More Unique Components for Vox Populi

3rd and 4th Unique Components for VP - Official thread 87


Aug 9, 2017
Alberta, Canada

Spoiler Credits for collaborators: :
Hinin - ideas and early development of 3rd and 4th Unique Component mod. Mod support, spreadsheets and summarizing, Playtesting, bug reports,
pineappledan - ideas, research, sql programming, art and game texts. Mod support, spreadsheets and summarizing. Too many forum posts than is healthy, project collaborator,
Blue Ghost - main page development, coding, bug fixes, merging, game texts, ideas and help with coding other people's parts, project collaborator,
Infixo - DLL coding, ideas and bug reports, lua code, Github help, coding suggestions, VP cooperation and implementations, project collaborator,
FoxOfWar - Playtesting, quality assurance and ideas,
Jarula - Ideas and playtesting ,
De_Genius - 2 civs coded, art and ideas,
FieryCharizard7 - 1 civ coded, ideas,
Enginseer - 1 civ coded, some other borrowed parts of code, ideas and help with coding,
doublex55 - ideas and bug reports,
BazaarJack - early civ design, ideas and bug reports,
phantomaxl1207 - early mod design, ideas and bug reports,
LukaSlovenia29 - ideas and bug reports,
Hokath - art, ideas, SQL coding and bug reports,
ThirstQuencher - ideas and bug reports,
IcyAngel - ideas and bug reports,
Ziad - ideas and bug reports,
Chandler - ideas and bug reports,
CrazyG - ideas and bug reports,
InkAxis - DLL coding
Gazebo - patience during answering on many questions, author of VP,
and I should thank myself but at least I can put what I managed to give to this mod:
Adan_eslavo - All other coding, assembly puttings things together, main post development, ideas, bug fixes, art, advice, testing, texts, promotion overhauls and many more
If I forgot to mention someone please give me a call.

Unique components are buildings, units, or tile improvements which are exclusive to a single civilization. This mod increases the number of unique components of each of the base 43 civilizations from 2 to 4. Many of the components from this mod are collected from many of the great mods already existing for VP, but some are exclusive to this mod. In addition to the new UCs, some base components of civilizations have been modified, either to adjust and incorporate the new components smoothly into the game, or as a way of altering balance. Many AI flavours have been adjusted to help the AI accomodate for the new tools at their disposal.

Detailed descriptions of each of the new UCs by civilization can be found below.
Techs and construction costs for each component are italicized.
features or aspects of unique components which are different from the base unit or building they replace are underlined.

Spoiler America :

UM - Monitor (replaces Ironclad):
unlocked at Industrialization
900 :c5production: Production cost
66 :c5strength: CS
+33% vs cities​
"Hardened" (Damage received is reduced by 3)​
"Coastal Guard" (+5% :c5strength: City Defense to adjacent Cities)​

UB - Homestead (replaces Stable):
unlocked at Chivalry
300 :c5production: Production cost
+1 :c5production: Production​
+2 :c5food: Food, +2 :c5production: Production and +2 :c5gold: Gold to Horse, Cattle, Sheep and Bison Resource
+33% :c5production: Production toward Mounted Units​
+25% :c5production: Production toward Workers and Settler Units
Pioneers can be trained in this city
+10% :c5war: Military Supply Cap​
Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 20:c5production: production, scaling with era, for each tile claimed in this way
+2:c5food: to :c5food:Food Internal :trade:trade routes from this city​
Spoiler Arabia :

UM - Hashemite Raider (replaces Light Tank):
unlocked at Combustion
1200 :c5production: Production cost
does not require Aluminum
58 :c5strength: CS, 52 :c5rangedstrength: RCS​
5 :c5moves: Movement​
"Garland Mine" (No :c5moves: Movement Points used on Pillage. 15 Damage to adjacent Enemy Units on Pillage)​
"Desert Raider" (Double :c5moves: Movement and +25% :c5strength: CS on Desert)​
is a Mounted Unit instead of Mechanized

