 4
- Catapult, Ballista, Trebuchet, and Cannon: 3 (2), to make all Siege Weapons safely attack cities
- Longbowman: 3, instead of "Range" promotion
- Ironclad: 3 (2)
- Destroyer: 3 (2)
- Artillery: 4 (3)
- Battleship: 4 (3)
- Rocket Artillery: 4 (3)

Movement
- River Extra Movement: 5 (10)
- Embarked units: 3, +1 with Navigation and Electricity (2, +1 with Astronomy and Steam Power)
- Berserker: 2 (3)
- Norwegian Ski Infantry Double Move in flat Tundra removed
- Great Persons, except General and Khan: 3 (2)
- Great General: 5 (2)
- Chariot units received "Can Move After Attacking"
- War Chariot: 4 (5) and received "Withdraw Before Melee"
- War Elephant 3 (2) and Naresuan's Elephant received a 10% Combat Bonus and ignores terrain cost in Forest and Jungle
- Horseman: 5 (4)
- Knight and Camel Archer: 4 (3)
- Mandekalu Cavalry: 5 (3)
- Lancer: 5 (4)
- Cavalry: 4 (3)
- Commando and Paratrooper can parachute up to 10 tiles away (5)
- Commando ignores terrain cost
- Armor units received "City and Rough Terrain Penalty (50)": 50% Attack Penalty vs Cities and in Rough Terrain. Entering Rough Terrain consumes all Movement
- Panzer: 5 (6) and received "City and Rough Terrain Penalty (50)
- Mechanized Infantry: 6 (3)
- Mobile SAM: 6 (4) and received "Rough Terrain Penalty"
- Rocket Artillery: 6 (3) and received "Rough Terrain Penalty"
- Modern Armor: 6 (5)
- Giant Death Robot: 6 (3)
- Helicopter Gunship: 8 (6)
- Work Boat: 3 (4)
- Galley: 3 (3)
- Trireme: 3 (4)
- Caravel: 4 (6)
- Galleon: 4
- Frigate: 5 (5)
- Ship of the Line and Man-o-War: 5 (5)
- Ironclad: 5 (4) and "Cannot Enter Ocean" removed
- Destroyer: 7 (8)
- Submarine: 5 (5)
- Battleship: 6 (4)
- Carrier: 6 (5)
- Nuclear Submarine: 6 (6)
- Missile Cruiser: 7 (7)
- Zero: 10 (8)
- Nuclear Missile: 20 (12)

Visibility
- Embarked units: 2 (0)
- Tank units and Modern Armor received "Sight Penalty"
- Caravel received "Extra Sight I" (II)
- Destroyer received "Extra Sight II" (III)
- Galleon, Frigate, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Scout Helicopter received "Extra Sight I"
- Missile Cruiser received "Extra Sight II"
- Submarine, Nuclear Submarine, and Destroyer "Can See Submarines" removed
- All submarines can only be seen when adjacent to them or with "Scouting" promotion (Recon units only)
- Recon units, Anti-Aircraft and Anti-Tank Gun, Mobile SAM, and Helicopter Gunship received "Is Invisible" (Camouflage or Pop-up Tactics)
- Invisible units can only be seen when adjacent to them or with "Scouting" promotion (Recon units only)
- All invisible units received "Unable to Capture Cities and Units" because of a capture bug

Obsolete & Upgrades
- All previous (unique) unit attributes lost with upgrade
- Scout -> Outrider -> Harbinger -> Skirmisher -> Mounted Infantry -> Scout Helicopter
- Warrior -> Swordsman -> Longswordsman -> ...
- Horseman -> Knight -> ...
- Lancer units -> Tank units -> Modern Armor
- Anti-Tank Gun -> Helicopter Gunship
- Trireme -> Caravel -> Frigate -> Destroyer
- Galleon -> Ship of the Line -> Ironclad -> Battleship -> Missile Cruiser
- Fighter -> Jet Fighter
- Bomber -> Jet Bomber (won't become obsolete) -> Stealth Bomber

