generalstaff
Steadfast
Modular Civic Buildings for Rise of Mankind 2.8 by generalstaff
The goal of this mod is for each civic to have a unique building based on Zappara's Slave Market, Agora, and Manor. Starting civics (except None since it serves as a dummy) now have one with version 1.1.
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Despotism (Monument of the Dictator: Req: Fascism. +1 Culture, -10% War Weariness, +5% Military Production)
-Monarchy (Royal Monument: +1 Culture, +1 Happiness with Stone, Marble, Copper)
-Democracy (Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness)
-Communist (Reeducation Center: -25% War Weariness, +10% Production)
-Fascist (Checkpoint: Req: Garrison. +2 Espionage, 30% Espionage, +10% Maintenance, +20% Spy Defense, +1 Free Spy, +1 EXP Gunpowder Units, Spy Units, -1 Happiness)
-Federal (Town Hall: -20% Maintenance, +1 Happiness. Obsolete: Communication Networks)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Patrician (Villa: +1 Culture. +1 Happiness from Olives, Wine. Stores 10% of Food after growth)
-Bureaucracy (Civil Servant's School: -10% Maintenance, +1 Happiness per 25% Science Rate. Obsolete: Compulsory Education)
-Senate (Polis Council: +2 Science, -5% Maintenance, +1 Happiness. Obsolete: Representative Democracy)
-Parliament (Single Issue Party: +20% Maintenance. Free Specialist per Town)
-President: (Presidential Monument: +2 Culture, +1 Gold, +1 Happiness)
-Vassalage: (Warlord’s Keep: +25% Defense (except against high explosives). +1 EXP: All units created in city. Double Production with Stone. Obsolete: Leadership)
-Tribal (Warrior's Hut: Req: None. +2 EXP: Melee Units, +1 EXP: Archery, Mounted Units. Obsolete: Military Training)
-Bourgeois (Art Patronage: Req: Free Artistry. +25% Culture, +1 Great Artist Point. +1 Happiness from Marble, Stone, Copper, Gold, Silver. Specialists: 2 Artists, 1 Engineer)
-Proletariat (Festival: +2 Culture, +1 Happiness, +2 Gold, -5% Production. Specialists: +1 Merchant, +1 Artist. Double Production with Alcohol. Obsolete: Marxism)
Caste: (Brahmin Library: +2 Culture, +1 Science, +5% Science. Obsolete: Liberalism)
-Feudal (Estate: +3 Food, +5% Food. +1 Free Noble. Obsolete: Advanced Agriculture)
-Nationalist (Paramilitary Corps: +3 Espionage, -10% War Weariness, +10% Military Production, +2 EXP: Gunpowder Units. Specialists: +2 Spy. Double Production with Ammunition)
-Liberal (Dissident Press: +3 Culture, +50% Culture, +1 Happiness per 10% Culture Rate, -10% Espionage, +25% War Weariness)
-Marxist (Req: Globalization. Social Justice Organization: +2 Happiness, +2 Health, +10% Great Person, -10% Gold)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Mercantile (Imperial Mint: Req: Gold, Silver, or Copper. +2 Gold, +15% Gold. +5% Commerce bonus with Gold, Silver, Copper. Obsolete: Globalization)
-Free Market (Free Port: Req: Lighthouse. +10% Trade Route Yield, 20% Foreign Trade Route Yield. +1 Free Merchant)
Planned (Planning Office: -15% Maintenance, -5% Commerce, +5% Production)
-Corporatist (Chain Store: +1 Happiness bonus for Sugar, Cotton, Silk, Coffee, Cow, Pork, Gems, +5% Commerce bonus with Musicals, Hit Singles, Movies, Semiconductors)
-Regulated (Highway Project: Req: Oil Products, Rubber, Cement, Paved Roads. +1 Trade Route. +15% Trade Route yield, +10% Maintenance. +1 EXP: Wheeled Units, Tracked Units, Dreadnought Units)
-Green (Recycled Goods Factory: Req: Recycling Center, Manufacturing. +20% Maintenance, +5% Production with Aluminum, Iron, Copper, Vulcanized Rubber, Synthetic Rubber, Glassware, +5% Commerce with Semiconductors, +1 Happiness from Biofuels, Geothermal Energy, +1 Healthiness from Oil, -1 Happiness from Oil, Coal, +10% Production speed with Chemicals)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Divine Cult (Divine Monument: +1 Culture, +1 EXP: Melee Units and Mounted Units)