UB - Bimaristan (replaces University):
available at Education
300 :c5production: Production cost
+2 :c5food:Food and +3 :c5science: Science​
10% of :c5science:Science in this City converted to :c5food:Food
+1 :c5science: Science to Jungle and Snow​
1 :c5science: Scientist Specialist Slot​
-1 :c5unhappy: Unhappiness from Illiteracy​
15% of :c5faith: Faith Purchases in city converted to :c5science: Science and :c5food:Food
25% of the :c5science: Science Output of the City as an instant boost to your current Research on :c5citizen: Citizen Birth​
Spoiler Assyria :

UM - Iron Chariot (replaces Horseman):
Unlocked at Bronze Working
90 :c5production: Production cost
does not require Horses
13 :c5strength: CS
4 :c5moves: Movement​
"Beam Axle"
"Hard and Fast" (+2 :c5strength: Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack)​
"Shock Cavalry" (+25% :c5strength: CS in Open Terrain)​
UB - Lamassu Gate (replaces Walls):
available at Construction
110 :c5production: Production cost
+1 :c5culture: Culture and +1:c5faith: Faith
+5 :c5strength: City Defense
+50 City HP​
+1 :c5rangedstrength: City Attack Range​
-5%:c5unhappy: empire needs modifier​
+25% :c5rangedstrength: City Strike Damage
+20% :c5war: Military Supply Cap from :c5citizen: Population
1 :c5culture: Writer Specialist Slot
1 :greatwork: Great Work of Writing Slot
Spoiler Austria :

UM - Grenzer (replaces Fusilier):
Available at Rifling
625 :c5production: Production cost
35 :c5strength: CS
2 :c5moves: Movement​
"Field Works"​
"Home Guard" (+25% :c5strength: CS in Friendly Territory)​
"Grenzer" (+1:c5strength: CS per Diplomatic Marriage on Empire (CS adjustment on level up))​

UB - Schützenstand (replaces Arsenal - Gunsmith in EE):
Available at Rifling
850 :c5production: Production Cost
Does not requires a Castle
+1 City Attack Range & Indirect Fire​
Heals Garrisons by 10 HP, regardless of action​
+3 :c5production: Production and +3 :c5culture: Culture
+1 :c5production: Production and +1 :c5culture: Culture for each allied CS
+15% :c5production: Production towards Land Military Units and +30%:c5production: to Gunpowder Units
+15 XP to Gunpowder Units on Training
+25 :c5strength: City Defense
+150 City HP​
+25% :c5war: Military Supply Cap from :c5citizen: Population
-5% empire needs modifier​
Spoiler Aztecs :

UM - Eagle (replaces Swordsman):
Available at Iron Working​
100 :c5production: Production cost​
does not require Iron
17 :c5strength: CS
2 :c5moves: Movement​
"25 HP heal on Kill"
"Captives of War" (25% chance of spawning a Worker on Kill (Worker has Prisoner of War expiring Debuff, and +25% work rate permanent buff)​

UW - Huey Teocalli (replaces Grand Temple)
Available at Theology
does not require Temple
starts a :c5goldenage: Golden Age on on Construction
+3 :c5faith: Faith and +3:c5food: Food (down from +6 :c5faith: Faith)
+2 :c5faith: Faith and +1 :c5gold: Gold to all Temples, +2 :c5food: Food to all Barracks
1 :greatwork: Great Work of Music Slot​
-1:c5unhappy: unhappiness from Religious Unrest​
receive permanent +3 :c5faith: Faith and +3 :c5food: Food, and +3 XP to units trained in the City (stacks 10 times) Whenever a :c5goldenage: Golden Age Start
:c5production: Production cost scales with number of Cities​

UA change:
added dummy promotion to all Aztec units: "Human Sacrifice" ( :c5gold: Gold and :c5faith: Faith gain on Kill)​
UU change:
Jaguars automatically upgrade into Eagles after killing 10 units and/or cities​
Spoiler Babylon :