Technology
- Many prerequisite-tweaks to Technology Tree for slower and plausible advancement
- Aztecs' Jaguar replaces the Swordsman, instead of Warrior, without iron requirement
- Bronze Working reveals Iron
- Moved Destroyer and Submarine to Battleship
- Moved Bomber to Fighter
- Moved Anti-Tank Gun to Tank
- Caravel can be build one tech tier earlier with Compass in Medieval era (exploration). Embarked ocean crossing still comes one tier later with Astronomy (colonization)
- +10% WorkerSpeedModifier with following Technology: Masonry, Construction, Engineering, Metallurgy, Steam Power, Electronics, Nanotechnology

Attributes
- Settler won't become Worker when captured
- Settler and Worker can be captured while embarked if no defense available
- Spearman units received "Bonus vs Mounted (50)" while Pikeman units received "Bonus vs Mounted (50/100)": 50% Combat Bonus vs Mounted or 50% Attack and 100% Defense Bonus vs Mounted
- All Siege, Anti-Aircraft, and Anti-Tank units received "Unable to Capture Cities and Units"
- "Can Move After Attacking" includes a 10% Combat Bonus versus Melee
- "Ignore Terrain Cost" includes Ice and Mountain passability
- "Hovering Unit" includes "Can Move After Attacking" and +200% Defense vs Siege and Bomber units
- "Great Generals I/II" spawn rate reduced from 100/200 to 50/100
- Jaguar received "Jungle Warrior (50)" instead of "Combat Bonus in Jungle (50)": 50% Combat Bonus and ignores terrain cost in Jungle
- Mohawk Warrior received "Ignore Terrain Cost" but lost the Jungle bonus
- Berserker received "Berserker": Restores 5 Hit Points if defeats a Unit. Restores 1 Less Hit Point per turn
- Recon units received "Survivalism": +25% Defense in rough terrain, +60% chance to withdraw, +1 Heal outside friendly territory, can always enter rival territory, can use enemy roads and railroads
- "No Terrain Defensive Bonus" of Helicopter units removed (Pop-Up Tactics)
- "Ranged Attack Penalty (50)" of (Jet) Fighter units and Mobile SAM received an additional 50% Attack Bonus versus Helicopter units
- Keshik and Slinger received "Penalty Attacking Cities (25)"
- Samurai starts with "Combat I" instead of "Shock I"
- Lancer units received "Bonus vs Mounted (50)"
- Mobile SAM and Helicopter Gunship received "Indirect Fire"
- Panzer received "Quick Study" earning experience 50% faster
- "Bonus vs Tanks (100)" received an additional 50% Combat Bonus versus Scout Helicopter and mechanized infantry units. 50% Attack Bonus vs Helicopter Gunship, Mobile SAM, and Rocket Artillery
- Man-o-War received "Line of Battle": 20% Combat Bonus when adjacent to a friendly military unit
- Ironclad, Destroyer, Submarine, Carrier, Battleship, Nuclear Submarine, and Missile Cruiser received "Armored Ship": 50% Attack Bonus vs Wooden Ships. 50% Defense Bonus vs Cities, Wooden Ships, and Land Units
- Galleon, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Missile Cruiser received "Capital Ship": 50% Combat Bonus vs Cities, Non-Capital and Non-Submarine Ships
- "Bonus vs Submarines (x)" changed to "Attack Bonus vs Submarines (x)"
- Submarine and Nuclear Submarine received "Submerged": 200% Defense Bonus vs Surface Attacks. Normal Defense vs Domain Air, Helicopter Gunship, Destroyer, and Nuclear Submarine
- Carrier and Missile Cruiser received "Can Carry 4 Cargo" instead of "Can Carry 3 Cargo"
- Added +1 Heal Bonus to "Can Carry x Cargo" attributes to make stationed aircrafts restore faster

