[BNW] (5UC) 5th Unique Component Project

KevinJK

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Nov 23, 2010
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Expanding on the wonderful work of the 3UC and 4UC Project, 5th Unique Component is here to add even more uniqueness to ever civilization in the game!

5UC requires only Brave New World, but it will recognize a few other mods. Notably, 5UC will make several balancing changes to items from the 3UC and 4UC Project if you have those installed, and it will recognize and use my own Workable Mountains and Better Aqueduct and Medical Lab mods. It is compatible and works great with my America Tourism Trait, Indonesia Improved, and Denmark Exploration mods. I also recommend that you use Resource - Granary Includes Bison, and all Granary replacements below will include Bison in their list of affected resources. These changes work very well alongside Events and Decisions, which I highly recommend.

It's not required, but if you would like to see the full list of uniques in the Civlization selection screen and the Dawn of Man screens, you'll want to download and install Enhanced User Interface. It's excellent and recommended for other reasons, too.

Just like the 3UC and 4UC Project, 5th Unique Component is entirely modular. You may freely delete any items that you don't want, including the 5UC updates to 3UC and 4UC items (just delete the _Update files). The only issue to be aware of that is that if you delete the English Textile Mill update, you must also remove the Steam Mill or weird things will happen (you can't have two unique Factories).

This mod's changes are below. Unless otherwise noted, the following are in addition to a building's normal effects.



America
[3] Steel Mill
(Factory)***; +2 Production from Iron and Coal tiles. 15% faster build speed for naval, air, and armored units
[4] Ranch (Stable)***; +1 Production and +1 Food from Bison, Cows, Deer, Horses, and Sheep (instead of +1 Production from Sheep/Horse/Cow). No production boost toward mounted units. No resource requirement, instead generating a Cow, Sheep, Bison, or Deer near the city when built.
[5] Saloon (Windmill); Can be built in any city. +1 Happiness and +25% border expansion speed. Costs 1 maintenance (instead of 2).
The Ranch will assist with expanding Washington's population and production in the early game. The Steel Mill also boosts production, and lets him build his military quicker so he can spend more time building whatever he wants. Washington loves to go wide, so the Saloon is available in any city to provide the happiness needed for even more growth.
***5UC adds air units to the production boost of the Steel Mill. It removes the mounted production bonus and border expansion boost from the Ranch, but makes it also add food and generate a bonus resource.


Arabia
[4] Ghazi
(Swordsman); Extra defensive terrain bonus (+15% defense in hills, forest, jungle). Not lost after upgrade. Prevents religious spread when garrisoned (like an Inquisitor) - lost after upgrade.
[3] Madrasah (University); +4 Faith
[5] Funduq (Caravansary); +2 Gold and +4 Gold (instead of 2) for land trade routes originating from this city
Harun al-Rashid has a high emphasis on religion, but has nothing to help him develop it. The faith-buffed University helps him out in this regard, as does the Ghazi, which is great at preventing religious conversions! He also loves to generate gold, and the unique Caravansary stacks very well with his trait.


Assyria
[3] Royal Guard
(Spearman); 15% Combat bonus when attacking (not lost after upgrade).
[4] Walls of Sargon (Walls)***; +2 Production
[5] Lamassu (Shrine); +5 City Combat Strength, no maintenance cost, and +15XP to units trained by this city.
Ashurbanipal is aggressive, as are his new Spearmen, which have an offensive attack bonus. His new Walls give a small but early boost to production, giving him another reason to build them early. His new shrine replacement helps fuel war even further.
***5UC increases the production bonus on Walls of Sargon from +1 to +2.


Austria
[3] Landwehr
(Rifleman); 10% Combat bonus on hills and 25% Combat bonus when defending (not lost after upgrade).
[4] Orchestra (Opera House); +4 Culture (instead of 1).
[5] Concert Hall (Theatre); +1 Culture and 2 Musician slots
Maria loves to develop her culture, and the new Opera House does just that. Since she also prefers to have a defensive army, the new Rifleman will fit right in. She also has the opportunity to generate Great Musicians faster and in every city, giving her excellent dominance in a culture victory.


Aztecs
[3] Eagle
(Spearman); +1 Sight and nearby units gain 15% Combat strength (lost upon upgrade).
[4] Sacrificial Altar (Temple); +2 Happiness
[5] Tzompantli (Walls); +1 Culture and +1 Faith. Cheaper to build and available at Mining (instead of Masonry)
Monty has a fairly high emphasis on religion, so the Temples that he will inevitably build now also increase the city's happiness, allowing him to conquer faster. His new Spearman functions as a temporary Great General, improving the combat ability of nearby troops. If an Aztec Jaguar gets an upgrade from ruins, it will become an Eagle and maintain all the Jaguar-specific bonuses while also getting the sight and combat bonuses. Be afraid. The Tzompantli works well to add even more war and religion focus to this Civ.