UM - Sabum Kibitum (replaces Spearman):
Available at Bronze Working
70 :c5production: Production Cost
12 :c5strength: CS
2 :c5moves: Movement​
"Legacy" (+10% :c5strength: Defense Bonus vs Range Attacks. +8% :c5strength: CS for every 2 levels gained until level 10, then additional +10% :c5strength: CS on level 12 and 25% :c5strength: CS on level 15)​
"Quick Study"

UW - E-temenanki (replaces National Monument):
available at Mathematics
Can only be built in the :c5capital: Capital
+4 :c5culture: Culture, +4 :c5food: Food, +2 :c5faith: Faith
+2 :c5food: Food to all Shrines and +1 :c5science: Science to all Monuments
+25% :c5greatperson: Great Person Points​
1 :greatwork: Great Work of Writing Slots​
25% of the :c5capital: Capital's :c5science: Science and :c5food: Food output as an instant boost in the Capital whenever you :c5gold: invest in a building on empire
25 :c5culture: Culture on :c5citizen: Citizen Birth, scaling with era.
50 :c5goldenage: Golden Age Points on :c5culture: Policy Unlock​
:c5production: Production cost scales with number of Cities​
Spoiler Brazil :

UM - Amazonas (replaces Ironclad)
unlocked at Dynamite
900 :c5production: Production Cost
63:c5strength: CS
5 :c5moves: Movement Points
"Bonus vs Cities"​
"Riachuelo" (Can Move after attack and is Plague Immune. Refreshes its attacks when it kills a unit)​
UB - Sambadrome (replaces Opera House - Salon in EE)
available at Acoustics​
600 :c5production: Production Cost​
+4 :c5culture: Culture and +2 :c5goldenage: Golden Age Points
+10% :c5culture: Culture
10% of :c5culture:Culture in City is converted to :c5goldenage: Golden Age Points
+33% :c5greatperson: Great Musician Rate​
Begins 10 turns of "Carnaval" on completion
1 :greatwork: Great Work of Music Slot​
:greatwork:Great Works in City gain +1:tourism: Tourism​
Spoiler Byzantium :

UM - Dromon (replaces Galleass):
Available at Theology
175 :c5production: Production Cost
18 :c5strength: CS, 26 :c5rangedstrength: RCS
4 :c5moves:Movement​
Half movement in Deep Ocean​
"Greek Fire" (After attack, enemy gets additional fire damage at the beginning of its turn. Can Stack 3 times from 3 different units. Lost after unit upgrade)​
"Splash Damage I"

UW - Hippodrome (replaces Circus Maximus):
available at Metal Casting​
Provides 2 Horse Resources​
must be built in :c5capital: Capital
Does not require Arena
Free Arena in City
10 turns of :c5happy: WLTKD in all Cities on :c5production: Construction
10 turns of :c5happy: WLTKD in all Cities at the start of every Era
+1 :c5gold: Gold and +4 :c5culture: Culture
+3 :c5gold: Gold to all Arenas and +3 :c5culture: Culture to all Circuses
+1 :c5gold: Gold and +1 :c5culture: Culture to all Horse Resources on Empire
+15% :c5gold: Gold and :c5culture: Culture on Empire during :c5happy: WLTKD
+3 :c5happy: Happiness
:c5production: Production cost scales with number of Cities​

UA change:
changed "Leader_Flavor" value for "Naval" to 6​
Added Coastal Start Bias​
Spoiler Carthage :

UM - Suffet (replaces Great General and Great Admiral):
must be in a Friendly City to disembark back to a Suffet
Suffets Can embark anywhere to function as a Great Admiral, and disembark in Cities to function as Great Generals
on Land:
Can Construct Citadels​
"Cannea and Drepana" - Units beginning their turn stacked or adjacent to a Suffet have plague immunity and ignore ZOC for that turn)​

on Water:
"Naval Leadership"​
Can be expended to full heal all stacked and adjacent units​
Can perform a Voyage of Discovery​
"Cannea and Drepana" - Units beginning their turn stacked or adjacent to a Suffet have plague immunity and ignore ZOC for that turn)​

