FramedArchitect
Reluctant Modder
Scenario maps that utilize Dynamic City naming and supporting add-ons.
A huge European Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location and civilization.
A huge World Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location.
Replaces 13 base game Unique Traits.
Adds a Unique Building for most Civilizations that have two Unique Units, but retains all Unique Improvements.
Accurate Europe
A huge European Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location and civilization.
Download
Accurate Europe (v.3)
Accurate Europe (v.3)
Requirements
- Brave New World and Gods & Kings
- Denmark DLC
- Kieven Rus' (Brave New World) by Tomatekh
- Resources Expanded by FramedArchitecture
Special Scenario Rules
- Cannot found cities on Marsh, Snow or Desert tiles
- Cannot build Trading Posts or Farms on Desert tiles
- Grass Hills: +1 Food, -1 Production
- Castles and Walls: +1 Production
- Up to 9 Religions may be founded
- Pantheons cost less faith to adopt
- Adds a new religious building, the Stave Church
- Scouts, Naus, and Sea Beggars can enter rival territory
- Netherlands cannot build settlers or annex captured cities
- Barbarians disabled
- Non-European World Wonders are disabled. You might consider adding modded Wonders.
Accurate Earth
A huge World Scenario, with 22 pre-placed Civs and resources. Founded and captured cities are automatically named based on their location.
Download
Accurate Earth (v.9)
Accurate Earth (v.9)
Requirements
- Brave New World and Gods & Kings
Special Scenario Rules
- Can found cities as little as two tiles from existing cities
- Cannot found cities on Marsh, Jungle, Snow, Tundra or Desert tiles
- Cannot build Trading Posts or Farms on Desert tiles
- Grass Hills: +1 Food, -1 Production
- Castles and Walls: +1 Production
- Up to 9 Religions may be founded
- Pantheons cost less faith to adopt
- Each Civ has constraints on the number of cities they can found in each era.
- Cities grow more slowly, but generate less unhappiness.
- Scouts, Caravels, Naus, and Sea Beggars can enter rival territory
- Barbarians cannot spawn in Snow terrain
Unique Trait Collection
Replaces 13 base game Unique Traits.
- Vanilla; Gods and Kings; Brave New World; all DLC
- Alexander: (Hellenization) Captured and founded cities receive a free Amphitheater. Great Generals can found cities. Receive a free Great General upon discovering Philosophy. (Requires GnK or BNW)
- Askia: (Tarik al-Sudan) Landlocked cities receive a free Caravansary. Upon discovering Education, Faith produced in the Capital contributes to Science. (Requires GnK or BNW)
- Bismarck: (Realpolitik) While at War, Happiness is converted to Culture. While at Peace, Happiness is converted to Production in the Capital.
- Boudicca: (Hare of Andraste) When war is declared, enemy units and cities are revealed. After attacking, land units have a chance to enter a short-lived Battle Rage.
- Dido: (Trade Rule) Cities founded on coasts receive a free Harbor and claim nearby resources. Each traded resource type generates 2 Gold and 1 Culture per Turn.
- Elizabeth: (Regnum Gloriana) Cities founded after the Medieval Era generate Golden Age points. Writer specialists generate 3 Food. A Great Writer appears upon discovering Education.
- Gandhi: (Ahimsa) While at Peace, +2 Happiness per City. Camps and Pastures generate Faith, but not Food.
- Isabella: (Reconquista) Conquered cities convert to the State religion and generate a one-time Faith bonus. Upon discovering Compass, all coastal lands are revealed. (Requires GnK or BNW)
- Montezuma: (Flower War) While at War, each Barracks yields +3 Happiness and Culture. Melee and Gun units have a chance to enslave defeated enemies.
- Pedro II: (Export Empire) Founded cities claim all nearby Jungle tiles. Unimproved Jungles generate Production. Plantations generate 1 additional Gold. Sugar resources are doubled.