Bablyon
[3] Ziggurat
(Temple)***; +1 Production and +15% Great Person generation
[4] Charioteer (Horseman); Free Sight I promotion. Can move after attacking. Attack bonus against other mounted units. Ends turn if it enters rough terrain. Available after The Wheel instead of Horseback Riding.
[5] Diorite Stele (Monument); +1 GPP toward Great Scientists and no maintenance cost. +1 Culture upon researching Writing
Babylon was always a powerhouse. The new Temple gives a small Production boost and meshes with the trait, and the Charioteer is very maneuverable on flat terrain and can scout for nearby threats. The monument replacement makes immediate use of their trait, plus helps generate extra culture when following the path Babylon should already be on.
***5UC removes the Ziggurat's Production when construction buildings and instead adds Great Person generation.


Brazil
[3] Sambadrome (Stadium)***; +4 Tourism and 1 Musician Specialist slot.
[4] Banderante (Musketman); Always heals as if in friendly territory and not slowed by Jungle (not lost after upgrade).
[5] House Garden (Granary); No maintenance, +1 Food per jungle tile
Pedro's new unit is great for late-game warfare, and keeps its bonuses when it is upgraded to the Pracinha. Meanwhile, the new Stadium helps him get his preferred victory condition with both direct Tourism and the ability to generate more Great Musicians. Pedro needed a big bonus in the start of the game and his jungle bias is normally detrimental. The House Garden doubles-down on the high food of jungles to help create highly populated cities!
***5UC adds a Musician slot to the Sambadrome.


Byzantium
[3] Hippodrome (Circus); +2 Culture, +1 Faith. Requires the Wheel (instead of Trapping).
[4] Basilica (Temple); +4 Faith (instead of 2)
[5] Peristyle (Shrine); +1 Culture, +1 Faith per luxury resource
The Hippodrome is great for getting early faith, which Theodora will appreciate. The new Temple yields more faith, increasing her chances of grabbing a much-needed religion. To really ensure she gets a religion, the Peristyle is capable of generating lots of faith in certain cities.


Carthage
[3] Cothon (Harbor); Free in all coastal cities (because of Carthaginian UA). +5 City Strength. 15xp for Naval Units built in this city. +2 Gold from trade routes (instead of 1).
[4] Numidian (Chariot Archer); Free Shock 1 promotion. Can move immediately after purchase. Requires Horseback Riding instead of The Wheel.
[5] Breakwater (Lighthouse); +1 Production per sea tile (in addition to normal +1 Food)
Dido's third Unique Unit is the historically relevant Numidian, which is great for quick hit-and-run tacts. Her new Harbors are free (thanks to her UA), and improve her Naval supremacy. Her Breakwater allows her to work water tiles much more effectively, really making great use of her trait and coastal bias.


Celts
[4] Carpentom (Horseman); Weaker (10 instead of 12). Free Medic and Medic II promotions. Available at The Wheel (instead of Horseback Riding).
[3] Round House (Workshop); +1 Culture from Forest tiles.
[5] Stannary (Forge); +2 Production on Copper and Iron (instead of +1 on Iron), available at Bronze Working (instead of mining), no maintenance cost, and generates a Copper resource when constructed
Boudicca's Pictish Warriors usually do all the combat, and now they can be supported by the Carpentom, which behaves like a field medic. The new Workshop lets her make the most from her Forest start, and also assists her towards her preferred alternate victory condition. Finally, her Stannary really makes her shine. It's available two eras sooner (but not cheaper) and gives a guaranteed source of Copper. If the time is invested, she'll get a very early production boost to use for war.


China
[3] War Junk (Caravel); +1 Movement and 15% Combat bonus when defending (not lost after upgrade).
[4] Rice Terrace (UI); Can be built on any Hill. Yields 1 Food or 3 food if near Fresh Water. +1 Food after Civil Service or Fertilizer.
[5] Stupa (Shrine); +2 Faith (instead of 1), +1 Culture, and no maintenance
Wu Zetian's new Rice Terraces are great at yielding food if you get a few lucky locations, allowing her population to grow quickly, aiding her towards a science victory. Her new Caravel helps to offset her weaknesses on islands and other water-heavy maps. Her new shrine allows a better chance at getting a religion.