UB - Tophet (replaces Shrine):
Available at Agriculture
65 :c5production: Production cost
+1 :c5culture: Culture, +2 :c5faith: Faith​
20 :c5culture: Culture on Unit Purchase (with :c5faith: Faith or :c5gold: Gold), scaling with Era
+5XP to purchased Military Units
Spoiler Celts :

UM - Scythed Chariot (replaces Skirmisher):
Available at Mathematics
100 :c5production: Production cost
Requires Horses
12:c5strength: CS, 12 :c5rangedstrength: RCS
4 :c5moves: Movement
"Scythe" (Inflicts 5 Damage to all adjacent enemy units on Move. Lost after unit upgrade)​
"Carnyx" (+10% :c5rangedstrength: RCS vs Archer and Melee Units)​
"Beam Axle"
UM - Pictish Warrior change:
added dummy promotion: "Druidism" (Unit gains :c5faith: Faith on Kill)​

UI - Oppidum (Great Person Improvement):
Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General. Does NOT replace other GPTIs​
+2 :c5food: Food, +1 :c5faith::c5culture::c5gold::c5science::c5production::c5goldenage: all other yields​
+100% :c5strength: Defense Bonus for units on tile​
allows exploitation of any strategic resource on the tile​
+10 HP to nearest workable City on construction​
adjacency bonuses:​
+1 :c5food:/:c5production: to Farms​
+1 :c5food:/:c5faith: to Camps​
+1 :c5production:/:c5faith: to Pastures​
+1 :c5production:/:c5gold: to Mines​
+1 :c5production:/:c5science: to Quarries​
+1 :c5gold:/:c5culture: to Plantations​
+1 :c5production:/:c5culture: to Lumber Mills​
+1 :c5food:/:c5science: to Logging Camps​
+1 :c5food:/:c5faith: to Fishing Boats​

Tech Boosts:​
+1:c5production:, +1:c5culture: at Iron Working​
+1:c5faith:, +1:c5science: at Theology​
+1:c5gold:, +1:c5goldenage: at Economics​
+1:c5production:, +1:c5science: at Industrialization​
+1:c5culture:, +1:c5gold: at Flight​
+1:c5faith:, +1:c5goldenage: at Computers​

Increases WLTKD from Great Merchants, Hurry Production of Great Engineers​
UA change:
changed "Leader_Flavor" value for "Great People" to 8​
Last edited:
Spoiler China :

UM - Baochuan (replaces Frigate)
available at Astronomy
375 :c5production: Production cost
28 :c5strength: CS
36 :c5rangedstrength: RCS
4 :c5moves: Movement​
"Hulking" - +25 max HP​
"Kowtow" (+2 :c5influence: City-State Influence every turn if unit is within its borders)​
Raquires Iron​

UB - Examination Hall (replaces Chancery)
Unlocked at Education
300 :c5production: Production cost
+1 :c5gold: Gold for every City-State Friend and +2 :c5production: Production for every Ally​
+10% :c5production: Production to Diplomatic Units​
15 :c5greatperson: GPP toward Great Person with most points on :c5citizen: Citizen Birth, scaling with Era
1 :c5influence: Civil Servant Specialists Slots​
"Royal Signet" promotion to Diplomatic Units trained in the City​
+2:c5gold: Gold for :greatwork:Great Works in the city
Spoiler Denmark :

UM - Longship (Langskib) (replaces Caravel):
available at Physics
150 :c5production: Production Cost
22 :c5strength: CS
4 :c5moves: Movement​
"Can move after attacking"

UB - Andelsbevægelse (replaces Agribusiness):
Unlocked at Fertilizer
1250 :c5production: Production cost
does not require Horses
+5 :c5food: Food, +3 :c5production: Production and 3 :c5gold: Gold
+2 :c5food: Food +2 :c5production: Production and +2 :c5gold: Gold to Farms and Pastures​
+1 :c5food: Food to Grassland and Plains tiles
+10% :c5production: Production when constructing buildings
10% of :c5food: Food in city is converted to :c5gold: Gold​
Spoiler Egypt :