-Prophets (Mystic’s Hut: +10% Culture, +10% Military Production. Obsolete: Education)
-State Church (Seminary: Req: Theology, State Religion in city. +1 Culture. +1 Free Priest. Obsolete: Compulsory Education)
-Free Church (Church School: Req: State Religion in city. +2 Culture, +10% Culture, +5% Science. Specialists: 1 Priest. Obsolete: Compulsory Education)
-Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
-Secular (Universal Church: Req: Globalization. +1 Culture, +10% Culture, +1 Health, +1 Happiness, +10% War Weariness)
-Atheist (Church of the State: +1 Happiness, -20% War Weariness, +10% Culture. Specialists: 2 Priests, 1 Scientist)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
-Charity (Plague Hospital: +1 Health, +1 Health from Olives, Cow, Pig, Whale, Incense. Obsolete: Medicine)
-Church Welfare (Foundling Hospital: +1 Population in all cities. Specialists: 1 Priest. Obsolete: Medicine)
-Public Works (Workhouse: Req: Social Contract. +20% Production, +10% Maintenance. Obsolete: Industrialism)
-Private (Foundation: +1 Science, +1 Health, +1 Culture)
-Corporate Welfare (Chamber of Commerce: +10% Gold. +1 Free Merchant)
-Subsidized (Social Services: Req: Marxism. +10% Maintenance, +2 Health)
-Socialized (Welfare Office: +10% Maintenance, -10% Wealth, +1 Happiness, +4 Health)
-Supremacy (Think Tank: Req: Press Agency. -10% War Weariness, +10 Military Production, +1 Happiness per 10% Espionage Rate)
-Technocracy (AI Surveillance: Req: Advanced Computers. -2 Happiness, -30% War Weariness, +25% Production, -20% Maintenance. Double Production with Semiconductors)
-Post-Scarcity (Automated Defenses: Req: Military Robotics. +50 Defense (except against high explosive), -25% Damage from Air Units, +20% Spy Defense, +2 EXP: Robot, Assault Mech, and Dreadnought Units. Double Production with Ammunition)
-Super-Human (Auxiliary Body Exchange: Req: Artificial Life, Cloning Lab. +5 Health, +5 Happiness, -25% Military Production, +25% Healing Rate, +2 EXP: Hightech Units, Gunpowder Units, +5EXP: Clone Units, +5% Maintenance.)
-Paradise (Park Arcology: +2 Culture, +1 Science, -10% Gold. No Unhealthiness from Population)
A number of units is added as well.
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace, Nanotubes. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Communist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
Nobility (Noble: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 5 EXP). Tech: Nobility)
Nobility (Lord: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Chivalry)
Vassalage (Warlord Vassal: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Vassalage)
Vassalage (Viceroy: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 15 EXP). Tech: Leadership)
Note: The Nobility and Vassalage Units comes with new promotions.
-Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Paramilitary Corps. Tech: Guerrilla Warfare)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Req: Nanotubes. Tech: Military Robotics)
Check the civipedia for Civics and Traits bonuses.
v1.13 (RoM 2.8)
Download Link: http://www.atomicgamer.com/file.php?id=83038
v.1.0 (RoM 2.71)
Download Link: http://forums.civfanatics.com/downloads.php?do=file&id=13107
The goal of this mod is for each civic to have a unique building based on Zappara's Slave Market, Agora, and Manor. Starting civics (except None since it serves as a dummy) now have one with version 1.1.