Denmark
[3] Langhus
(Barracks)***; +2 Culture. No maintenance. Units built in this city have a promotion for +15% attack.
[4] Longboat (Trireme)***; Stronger (12 instead of 10). +1 Movement and can cross ocean.
[5] Smokehouse (Granary); +2 Food to Bananas, Bison, Cows, Crab, Deer, Fish, Furs, Horses, Sheep, Truffles, Whale, and Wheat (instead of 1 to Bananas/Deer/Wheat)
Denmark's third Unique Unit is great for finding new civilizations and conquering them, and the new Barracks is a solid early-game culture boost. To help grow cities when expanding and conquering, the Smokehouse allows pretty much any city to get a great boost to Food.
***5UC changes the building name to Langhus and extends the promotion to all units. The Longboat loses 2 strength, but can cross oceans immediately.


Egypt
[3] Khopesh Swordsman
(Swordsman); Free Shock 1 promotion. 50% Combat bonus on Desert tiles (not lost after promotion). Does not require Iron.
[4] Nilometer (Watermill); No Production (instead of 1). No maintenance (instead of 2). +15% Food growth in city. Flood plains yield +1 Gold.
[5] Flax (UI); +1 Culture and +1 Gold. +1 Faith if next to a River or Lake. +1 Gold at Industrialization.
The new Egyptian building will grow Ramses' cities larger, and his new swordsman is great too. It doesn't even require Iron! Their unique Flax improvement provides a wide range of benefits, especially with his river start bias.


England
[3] Playhouse
(Zoo); +2 Culture. Lower maintenance cost (1 instead of 2). +1 Gold for every 10 citizens.
[4] Textile Mill (Windmill)***; Can be built in any city and creates a Cotton resource. +2 Gold from Silk, Cotton, and Dyes.
[5] Steam Mill (Factory); +2 Production from Whales, Coal, Oil, and Uranium. Doesn't require Coal. Available at Economics (instead of Industrialization).
England shines during the Renaissance era, with two buildings coming at Economics. The Gold from the new Zoo and Windmill will help Elizabeth achieve her desired Diplomatic victory, or prop up her military. The factory replacement allows England to industrialize and pick an ideology before other civilizations, plus can make effective use of any source of fuel.
***5UC changes the Textile Mill to a Windmill replacement, to make room for the Steam Mill to replace the Factory.


Ethiopia
[3] Monolithic Church
(Temple); 25% increase in religious pressure emanating from this city. +1 Faith from Stone resources.
[4] Oromo (Musketman); Free Shock I and Shock II promotions. 1.5x XP from combat (lost upon upgrade).
[5] Masgid (Courthouse); +1 Culture, +2 Faith, 1 maintenance (instead of 4). Does not remove Occupied status and can be built in any city. Available at Philosophy (instead of Mathematics).
The Oromo is an improved precursor to the Mehal Sefari, getting combat bonuses on both flat terrain. The real draw, however, is the new Temple that improves religious pressure from each city. Ethiopia is not at all suited to conquest, instead preferring peaceful growth. Their new replacement for the courthouse reinforces this strongly.


France
[3] Salon
(Zoo); +2 Culture and +2 Science.
[4] Foreign Legion (GW Infantry); 20% Combat bonus in enemy territory (not lost after upgrade).
[5] Dolmen (Stone Works)**; +1 Culture and +1 Culture to all Stone and Marble. No resource or technology prerequisites. Mountains have +1 Culture.
Napoleon gets his Foreign Legion back to further incentivize him towards war, and the new culture/science-boosting happiness building rewards him for succeeding. (The Volunteer Army Freedom tenant now gives generic GW Infantry). Brave New World changed France's trait from one of the best to the very worst, so their new stone works replacement helps make up for this loss of culture and is available right away and in all cities.
**The Dolmen's Mountain tile yields require my Workable Mountains mod.


Germany
[3] Teutonic Knight
(Knight); May convert defeated enemy units (lost after upgrade).
[4] Jaegar (Rifleman); Free Scouting I and Survivalism I promotions. Can choose recon promotions.
[5] Kantone (Barracks); +2 Production, +1 Gold, and no maintenance.
Germany is a civ with 3 Unique Units. Bismark's new Knight further increases the size of Bismark's army. Afterwards, you can upgrade your rag-tag band of Barbarians, Samurai, and Impis into an elite armada of Jaegar riflemen! Their unique barracks helps to build more of whatever he needs, while also helping to afford his growing army.


Greece
[3] Agora
(Market): +2 Gold (instead of 1). Trade routes generate 2 Gold for both owner and recipient (instead of 1).
[4] Odeon (Amphitheater): +2 Science, no maintenance cost.
[5] Kouros (Monument); +1 Culture and 1 Artist slot.
Alexander's first two new buildings earn just a bit more money to engage his Diplomatic victories, and give him an early technological boost. His unique monument allows him to generate Great Artists right away.