UM - Mamluk (replaces Lancer)
Unlocked at Metallurgy
-50% foreign religious pressure when garrisoned in a city (same as inquisitor)
"Vur Ha!" (+25% vs unit with more than 50 hp. +1:c5moves:Movement Whenever the unit attacks)​

UB - Nilometer (replaces Water Mill):
Unlocked at Masonry
150 :c5production: Production cost
can be built in city without River
+2 :c5food: Food, +2 :c5production: Production and +1 :c5culture: Culture
+2 :c5production: Production for every 5 :c5citizen: Citizen
on construction spawns 2 Flax Resources in the City
UR - Flax:
bonus resource​
improved by plantation​
+1 :c5gold: Gold​
+1 :c5culture: Culture and +1 :c5production: Production with Plantation​

B - Caravansary/UB - Egyptian Burial Tomb:
+1 :c5gold: Gold and +1 :c5faith: Faith to nearby Flax.​
Spoiler England :

UM - Longbowman (replaces Crossbowman):
Unlocked at Machinery
180 :c5production: Production Cost
16 :c5strength: CS, 22 :c5rangedstrength: RCS
2 Range (3 with Range promotion)​
2 :c5moves:movement​
"Agincourt" (20% :c5rangedstrength: RCS/CS vs Mounted and Armored Units)​

UW - Steam Mill (replaces factory):
Available at Steam Power
750:c5production: Production cost
6 :c5gold:maintenance
Does not require Coal
+1:c5production: Production for every 2 :c5citizen:population
+2:c5production: to all Factories on Empire​
+4 :c5production:Production to nearby Manufactories
+3 :c5production:Production to nearby Coal
10% of building :c5production:production is converted into :c5greatperson:Great Engineer Points on completion of any building from Industrial era or later
+3:c5gold: Gold to :trade:International Trade Route target and recipient
2 Engineer specialist slots​
2 Specialists in this city do not generate :c5unhappy: unhappiness from urbanization​
+2:c5production: to Engineers in this City
Spoiler Ethiopia :

UM - Chewa (replaces Longswordsman):
Available at Steel
150 :c5production: Production Cost
22 :c5strength: CS
"Cover I"​
"Maim" (On Attack reduces starting :c5moves: Movement of Enemy Unit by 1)​
"Hooked Weapon" (25% :c5strength: CS vs Mounted Units. Lost after unit upgrade)​
requires iron​

UM - Mehal Sefari change:
no "Cover I"​

UI - Monolithic Church (Worker Improvement):
available at Theology
build time - 10 turns
+1 :c5production: Production and +1 :c5faith: Faith​
must be built on unfeatured Hill or Stone​
cannot be adjacent to each other​
improves Stone Resources​
Yields from Monolithic Church scale with Policies, Beliefs and Ideologies instead of technology:
+1 :c5culture: Culture for every Ancient Era policy tree completed​
+1 :c5faith: Faith for every Medieval Era policy tree completed​
+1 :c5science: Science for every Industrial Era policy tree completed​
+2 :c5gold: Gold for adopting an Ideology​
+1 :c5faith: Faith for every Pantheon belief​
+1 :c5culture: Culture for every Founder belief​
+1 :c5production: Production for every Follower belief​
+1 :c5culture: Culture for every Enhancer belief​
+1 :c5gold: Gold for Reformation belief​
Spoiler France :

UM - SPAD S.VII (replaces Triplane):
available at Flight
1100 :c5production: Production Cost
no :c5war:Unit Supply
Does not Require Oil
45 :c5rangedstrength: RCS, 7 :c5rangedstrength: Intercept Range
"Air Logistics" (can attack twice per turn)​