-Chiefdom (Fortified Encampment: Req: Guerrilla Warfare. +5% Spy Defense, +10% Defense (except against high explosives). Required to build Technical)
-Despotism (Monument of the Dictator: Req: Fascism. +1 Culture, -10% War Weariness, +5% Military Production)
-Monarchy (Royal Monument: +1 Culture, +1 Happiness with Stone, Marble, Copper)
-Democracy (Polling Place: -10% Maintenance, +3 Happiness, +25% War Weariness)
-Communist (Reeducation Center: -25% War Weariness, +10% Production)
-Fascist (Checkpoint: Req: Garrison. +2 Espionage, 30% Espionage, +10% Maintenance, +20% Spy Defense, +1 Free Spy, +1 EXP Gunpowder Units, Spy Units, -1 Happiness)
-Federal (Town Hall: -20% Maintenance, +1 Happiness. Obsolete: Communication Networks)
-Junta (Interrogation Building: Req: Fascism. +6 Espionage, -2 Happiness, -25% War Weariness, +1 EXP: Spy.)
-Patrician (Villa: +1 Culture. +1 Happiness from Olives, Wine. Stores 10% of Food after growth)
-Bureaucracy (Civil Servant's School: -10% Maintenance, +1 Happiness per 25% Science Rate. Obsolete: Compulsory Education)
-Senate (Polis Council: +2 Science, -5% Maintenance, +1 Happiness. Obsolete: Representative Democracy)
-Parliament (Single Issue Party: +20% Maintenance. Free Specialist per Town)
-President: (Presidential Monument: +2 Culture, +1 Gold, +1 Happiness)
-Vassalage: (Warlord’s Keep: +25% Defense (except against high explosives). +1 EXP: All units created in city. Double Production with Stone. Obsolete: Leadership)
-Tribal (Warrior's Hut: Req: None. +2 EXP: Melee Units, +1 EXP: Archery, Mounted Units. Obsolete: Military Training)
-Bourgeois (Art Patronage: Req: Free Artistry. +25% Culture, +1 Great Artist Point. +1 Happiness from Marble, Stone, Copper, Gold, Silver. Specialists: 2 Artists, 1 Engineer)
-Proletariat (Festival: +2 Culture, +1 Happiness, +2 Gold, -5% Production. Specialists: +1 Merchant, +1 Artist. Double Production with Alcohol. Obsolete: Marxism)
Caste: (Brahmin Library: +2 Culture, +1 Science, +5% Science. Obsolete: Liberalism)
-Feudal (Estate: +3 Food, +5% Food. +1 Free Noble. Obsolete: Advanced Agriculture)
-Nationalist (Paramilitary Corps: +3 Espionage, -10% War Weariness, +10% Military Production, +2 EXP: Gunpowder Units. Specialists: +2 Spy. Double Production with Ammunition)
-Liberal (Dissident Press: +3 Culture, +50% Culture, +1 Happiness per 10% Culture Rate, -10% Espionage, +25% War Weariness)
-Marxist (Req: Globalization. Social Justice Organization: +2 Happiness, +2 Health, +10% Great Person, -10% Gold)
-Barter (Caravan Post: Req: Trade. +25% Trade Route Yield. Obsolete: Mercantilism)
-Mercantile (Imperial Mint: Req: Gold, Silver, or Copper. +2 Gold, +15% Gold. +5% Commerce bonus with Gold, Silver, Copper. Obsolete: Globalization)
-Free Market (Free Port: Req: Lighthouse. +10% Trade Route Yield, 20% Foreign Trade Route Yield. +1 Free Merchant)
Planned (Planning Office: -15% Maintenance, -5% Commerce, +5% Production)
-Corporatist (Chain Store: +1 Happiness bonus for Sugar, Cotton, Silk, Coffee, Cow, Pork, Gems, +5% Commerce bonus with Musicals, Hit Singles, Movies, Semiconductors)