Huns
[3] Yurt
(Circus)***; No resource requirement. 50% faster border growth.
[4] Centaur (Knight)***; Ranged unit. (17/16 instead of 20/20). No penalty attacking cities. Nearby enemy units suffer a combat penalty. 1 base Movement is transferred to a promotion (which stays with upgrade) and it upgrades to Gatling Gun (instead of Cavalry).
[5] Eki (UI); +1 Production and +1 Food. +1 Production at Chivalry and +1 Food at Fertilizer.
Attila's Horse Archers now upgrade to Centaurs, which allows his units to stay relevant longer. These continue upgrading down the archery path, keeping a movement bonus as they do. His new Circus complements his RAZE-EVERYTHING mentality, as his borders will quickly grow to claim the destroyed city's territory. The unique improvement helps with rebuilding what cities he chooses to keep, making them effective engines for further destruction.
***5UC increases the Yurt's border expansion bonus from 25% to 50%. Base movement of Centaur is lowered by 1, but it gains a promotion for +1 movement that remains on upgrade to Gatling Gun.


Incas
[3] Chasqui
(Scout); More movement (3 instead of 2) (lost upon upgrade).
[4] Ushnu (Temple)**; +1 Gold. No maintenance cost (instead of 2). +1 Food from Mountain tiles.
[5] Intiwasi (Grand Temple)**; +4 Gold and improves the gold generated from trade routes. +1 Gold from Mountain tiles.
Pachacuti loves to build his treasury, and will be aided by his new Temple, should he decide to build it. The Scout is the real deal, though, as it moves very quickly. To further boost gold, his unique grand temple combines the normal bonuses with the full bonuses of the East India Company, and will stack with it for great trade benefits.
**The Qurikancha has been renamed to Ushnu. Both buildings' Mountain tile yields require my Workable Mountains mod.


India
[3] Mandir
(Temple); +3 Faith (instead of 2). +1 Science per 5 citizens.
[3] Sepoy (Musketman); Free Siege promotion.
[5] Sewer (Water Mill); +10% Food. Available immediately. Requires lake or river (instead of just river). Costs no maintenance.
India is a civilization that loves religion but didn't get a religious boost. His new Temple helps, and also rewards you for growing tall cities. The new Musketman is weaker, but cheaper and gets a free Siege promotion. Don't anger Ghandi because Sepoys are very effective at rushing a city! Ghandi gets improved water mills right at the start of the game, allowing very large city growth to make use of his trait.


Indonesia
[3] Wayang
(Amphitheater); +3 Culture (instead of 1) +1 Great Musician Point. No maintenance (instead of 1).
[4] Kapal Jung (Trireme); Less movement (3 instead of 4). Free Extra Sight I promotion. May cross ocean tiles.
[5] Pesantren (Public School); +1 Faith for every 2 Citizens and +25% religious pressure
Gajah Mada's new Trireme can cross ocean tiles and see farther, which is very useful for finding new continents to settle for his unique resources. The Wayang supports his efforts towards a cultural victory. Their new public school replacement allows them to spread religion as they spread science.


Iroquios
[3] Rusher
(Musketman); Weaker (22 instead of 24). More movement (3 instead of 2) (lost upon upgrade). Free Siege promotion.
[4] Forest (UI); May plant Forests on Grass/Plains/Tundra.
[5] Pit-house (Granary); +3 Food (instead of 2), +1 Culture, and no maintenance. +25% border expansion rate.
Hiawatha is useless without his trees, so the ability to plant Forest tiles is invaluable. Settle on that barren Tundra that nobody wanted and terraform it! Or just use your new Musketmen to take their cities instead. The Pit-house allows for improved growth of cities in both size and population, letting you spread out into forests faster for your trait.


Japan
[3] Dojo
(Barracks); +2 Culture, 30xp for Land units (instead of 15xp).
[4] Sohei (Pikeman); 15% combat bonus when adjacent to another unit (not lost upon upgrade).
[5] Hokura (Shrine); +2 Culture, no maintenance, and cheaper to build. +1 Faith on Mountains.**
Japan continues to excell at culture and land warfare. Sohei and Samurai come at the same time and both get the 30xp from the Dojo. Their unique shrine replacement is half the cost to build and also improves the culture game Japan favors.
**The Hokura's Mountain tile yield requires my Workable Mountains mod.