UB - Salon (replaces Museum):
available at Architecture
650 :c5production: Production Cost
4 :c5gold: Gold Maintenance
+3:c5science:Science, +3 :c5culture:Culture, and +3:tourism:Tourism
+1 :c5culture: Culture and :tourism:Tourism for every 4 :c5citizen: Citizens in the City​
:greatwork:Great Works gain +2:tourism:Tourism​
-1 :c5unhappy: unhappiness from Boredom​
+5:c5culture: when themed
Has 9 unique theming bonuses that give +5:c5greatperson:Great Person Points in the city to a specific Great Person, depending on the Theming bonus arrangement in the City.
+3:c5science:Science and +10%:c5greatperson:Great Person Generation for each active Theming Bonus in the City.
Spoiler Germany :

UM - Krupp Gun (replaces Artillery):
Available at Replaceable Parts
1100 :c5production: Production Cost
3 Range​
2 :c5moves: Movement​
40 :c5strength: CS, 55 :c5rangedstrength: RCS
"Siege inaccuracy"​
"Cover I"​
"bonus vs cities" (100)​
"Moves at Half-Speed in Enemy Territory"​
"Indirect Fire"​
"Minenwerfer" - +50% vs Fortified units. Enemy Tile improvements that provide Tile Defense are instantly pillaged when you kill a unit stationed on them.​
"Trommelfeuer" - Attacks from a unit with this promotion add +5% RCS to all units with this promotion for this turn. max of +50% RCS​

Bräuhaus (Windmill Replacement)
no Maintenance (down from 4)
3:c5production: Production and 3:c5culture: Culture
+15%:c5production:Production towards buildings​
Grocers, Granaries, and Wheat, Rice, and Maize Resources gain +1:c5food: and +1:c5culture:
Marshes and Lakes gain 2:c5production:2:c5gold:
+1:c5happy:Happiness for every 9 Policies adopted by your Civilization
+10:c5culture: Culture in the City for Whenever you gift a unit to a :c5citystate:City State, scaling with Era
Gains more bonuses upon adopting an Ideology:
If Freedom is adopted, City gains +10:c5science:Science whenever a Policy is adopted, and +10:c5goldenage:GAP whenever you gift a unit to a :c5citystate:City State, scaling with Era
If Order is adopted, City gains +10:c5production:Production whenever a Policy is adopted, and +10:c5food:Food whenever you gift a unit to a :c5citystate:City State, scaling with Era
If Autocracy is adopted, City gains +10:c5culture:Culture whenever a Policy is adopted, and +10:c5gold:Gold whenever you gift a unit to a :c5citystate:City State, scaling with Era

Spoiler Greece :

UM - Klepht (replaces Commando - Light Infantry in EE):
available at Railroads
600 :c5production: Production Cost
34 :c5strength: CS
3 :c5moves: Movement​
"Ignores Terrain Costs"​
"+25% when Attacking"​
"Can Move After Attacking"
"Philhellenism" (Gain :c5gold: Gold and :c5production: Production for every CS Ally or Friend on Fight)​
UB - Agora (replaces Market):
available at Trade
110 :c5production: Production Cost
+2 :c5gold: Gold and +2 :c5culture: Culture
1 :c5gold: Merchant Specialist Slot​
+20% :c5production: Production towards Diplomatic Units
+1 :c5food: Food and +1 :c5production: Production to Spices, +1 :c5food: Food and +1 :c5gold: Gold to Sugar​
:trade: Trade Routes other players make to a city with a Market will generate +1 :c5gold: Gold for both the city owner and the trade route owner​
units in this City get "Proxenos" promotion (+5 :c5influence: Influence and +2 :c5gold: Gold Per Turn in :c5capital:Capital from Diplomatic Missions)​
Spoiler Huns :

UM - Tarkhan (replaces Horseman):
available at Military Theory​
85 :c5production: Production Cost
14 :c5strength: CS
4 :c5moves: Movement​
"Migration" (Settlers and Workers that begin a turn stacked with a Tarkhan gain 1 :c5moves: Movement Point)​
"Bellum Alet" (Unit Heals adjacent Friendly Units by 15 HP on Pillage)​
requires Horses​