-Regulated (Highway Project: Req: Oil Products, Rubber, Cement, Paved Roads. +1 Trade Route. +15% Trade Route yield, +10% Maintenance. +1 EXP: Wheeled Units, Tracked Units, Dreadnought Units)
-Green (Recycled Goods Factory: Req: Recycling Center, Manufacturing. +20% Maintenance, +5% Production with Aluminum, Iron, Copper, Vulcanized Rubber, Synthetic Rubber, Glassware, +5% Commerce with Semiconductors, +1 Happiness from Biofuels, Geothermal Energy, +1 Healthiness from Oil, -1 Happiness from Oil, Coal, +10% Production speed with Chemicals)
-Folklore (Idol Shrine: Req: Ritualism. +3% Commerce with Gold, Silver, Copper, Stone, Marble. Obsolete: Monotheism)
-Divine Cult (Divine Monument: +1 Culture, +1 EXP: Melee Units and Mounted Units)
-Prophets (Mystic’s Hut: +10% Culture, +10% Military Production. Obsolete: Education)
-State Church (Seminary: Req: Theology, State Religion in city. +1 Culture. +1 Free Priest. Obsolete: Compulsory Education)
-Free Church (Church School: Req: State Religion in city. +2 Culture, +10% Culture, +5% Science. Specialists: 1 Priest. Obsolete: Compulsory Education)
-Intolerant (Revivalist Church: Req: Fascism, State Religion in city. -20% Science, -20% Culture, -10% War Weariness. Units Created Begin with Fanatic)
-Secular (Universal Church: Req: Globalization. +1 Culture, +10% Culture, +1 Health, +1 Happiness, +10% War Weariness)
-Atheist (Church of the State: +1 Happiness, -20% War Weariness, +10% Culture. Specialists: 2 Priests, 1 Scientist)
-Survival (Mercenary Camp: Req: Bronze Working. +2% Commerce: Iron, Copper. Required to train Bandit Footpad, Bandit Rider. Obsolete: Nationalism)
-Charity (Plague Hospital: +1 Health, +1 Health from Olives, Cow, Pig, Whale, Incense. Obsolete: Medicine)
-Church Welfare (Foundling Hospital: +1 Population in all cities. Specialists: 1 Priest. Obsolete: Medicine)
-Public Works (Workhouse: Req: Social Contract. +20% Production, +10% Maintenance. Obsolete: Industrialism)
-Private (Foundation: +1 Science, +1 Health, +1 Culture)
-Corporate Welfare (Chamber of Commerce: +10% Gold. +1 Free Merchant)
-Subsidized (Social Services: Req: Marxism. +10% Maintenance, +2 Health)
-Socialized (Welfare Office: +10% Maintenance, -10% Wealth, +1 Happiness, +4 Health)
-Supremacy (Think Tank: Req: Press Agency. -10% War Weariness, +10 Military Production, +1 Happiness per 10% Espionage Rate)
-Technocracy (AI Surveillance: Req: Advanced Computers. -2 Happiness, -30% War Weariness, +25% Production, -20% Maintenance. Double Production with Semiconductors)
-Post-Scarcity (Automated Defenses: Req: Military Robotics. +50 Defense (except against high explosive), -25% Damage from Air Units, +20% Spy Defense, +2 EXP: Robot, Assault Mech, and Dreadnought Units. Double Production with Ammunition)
-Super-Human (Auxiliary Body Exchange: Req: Artificial Life, Cloning Lab. +5 Health, +5 Happiness, -25% Military Production, +25% Healing Rate, +2 EXP: Hightech Units, Gunpowder Units, +5EXP: Clone Units, +5% Maintenance.)