Korea
[3] Seowon
(University); +2 Faith
[4] Changdeokgung (Palace); +4 Happiness
[5] Hall of Worthies (Garden); +1 Science, +1 Culture, and 1 Scientist slot. Can be built in any city.
Korea was always top-tier and didn't need much to be competitive. The new Palace gives a small Happiness boost, allowing him to grow a little quicker in the early game. The Universities he will rush towards now also give him a little faith. Their garden replacement is available in all cities to boost science and culture. It also adds a specialist slot and will trigger a science boost in the Capital, so is meshes very well with Sejong's trait!


Maya
[3] Ballcourt
(Colosseum); Built faster (80 instead of 100). +1 Faith.
[4] Obsidian Warrior (Spearman); Upgrades to Longswordsman. Stronger (13 instead of 11). Maintains the 50% anti-mounted combat bonus upon upgrade.
[5] Sacbe (Caravansary); +1 Production, +1 Faith, and +1 Culture. Available at The Wheel (instead of Horseback Riding).
The Mayans were also top-tier. The new Colosseum is a little better and the Spearman and the Swordsman are combined into one, versatile unit. The Sacbe is available sooner and helps improve every city in the empire.


Mongols
[3] Ger
(Circus); No resource requirement. +10 XP for land units.
[4] Yam (Stable); No maintenance cost (instead of 1). +2 Gold. +1 Horse resource. +25 tiles for Land Trade routes.
[5] Rapid Lancer (Lancer); +1 Movement (keeps upon upgrade), no penalty attacking cities, and Formation II
Since Genghis Khan is likely to be conquering city-states and being denounced by others, his caravans won't be getting much use. Therefore, the new Stable should be built in every city to improve his gold yield, and to ensure a steady supply of horses for his army. The Circus replacement also improves his military. Finally, the Mongolian lancer replacement does everything the normal lancer does, but better. It also will stay a mounted unit when upgrading, allowing the Genghis to keep using his trait for longer.


Morocco
[3] Goumier
(Musketman); Cheaper (120 instead of 150). Free Drill I and Drill II promotions.
[4] Zellige Mosque (Temple); Less maintenance (1 instead of 2). +15% Culture in the city.
[5] Riad (Garden); +2 Faith. +4 Tourism with Flight.
Ahmad's new Temple assists him with culture victories (especially in tall cities), and the new Musketman comes with rough terrain promotions. Since most units will already have open-terrain promotions, upgrading them allows them to be very versatile. Their garden replacement helps earn a religion, and will aid a Culture victory later.


Netherlands
[3] Waag
(Bank); Trade routes generate 2 Gold for both owner and recipient (instead of 1). Slows spy theft rate by 25%
[4] East Indiaman (Frigate); Random strength promotion after first combat (not lost upon upgrade).
[5] Dike (Windmill); +2 Food and 2 Engineer slots (instead of 1)
The new Bank might not be the most interesting of buildings, but helps William gets his desired Diplomatic victory while maintaining a technological lead over lesser civilizations. The new Frigate seems deceptively weak, but could possibly have a 25% combat boost. Attack them at your own risk. The Netherlands' famous Dikes help to grow their populace as well as provide somewhere for them to work.


Ottomans
[3] Hamam
(Garden); Higher maintenance (2 instead of 1). +2 Faith. +1 Happiness.
[4] Great Bombard (Cannon)*; 300% bonus against cities (instead of 200).
[5] Cistern (Aqueduct)**; +10% Food, +2 Happiness, +20% Food carried over after city growth (instead of 40%), no maintenance.
Being the conqueror that he is, Suleiman will surely enjoy his new cannon, as well as the happiness from his new Gardens. His cisterns improve city growth a bit differently than aqueducts, and they increase happiness to help fuel conquest. Plus, if the Ottomans complete Tradition, they'll still get free Aqueducts, which will stack with cisterns to give the core cities extremely fast growth.
*5UC allows the promotion to remain upon upgrading the unit
**Will also gain +1 Food when using my Better Aqueduct and Medical Lab mod. Intentionally does not gain any bonus from Mountain tiles when Workable Mountains is installed, because this would stack with Aqueduct.
 
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Persia
[3] Clibanarii
(Horseman); Stronger (16 instead of 12). Less movement (3 instead of 4). Free Shock 1 promotion.
[4] Dar-be mehr (Temple); +2 Culture in the Capital
[5] Iwan Palace (Mint); +1 Global Happiness, no resource requirement, and generates a Gold resource near the city.
Darius' Temples will make Persepolis a cultural powerhouse, so be sure to build cultural % modifiers there! His Immortals will now be flanked by his new Horsemen, which are far more powerful. His replacement for the mint will improve global happiness and provide a luxury, so it can help generate golden ages to make use of his trait.