UW - Six Horns Council (replaces Ironworks):
available at Physics
does not require Forge
+10 :c5production: Production, +3 :c5culture: Culture and +3 :c5science: Science
+1:c5gold: Gold every turn for each City-State you can demand tribute from
+2 :c5production: Production and +2 :c5culture: Culture to all Stables
25 :c5science: Science for every :c5production: Construction​
+2 :c5happy: Happiness for each major civilization currently at war with you
Spoiler Inca :

UM - Chasqui (replaces Scout):
available at Writing
90 :c5production: Production Cost
10 :c5strength: CS
2:c5moves: Movement​
"Chasquiwasi" (+1:c5moves: movement and +5 HP on heal inside Friendly Territory. Double Movement in Mountains.)​
"Medic I"​
"Ignores Terrain"​
"Treasure Hunter I"​

UB - Qullqa (replaces Granary):
available at Pottery
65:c5production: production cost
1:c5gold: maintenance
+1 :c5food: Food, +2 :c5production: Production
15% of :c5food: is carried over after a new Citizen is born​
+1:c5food: to nearby Wheat, Rice, Maize, and Bananas​
Allows :c5food: to be moved from this City along trade routes inside your civilization.​
+5 HP heal every turn for units stationed in this city, regardless of Action
+3% :c5gold: gold from :c5trade: City Connections on Empire
City is immune to starvation and stagnation (ie. city grows by at least +1:c5food: Food stores every turn, even if net food in the city is negative.)
Last edited:
Spoiler India :

UM - Dhanurdhara (replaces Archer):
available at Calendar
60 :c5production: Production Cost
7 :c5strength: CS, 11 :c5rangedstrength: RCS
2 Range​
2 :c5moves: Movement​
"Epic" (Gain 75% killed unit :c5strength: Strength as :c5culture: Culture. Bonus doubled vs barbarians. 5XP on kills)​
"Dhanurvidya" (Gain :c5faith: Faith and :c5culture: Culture on Levelling)​

UB - Mughal Fort (Qila) (replaces Castle):
available at Chivalry
300 :c5production: Production Cost
+2 :c5culture: Culture
2 :c5gold: Gold Maintenance​
+1 :c5production: to Quarries near City​
20% :c5strength: City Defense converted to :c5culture: Culture
+15 :c5strength: City Defense​
+100% :c5rangedstrength: City Strike Strength​
+125 City HP​
+25 City HP for every National Wonder and World Wonder built in the City
1 :c5greatperson: Great Artist Points
1 :greatwork: Great Work of Art Slot​
+10% :c5war: Military Supply Cap from :c5citizen: Population​
-10% :c5unhappy: from Distress in City​
-10% :c5unhappy: needs from empire​
+3 :tourism: Tourism at Flight
Spoiler Indonesia :

UM - Djong (replaces Galleass):
Unlocked at Guilds
200:c5production: (+25 from Galleass)​
15:c5strength:, 24:c5rangedstrength: (+1/+1)​
2 Range (up from 1)​
4 moves (up from 3)​
Cannot move After Attack
Can Enter Deep ocean
Cetbang - 10 Damage to all Adjacent enemy Units each turn

UI - Kampong (Worker Improvement):
available at Sailing
build time - 7 turns
can be built on featureless Lake and Coast​
cannot be built next to each other​
+1 :c5food: Food and +1 :c5culture: Culture​
+1 :c5production: Production to adjacent Fishing Boats​
+1 :c5production: Production at Compass, +1 :c5culture: Culture at Navigation, +1 :c5food: Food at Dynamite, +1 :c5science: at Ecology​

UA change:
Changed "Leader_Flavor" value for "Naval Tile Improvement" to 8​
Changed "Leader_Flavor" value for "Naval" to 9​
Added Coastal Start Bias​
Spoiler Iroquois :

UM - Prowler (replaces Musketman):
available at Metallurgy
275 :c5production: Production Cost
22 :c5strength: CS, 32 :c5rangedstrength: RCS​
2 Range​
2 :c5moves: Movement​
"Withdraw Before Melee"
"Indirect Fire"