Promotions
- Promotion system streamlined and enhanced to make it more AI-friendly
- Open/Rough Terrain promotions changed to "Combat" with a general 20% Combat Bonus (Attack & Defense vs Units & Cities)
- At least one specialized promotion of the highest tier must be picked before a general promotion can be gained which further unlocks a higher tier of specialized promotions
- Recon and Archery units learn "Skirmish" with 30% Attack Bonus and +30% chance to withdraw (Attack vs Units & Cities, Withdrawal from Melee Attacks)
- All specialized promotions include a 10% Combat Bonus as general experience bonus (Attack & Defense vs Units & Cities)
- All promotions with Combat Bonus versus specific targets set to 30%, therefore 40% Bonus vs specific target due to the additional 10% Combat Bonus
- "Instant Heal", "Indirect Fire", "Volley", "Cover", "Formation", "Range", and 2nd/3rd grade specialized promotions removed
- "Blitz" gives 1 extra attack instead of as many as Movement points available
- "Charge" additionally gives 20% Attack Bonus versus Fortified Units what nullifies one fortification level (2 max)
- "Siege" (ground & air version) additionally gives 20% Attack Bonus versus Fortified Units what nullifies one fortification level (2 max)
- "Scouting" of Recon units additionally gives "Can see invisible units"
- "Supply" of Naval units heals only 1 Damage/turn instead of 2 and won't increase Movement by 1 anymore what was undocumented
- "Ambush" is always available and includes a bonus versus Mounted next to all mechanized units
- Naval units can receive "Repair" after "Supply" and "Combat II" to repair on the move
- New "Mountaineer" promotion with ignore terrain cost in Hill and Snow with additional Ice and Mountain passability
- Note that Mountains can't have any working movement modifier, because the game ignores such and treats mountains as the flat terrain beneath
- New "Stealth" promotion for Recon and AA/AT units with same function as "Charge"
- Anti-Aircraft/Tank Gun units receive the same promotions as Helicopter Gunship

Civilizations
- Free Worker at Ancient Era game start to speed-up early progress
- Better Japanese City Names mod (by usi) included
- Better Polynesian City Names mod (by Pouakai) included

Civilization Traits
- America: All civilian land units ignore terrain cost, 25% discount when purchasing tiles, Coal Resources provide double quantity
- Arabia: "Trade Caravans" (TBC: "Desert Power"), Oil Resources provide double quantity, all military land units have a +10% Combat Strength bonus in Desert and Oasis
- Aztecs: "Sacrificial Captives", receive free Great Artist when you discover Civil Service, all military land units have a +10% Combat Bonus in Jungle
- China: "Art of War", receive free Great Scientist when you discover Machinery, free Aluminum Resources provide double quantity
- Egypt: "Monument Builder", receive free Great Engineer when you discover Masonry, all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- England: Receive free Great Merchant when you discover Navigation, Food and Culture from friendly City-States increased by 25%, All military naval units receive "Mobility" (incl. 10% Combat Bonus)
- France: "Ancien Régime", receive free Great Artist when you discover Acoustics
- Greece: "Hellenic League", free Great Scientist when you discover Mathematics
- Germany: Barbarian units always join side and give 25 Gold upon defeating inside an encampment, -25% Unit Maintenance, all military land units have a 10% Combat Bonus in Forest
- India: Receive free Great Artist when you discover Theology, -25% Unhappiness from Population, all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Iroquois: "The Great Warpath", all military land units have a 10% Combat Bonus in Forest
- Japan: "Bushido", free Great Artist when you discover Printing Press
- Ottomans: "Barbary Corsair", earn Great People 15% faster
- Persia: "Achaemenid Legacy", receive free Great Artist when you discover Education
- Rome: "The Glory of Rome", receive free Great General when you discover Iron Working
- Russia: "Siberian Riches", all military land units have a 10% Combat Bonus in Tundra and Snow
- Siam: "Father Governs Children", receive free Great Merchant when you discover Banking, all military land units have a 10% Combat Bonus in Jungle
- Songhai: "River Warlord", all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Babylon: "Ingenuity", all military land units have a 10% Combat Bonus in Flood Plains and Marsh
- Mongols: "Mongol Terror", Horse Resources provide double quantity
- Inca: "Great Andean Road", all military land units have a 10% Combat Bonus in Hill and Mountain
- Spain: "Seven Cities of Gold", receive free Great General when you discover Astronomy
- Denmark: "Viking Fury", all military naval units have a 50% Attack Bonus versus Cities