Poland
[3] Barbican
(Castle); +2 Food. (-2 Food, +2 Culture, and +2 Tourism) after researching Flight.
[4] PZL23 (Fighter); Wider range (10 instead of 8). 20% Combat strength against land units (lost upon upgrade).
[5] Ulhan (Cavalry); +15 Combat Strength in open terrain. +33% Combat Strength vs. Melee and Gun units.
Casimir doesn't need any help being competitive, but his new unique unit supports his warmongering ways. Gaining new cities is rewarded with a Food-generating Castle, which upgrades to yield Tourism instead. Their Ulhan is specialized in destroying basic infantry in open fields, befitting their plains bias.


Polynesia
[3] Fish Pond
(Watermill); Requires Animal Husbandry (instead of The Wheel). No maintenance. No production (instead of 1). +3 Food (instead of 2). +1 Food from Fish tiles. Creats a Fish resource nearby. Requires Coast.
[4] Koa (Swordsman); Does not require Iron. Free Amphibious promotion
[5] Fale Tele (Harbor); +1 Culture to all sea resources and atolls. Costs no maintenance.
Kamehama's new Watermill is great for growing his coastal cities, and the Koa is great for land warfare, especially if upgraded from a Maori Warrior. Their Fale Tele will help connect cities over water while also providing culture.


Portugal
[3] Casa da Índia
(East India Company); +1 Gold from your trade routes from this city.
[4] Galleon (Frigate); +20% Combat bonus when attacking into or defending coastal territory.
[5] Winery (Zoo); +2 Gold on Wine and creates a Wine resource near the city. Costs 1 maintenance (instead of 2)
Lisbon (or whatever city that Maria builds the new East India Company) is going to be a huge trading hub, and the Galleon works well with the Nau to establish oceanic dominance. Portugal is also guaranteed to be able to grow extra-profittable Wine in all of their cities.


Rome
[4] Thermae
(Garden); +1 Science, +1 Culture, +1 Food.
[3] Forum (Market); +10% Great Person
[5] Aedes (Temple); +1 Global Happiness. Cheaper to build, costs no maintenance, and doesn't require a Shrine.
Caesar's new buildings will be built quicker thanks to his UA, and they are all very useful. Coupling his new Garden with his new Market will lead to faster Great People, and the temple replacement can be built in all cities to improve empire happiness.


Russia
[3] Streltsy
(Musketman); 25% Combat strength in homeland territory (not lost upon upgrade)
[4] Research Institute (Research Lab); +8 Science (instead of 4).
[5] Banya (Garden); +1 Food for every Snow and Tundra tile. Culture cost to expand borders is 25% cheaper. No maintenance or fresh water requirement.
The new Research Lab helps Catherine get her scientific victory, protected by her new defensively-oriented Musketmen. In addition, her new garden will make her tundra start bias much better and stacks with her existing Krepost to increase border expansion.


Shoshone
[3] Buffalo Pound
(Water Mill); No River requirement. 1 maintenance cost (instead of 2). +1 Food from Buffalo. Creates a Buffalo resource near the city.
[4] Tipi (UI)***; Requires Trapping. May be built on flat Plains or Grassland. +1 Production, +1 Food, and +1 Culture. Additional +1 Culture from Archaeology. Does not remove Forests.
[5] Totem Pole (Monument); +1 Faith and +1 Production.
The Shoshone territory will be dotted with Tipis and Buffalo. The Tipis in particular are great for cultural victories. In addition to the culture, their Totem Pole provides a well-rounded benefit.
***5UC allows Tipis to be placed next to each other and on Grassland, and increases yield by +1 Food.


Siam
[3] Sala
(Garden); Does not require a River. Requires Construction (instead of Theology). No maintenance (instead of 1)
[4] Ballista Elephant (Crossbowman); 3 movement (instead of 2). 16 melee combat strength (instead of 13). No defensive terrain bonus. +50% against other mounted units (lost on upgrade).
[5] Chedi (Temple); +4 Faith (instead of +2) and 1 maintenance (instead of 2)
Ramkhamhaeng's new ranged Ballista Elephant complements his melee Naeurusan Elephants, and the new Garden is the real eye-catcher, as it comes one era earlier and can be built in all cities. Expect more Siamese Great People. Siam is also now more competitive in religion, with its temple replacement offering double the bonus at half the maintenance.


Songhai
[3] Sofa
(Crossbowman); Weaker (16 instead of 18). Free Medic promotion. May move after attacking (not lost upon upgrade).
[4] Treasury (Market); Does not yield Gold (instead of 1 Gold). +2 Gold in the Capital for every Treasury.
[5] Qadi Court (Circus); +2 Gold and +1 Faith. No resource requirement.
The new Crossbowmen and Mandekalu Cavalry work well together, with the Sofa focusing more on hit-and-run tactics while also healing the rider doing the groundwork. The unique Market also gives Askia a further incentive to expand his empire, as every additional Market now increases the amount of Gold in the Capital. Increasing the gold output even more is the Qadi Court, which also yields faith.