- Oda Nobunaga: (Sakoku) Internal trade routes generate Science (Requires BNW). Castles yield +2 Production and Gold. Captured cities receive a free Castle.
- Suleiman: (Kanuni) Adopting policies in the Piety and Aesthetics branches increases Culture and Golden Age Points by 20%. Siege weapons receive the Barrage Promotion.
- Washington: (Republicanism) Begin with the Liberty and Republic policies. Cannot adopt policies in the Tradition branch. Unhappiness from number of Cities reduced by 25%.
Unique Building Collection
Adds a Unique Building for most Civilizations that have two Unique Units, but retains all Unique Improvements.
- Vanilla; Gods and Kings; Brave New World; all DLC
- America: Mall ( Stadium ) +5 Happiness, +1 Merchant Specialist, +2 Culture, +2 Tourism upon discovering Telecommunications. Requires a bank instead of zoo. Replaces B-17 Bomber
- Brazil: Coffee Plant ( Windmill ) Produces 1 Coffee Beans, a Luxury Resource. +2 Production. +10% Production when constructing Buildings. No Maintenance.
- Byzantium: Hippodrome ( Circus ) +2 Faith and Happiness. Does not require Horses or Ivory. Replaces Dromon.
- Carthage: Cothon ( Harbor ) Naval units trained in this City receive the Supply Promotion. +2 Culture upon discovering Compass.Replaces African Forest Elephant.
- Denmark: Trading Post ( Lighthouse ) All benefits of lighthouses, and ships trained in this City: +1 Movement and can move into Ocean Tiles. Replaces Ski Infantry.
- England: Cotton Mill ( Windmill ) All the benefits of the windmills, and produces 1 Textiles, a Luxury Resource, and +2 Gold on Cotton and Dyes. Replaces Longbowman.
- France: Salon ( Observatory ) All benefits of observatories, but can be built in any city and provides an artist specialist slot. Replaces Foreign Legion **not BNW**
- Germany: Assembly Plant ( Factory ) All benefits of the Factory but also provides +2 Production on Coal, Oil and Aluminum. Replaces Landsknecht.
- Greece: Odeon ( Circus ) +1 Happiness, provides an artist specialist slot and +2 Tourism upon discovering Architecture. Replaces Companion Cavalry
- India: Mandir ( Shrine ) +1 Faith per 2 population. Replaces Mughal Fort. Thanks Pouaki
- Japan: Shale Plant ( Hydro Plant ) All benefits of the Hydro plant and produces 2 Oil. +4 Science upon discovering Plastics. Does not require river. Replaces Zero.
- Korea: Seowan ( University ) All the benefits of the university and produces 2 faith and is available at Theology. Replaces Turtleship.
- Morocco: Kasbah ( Castle ) All the benefits of the castle and produces +1 food on desert tiles. Replaces Kasbah Improvement.
- Netherlands: Dike ( Windmill ) All the benefits of the windmill and +1 production on river tiles. Requires a coastal or river city; does not require flat land.
- Ottomans: Hammam ( Garden ) All the benefits of gardens and +10% Food and +1 Culture on Citrus, Cotton and Incense. Replaces Sipahi.
- Portugal: Feitoria ( Seaport ) All the benefits of seaports and +5 City Defense and +1 Gold on all Water tiles. Replaces Feitoria Improvement.
- Rome: Forum ( Market ) All the benefits of markets and +1 culture and reduces border expansion cost by 25%. Captured cities receive this building for free. Replaces Ballista.
- Spain: Citadel ( Castle ) All the benefits of castles, and Siege units trained in this city begin with the Volley Promotion. Land trade routes originating from this city produce 1 extra Gold. Replaces Tercio.
- Sweden: Bollhuset ( Theater/Zoo ) All the benefits of the Zoo and +2 Culture and +10% Culture in this city. Replaces Hakkapeliitta.
- Venice: Piazza San Marco ( Circus Maximus ) +1 Sugar, Spices, Silk and Salt. Provides a free harbor. Available at Theology. Replaces Great Galleas.