Civilization Start Locations (original settings)
- America avoids Desert, Jungle, and Tundra (River)
- Arabia seeks Desert (Desert)
- The Aztecs seek Jungle (Jungle)
- China avoids Tundra ()
- Egypt seeks Desert (no Forest or Jungle)
- England seeks Coast (Coast)
- France avoids Desert, Jungle, and Tundra ()
- Germany avoids Desert, Jungle, and Tundra ()
- Greece avoids Desert, Jungle, and Tundra ()
- India avoids Tundra (Grassland)
- The Iroquois seek Forest (Forest)
- Japan avoids Desert and Tundra ()
- The Ottomans seek Coast (Coast)
- Persia avoids Jungle and Tundra ()
- Rome avoids Desert, Jungle, and Tundra ()
- Russia avoids Desert and Jungle (Tundra)
- Siam seeks Jungle (no Forest)
- Songhai seeks Plains (no Tundra)
- Babylon avoids Jungle and Tundra ()
- The Inca seek Hills (Hills)
- Spain seeks Coast (Coast)
- Mongolia seeks Plains (Plains)
- Polynesia seeks Coast (Coast)
- Denmark seeks Coast (Coast)

Compatibility
- Mods included: Barbarians!, Native Terrain, Better Japanese City Names, Better Polynesian City Names
- Mods compatible in installation order: CSD, CiVUP, BMF or TBM, *UM*, Native Wonders, R.E.D.
- Mods recommended: CivWillard, CiVUP, Building Made Fun configured using CiVUP
- Languages compatible: English
- Install and activate Unity Mod after any other gameplay mod except noted otherwise
- Unity Mod can't be added to or removed from a game session


v2
- AI: Settlement priority tweaks
- AI: Improved opinion for friendly acts: returned civilian, DoF, DoF with friend, liberated capital/city
- AI: Leader diplomacy tweaks
- Cost: Naresuan's Elephant: 150 (120)
- Technology: Aztecs' Jaguar replaces the Swordsman, instead of Warrior, without iron requirement
- Attributes: Fixed and changed "Jungle Warrior" from 25% to 50% Combat Bonus in Jungle, removed Forest Dweller from Jaguar
- Civilizations: Free Worker at Ancient Era game start to speed-up early progress
- Civilizations: Included usi's "Better Japanese City Names" and Pouakai's "Better Polynesian City Names" mod
- Civilizations Traits: Aztecs: Receive free Great Artist when you discover Civil Service
- Civilizations Traits: China: Receive free Great Scientist when you discover Machinery
- Civilizations Traits: Egypt: Receive free Great Engineer when you discover Masonry
- Civilizations Traits: France: Receive free Great Artist when you discover Acoustics
- Civilizations Traits: Greece: Receive free Great Scientist when you discover Mathematics
- Civilizations Traits: India: Receive free Great Artist when you discover Theology
- Civilizations Traits: Japan: Receive free Great Artist when you discover Printing Press
- Civilizations Traits: Persia: Receive free Great Artist when you discover Education
- Civilizations Traits: Rome: Receive free Great General when you discover Iron Working
- Civilizations Traits: Siam: Receive free Great Merchant when you discover Banking
- Civilizations Traits: Spain: Receive free Great General when you discover Astronomy
- Compatibility tweaks


Installation
1. Copy/Move the unpacked *. civ5mod file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Run Civilization V, go to Mods\Browse Mods and click the Install Mods button in the Installed tab
3. Enable the mod by clicking the round button on the right
4. Start a Single Player game back in the Mods menu

Supported mods won't work together?
Try following method while running the game
:
1. Run the game and go to the Browse Mods menu
2. Install any mods
3. Alt-Tab out of the running game and filebrowse to the C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS folder
4. Move every mod folder, or only those where mod loading order is important, inside into an empty folder, e.g. \Sid Meier's Civilization 5\Patch or better into a newly created \Sid Meier's Civilization 5\Backup folder. Best to move out each mod's folder one by one, otherwise the mod list isn't always updated
5. Tab back into the game and check if the mod list in the Browse Mods menu is empty
6. Tab out and move every mod folder from \Backup back to \MODS but only one by one in the proper activation order and not all at same time!
7. Tab back into the game and activate all mods in the proper order


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