They're finally here!
Both the Autobots and the Decepticons are now available here in Civ 5.
Click here to download it!
The Autobots
The Autobots are a mix of a Culture, Great People and a bit of warfare of a Civ. The Autobots gains a combat bonus if you finish a social policy tree for 10 turns (Which varies by game speed). They also get small culture bonus to Great People Improvements, which will help to finish those trees faster. Great General are also generated 30% faster, which is important to one of this Civ's Unique Unit.
The Wrecker is one of the Autobot's Unique Units. It's stronger than the Marine it replaces, but it has lower defenses. It also gets stronger if it's HP lower than 33%, which can be helpful in some situations. You may want to keep this unit away from Archery units...
The Prime is the Great General replacement and has tons of bonuses. Your first Prime will have the "Matrix Bearer" promotion, which makes nearby units 20% stronger and helps to increase Culture and Production of a city by 20%, if garrisoned in that city. If the Prime with that promotion dies, that promotion will be transferred to another Prime, if you have any. If you have no more Primes, the next Prime born will have the promotion.
And one more thing: the promotion will NOT transfer if you use the Prime to built a Citadel. It only happens if the Prime dies in combat!
The Decepticons
The Decepticons are a fully militaristic Civ. They get a free Courthouse when conquering a city,and their land units get a free unique promotion if one of their units conquer a City-State or a Capital. Note that happens once per city.
The Promotions:
- D. Communications: +20% Combat Strength. If garrisoned in city, that city has 15% lowered spy rate for enemy spies.
- D. Military Operations: Acts like a Great General, giving nearby units a combat boost. +1 movement.
- D. Ground and Air Commando: +20% Combat Strength and Defense in open and rough lands. +75% Combat Strength vs Helicopters and Aircraft.
- Decepticon Fuel Scout: Heals all damage if the unit kills a non-Barbarian unit. Ignores Zone of Control.
- Insecticon Psychological Warfare: -20% Combat Strength to nearby enemy units. Ignores Zone of Control.
- D. Aerospace Commander: Very Likely To Create Great Generals. +75% Combat Strength vs Helicopters and Aircraft.
- D. Demolitions: When next to an enemy city, other units within 2 tiles get a 50% Bonus when attacking the city. +45% City Attack bonus.
- Combaticon Munitions Expert: Nearby Melee and Gun units are 20% stronger. Gains 33% more gold when conquering a city.
- D. Saboteur: +20% Combat Strength when against damaged units and +20% Combat Strength when flank attacking.
- Stunticon Terrorist: -15% Combat Strength to nearby enemy units and +35% when attacking cities.
- D. Electric Warrior: +35% Combat Strength when against damaged units and +50% Combat Strength when against Siege and Armoured Units.
- Stunticon Scout: +1 Movement and +1 sight. May withdraw when faced with a Melee or Gun unit and ignores Zone of Combat.
The Seeker is the Unique Unit of the Decepticons, and it replaces the Jet Fighter. As a really late game unit, it has better air sweeps and better combat against Armored units to make up for this. It also doesn't need Aluminium, too.
And finally, the Smelting Pool replaces the Forge. It doesn't need Iron to be built and it gets more production if it's built in a conquered city, making it useful for global warfare.