Spain
[3] Bull Ring
(Zoo); No maintenance (instead of 2). +2 Culture from Cows. Creates a Cow resource nearby. Available earlier (at Chivalry instead of Printing Press)
[4] Mission (Garden)***; +2 Faith, no Fresh Water required, and +25% religious pressure.
[5] Alcázar (Castle); +2 Faith and 15XP for units
Isabella can finally start pushing her beliefs on others with her new unique Garden that is designed to spread religion as far as possible. Meanwhile, the Bull Ring is mainly useful for increasing happiness without increasing maintenance cost, although the additional culture provides a defense against others' tourism. The Spanish unique castle yields faith and provides experience for military units, so Isabella is excellent at spreading her religion by force.
***5UC adds +2 Faith to the Mission.


Sweden
[3] Stave Church
(Temple); No maintenance cost (instead of 2). Trade routes generate 1 Gold for both owner and recipient.
[4] Hogskola (University); +2 science from Tundra tiles.
[5] Bollhuset (Theatre); +2 Gold and no maintenance
Poor Gustavus has a lame start bias with nothing to support it... until now. Pulling science from the arctic tundra should make his mid-game a little less depressing, and the money he saves on Temple maintenance could buy him a few more friends. He can also count on his unique theatres to generate even more gold to throw at City-States.


Venice
[3] Canals
(Garden)***; +4 City Combat strength, +50 City HP, and +1 Production. Requires Construction (instead of Theology). Requires Coast (instead of Fresh Water).
[4] Doge's Palace (Palace) +3 Culture (instead of 1). Greater city combat strength (8 instead of 3).
[5] Ca' D'Oro (Courthouse); No maintenance and doesn't remove occupied status. +2 GPP towards Merchants of Venice and 2 Merchant slots.
Enrico's first two new buildings help offset the early lack of defense, as both increase the capital's ability to defend itself. The Canals also have a bit of production to help manage Venice's coastal bias. The extra culture in the capital means that Venice will expand faster at the start of the game. Since most City-States are built on the Coast, they are all likely to build the new Garden to increase their defenses and production. As Venice is incapable of annexing cities, the normal courthouse is worthless to them. It is instead replaced with the ability to generate even more Merchants of Venice.
***5UC adds 1 Production to the Canals


Zulu
[3] Izinduna
(Great General); Less movement (3 instead of 4). Nearby enemy units suffer a -15% combat penalty.
[4] Isicathulu (Circus); +1 production from all minable resources (Iron, Coal, Gold, Salt, etc).
[5] Kraal (Stable); +1 Culture (in addition to the normal +1 Production) on all Cow, Sheep, and Horses. Available at Animal Husbandry, but has no bonus to building mounted units. Doesn't require a resource, instead generating a cow or sheep resource near the city when built.
Already one of the most fearsome domination civilizations in the game, the Zulus now get extra production from mines and a more intimidating Great General. Zulus don't really use cavalry, so their stable replacement doesn't help build these units, instead generating more culture and production for other purposes.



Credits
This project could not have been completed without the work of the following people.

If I missed anyone or if you would like your work removed, please just contact me.





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Great! I've almost finished russian translate of 3rd and 4th UCs, and surely will translate this mod. But I have one question: what mod should I install to see 5 UCs on civ-selection screen (like screenshots above) and on Dawn of Men screen?
 
I guess I just assumed people would be using Enhanced User Interface already. The 3UC project recommends it and it's really a great mod. I've included a download link in the opening post. Thanks for pointing that out.
 
Have you ever thought about to make a Vox Populi(Community Balance Patch) version of 3uc,4uc and 5uc ?
 
How can I apply this to my own custom civs?
I'm pretty sure that just giving your civ, well, an additional Unique Component (UB, UU, or UI) would do the trick. I'm pretty sure this mod only adds the 5th UC to all non-modded civs (so modded civs are left untouched)
 
Correct. This doesn't make changes to custom civilizations. 3UC does add a bonus to custom civs to make up (slightly) for the base-game and expansion civs getting these bonuses.

I have no plans to make a Vox Populi patch for this. I don't use that personally, so I'm not sure what changes it makes.
 
This one seems to make it even harder to blend with the EE mod. Any chance for a small compatibility patch/version?
 
This one seems to make it even harder to blend with the EE mod. Any chance for a small compatibility patch/version?
I don't use Enlightenment Era nor do I know what changes it makes. I don't consider creating a patch for it a priority, but I don't entirely rule it out.
 