-Paradise (Park Arcology: +2 Culture, +1 Science, -10% Gold. No Unhealthiness from Population)
A number of units is added as well.
-Chiefdom (Technical: Str: 40, Move: 3. Can Intercept (5%), 25% Withdrawl chance, Starts with City Raider I. Flank against Freight, Caravan, Medic. Req: Ammunition, Diesel, Synthetic Rubber, Vulcanized Rubber, Fortified Encampment (civic does not have to be active). Tech: Guerrilla Warfare, Machine Tools)
-Monarchy (Imperial Guard: National Unit: 1. Str: 14, Move: 1. Starts with Imperial Guard. Req: Iron, Palace. Tech: Feudalism. 25% Building Bonus with Silver.). Upgrades to Guard du Corps.
-Monarchy (Guard du Corps: National Unit: 1. Str: 24, Move: 1. Starts with Imperial Guard. Req: Sulphur, Palace. Tech: Flintlock. 25% Building Bonus with Silver.) Upgrades to Modern Imperial Guard
-Monarchy (Modern Imperial Guard: National Unit: 1. Str: 37, Move: 1. Starts with Imperial Guard. Req: Ammunition, Palace. Tech: Automatic Weapons) Upgrades to Robotic Imperial Guard
-Monarchy (Robotic Imperial Guard: National Unit: 1. Str: 142, Move: 2. Starts with Imperial Guard. Req: Palace, Nanotubes. Tech: Personal Robots)
*Note: Imperial Guard Promotion: Special. Resist Collateral Damage 100%, -40% Uprade Cost.
*Note: Charthage has an Amazonian Guard version of the Modern Imperial Guard is based on Qaddafi's Amazonian Guard, consider this an Eastern Egg.
-Communist (Leftist Guerrilla: Str: 31, Move: 1. Starts with Guerrilla I, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition. Tech: Guerrilla Warfare, Communism)
Nobility (Noble: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 5 EXP). Tech: Nobility)
Nobility (Lord: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Chivalry)
Vassalage (Warlord Vassal: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 10 EXP). Tech: Vassalage)
Vassalage (Viceroy: National Unit: 1. Move: 1, Attach to Unit (Led by Noble, 15 EXP). Tech: Leadership)
Note: The Nobility and Vassalage Units comes with new promotions.
-Nationalist (Paramilitary: Str: 31, Move: 1. Starts with Patrol I, Pinch I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Paramilitary Corps. Tech: Guerrilla Warfare)
-Intolerant (Fundamentalist Guerrilla: Str: 29, Move: 1. Starts with Commando, Ambush I. Hidden Nationality, Can attack with declaring war. Req: Ammunition, Revivalist Church. Tech: Guerrilla Warfare, Mass Media)
-Suvival (Bandit Footpad: Str: 6, Move: 1. 30% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active). Tech: Bronze Working) Upgrades to Musketman or Guerrilla
-Survival (Bandit Rider: Str: 8, Move: 2. 50% Withdrawl chance, Starts with Woodsman I, Looter. Hidden Nationality, Can attack with declaring war. Flank against Caravan. +5 Gold Maintenance, Cost increases by 5% per addition unit. Req: Mercenary Camp (civic does not have to be active) Upgrades to Cuirassier or Guerrilla
-Supremacy (SWAT: Str: 40, Move: 1. +50% vs Guerrilla, Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary, Starts with Patrol I, Urban Tactics I. +1 Gold Maintenance. Req: Ammunition. Tech: Communication Networks)
-Post-Scarcity (Mass Produced Robot: Str: 110, Move: 2. .Can intercept (20%). Req: Nanotubes. Tech: Military Robotics)
Check the civipedia for Civics and Traits bonuses.
v1.13 (RoM 2.8)
Download Link: http://www.atomicgamer.com/file.php?id=83038
v.1.0 (RoM 2.71)
Download Link: http://forums.civfanatics.com/downloads.php?do=file&id=13107