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I don't use Enlightenment Era nor do I know what changes it makes. I don't consider creating a patch for it a priority, but I don't entirely rule it out.
There really wouldn't need to be that many changes. Just a few conflicts and duplicate units. I can give you a list of conflicts and adjustments if you want? Also, you should try the Enlightenment Era, it's a very good mod. ;)
 
There really wouldn't need to be that many changes. Just a few conflicts and duplicate units. I can give you a list of conflicts and adjustments if you want? Also, you should try the Enlightenment Era, it's a very good mod. ;)
Right now I'm working on translation of this mod (3rd and 4th are both completed) and after that I will merge these 3 UCs mods with EE (and FW). So, if you could provide some conflicts - it will be very helpful!
 
Right now I'm working on translation of this mod (3rd and 4th are both completed) and after that I will merge these 3 UCs mods with EE (and FW). So, if you could provide some conflicts - it will be very helpful!
  • French Salon is duplicated in EE, which already has one that is culture focused. The French one could either be replaced, or turned into a special salon with unique bonuses.
  • English Textile Mill is redundant due to cloth mill present in EE which has similar effects. Could also be altered or fully replaced with the redcoats from 3UC Extra components
  • Polish Ulhan is duplicate with EE that has ulhan as industrial replacement for lancers. Could just be turned into special "Polish Ulhans" or something.
  • Portuguese Galleon is duplicated in EE which already has one. Could turn it into a special galleon or replace it with old Cazadores (more on that below).
  • Though German Jaegar isn't duplicated or conflicting with EE, it would be much better suited as a skirmisher replacement with extra range (to represent their rifles) rather than a riflemen replacement who are supposed to represent regular late 19th c. infantry. Something similar could be done with Portuguese Cazadores if they are re-added, i.e. turn them into a skirmisher replacement.
 
French Salon is duplicated in EE, which already has one that is culture focused. The French one could either be replaced, or turned into a special salon with unique bonuses.
For me, I've just rename EE "Salon" to "Club" and replace its Pedia entry
Portuguese Galleon is duplicated in EE which already has one. Could turn it into a special galleon or replace it with old Cazadores (more on that below).
I've taken Portuguese "Vasco da Gama" form "(3UC) Extra Components" and leave EE "Galleon" unchanged
Though German Jaegar isn't duplicated or conflicting with EE...
As I remeber, it somehow conflicts, because I already have Jaegar in my game (maybe it is because of Russian translation). But I've replaced "Jaegar" with "(3UC) Extra Components" "Assemblyplant". This way Germany will has 2 UU and 2 UB (without 5UC mod)
For Textile Mill and Ulhans I have no answer right now)
 
For me, I've just rename EE "Salon" to "Club" and replace its Pedia entry

I've taken Portuguese "Vasco da Gama" form "(3UC) Extra Components" and leave EE "Galleon" unchanged

As I remeber, it somehow conflicts, because I already have Jaegar in my game (maybe it is because of Russian translation). But I've replaced "Jaegar" with "(3UC) Extra Components" "Assemblyplant". This way Germany will has 2 UU and 2 UB (without 5UC mod)
For Textile Mill and Ulhans I have no answer right now)
Well done! As I said, there is a "Redcoat" unit that can replace the Textile Mill in "(3UC) Extra Components." Is it not possible to switch the Polish Uhlan from a cavalry replacement for an EE ulhan replacement? Then you could just rename it "Polish Uhlan" or something.

The thing that always bugged me about the Vasco da Gama was that the only real world one I could find was a modern cruiser. However to my recollection, it is a destroyer replacement in the mod. Technically it should be a Missile Cruiser replacement, but that would make it the latest, and possibly least useful UU in the game. Is there any way you could use the Cazador instead?

Regardless, thank you for your efforts.
 
I think, that Indonesia Pesantren should be replace for School, not for Library. First of all, because of other boost in early ages, supported with Wayang. Also, it is historically and typically correct (Pesantren is a boarding school) and its faith and science bonuses based on population will greatly and unexpectedly boost this civ in middle of the game. Plus, there are no unique buildings, that replace school. For me, I remove +3 science bonus from school and replace 1 science per 2 citizens with 1 science per 1 citizen. I think, it's good.
 
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About Uhlans. Today I read alot about this type of cavalry and think, that most suitable name for this unique unit is "Lithuanian uhlan". BTW, common "Lancers" in russian almost are "Uhlans"... + "Uhlans" from EE. And now these)) For my language possible solution is to rename common uhlans into "Dragoons", uhlans from EE leave as they are and 5UC's uhlans translate as "Lithuanian uhlan"
 
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