UGP - Tadodaho (replaces Great Diplomat)
Can construct Embassies​
+1 Paper resource when expended​
Can be expended in City-State Territory for a large sum of :c5influence: Influence for you, and all other Civilizations lose :c5influence: Influence​
Resting :c5influence: Influence increased by 45 When expended for a Diplomatic Mission
"Reciprocity" - When expended for any action, all yields from the tile the Tadodaho occupied are permanently added to your capital
Spoiler Japan :

UM - Yamato Class (replaces Battleship)
available at Rocketry
2000 :c5production: Production Cost
55 :c5strength: CS, 80 :c5rangedstrength: RCS
3 Range
6 :c5moves: Movement​
"Taikan Kyohosyugi" (Unit gains Great Admiral Points on Kill)​
"Armor Plating I"
600 :c5goldenage: GAP on Construction
Enemies receive 400 :c5culture: Culture and 400 :c5goldenage: GAP for sinking a Yamato
requires Iron​

UB - Kabuki Theater (replaces Opera House):
available at Acoustics
600 :c5production: Production Cost
does not require an Amphitheater
+5 :c5culture: Culture
+5% :c5culture: Culture​
+33% :c5culture: Great Musician Points​
+1 :c5gold: Gold to all Musicians' Guilds​
1 :greatwork: Great Work of Music Slot​
:greatwork:Great Works in City gain +1:tourism: Tourism​
50:c5culture: Culture Whenever an :trade: Internal Trade Route To or From this city is completed, scaling with Era
Replaces each of the Guilds with a unique Japanese version of that Building :c5production: on construction
UB - Gagaku Guild (replaces Musicians' Guild):
+2 :c5faith: Faith to :c5culture: Musician
+7 :c5greatperson: Great Musician Points
When a Great Musician is born, :c5faith:Faith equal to 50% of your :tourism: Tourism per turn as an instant yield
2 :c5culture: Musician Specialist Slots​
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization​

UB - Monogatari Guild (replaces Writers' Guild):
+2 :c5gold: Gold to Writer Specialists
+5 :c5greatperson: Great Writer Points
When a Great Writer is born, gain :c5gold:Gold equal to 1% of that Writer's potential :c5culture: Culture from Writing a Political Treatise
2 :c5culture: Writer Specialist Slots​
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization​
UB - Ukiyo-e Guild (replaces Artists' Guild):
+2 :c5science: Science to Artist Specialists
+6 :c5greatperson: Great Artist Points
When a Great Artist is born, gain :c5science:Science equal to 1% of that Artist's potential :c5goldenage: Golden Age Points from triggering a Golden Age
2 :c5culture: Artist Specialist Slots​
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization​
Spoiler Korea :

UM - Turtle Ship (replaces Caravel - Carrack in EE):
available at Compass
185 :c5production: Production Cost
32 :c5strength: CS
4 :c5moves: Movement​
"Coastal Patrol" (Half :c5moves: Movement in Deep Ocean)​
"Deck Spikes" (+25% :c5strength: CS vs Melee Units)​

UB - Chaebol (replaces Stock Exchange):
available at Electricity
1250 :c5production: Production Cost
+3 :c5production: Production and +5 :c5gold: Gold
+1 :c5gold: Gold per 2 :c5citizen: Citizens​
+2 Gold to Towns and Villages near City​
+3 :c5production: Production to Factory in City
+2 :c5gold: Gold, +2 :c5science: Science and +2 :c5culture: Culture to all Chaebols on Empire
+2% :c5greatperson: GPP for every :trade: International Trade Route you own
cost of :c5gold: Gold Purchasing reduced by 20%​
1 :c5gold: Merchant Specialist​
UA Change:
Added Coastal Start Bias​
Spoiler Maya :

UM - Holkan (replaces Pathfinder):
available at Agriculture
45 :c5production: Production Cost
7 :c5strength: CS
2 :c5moves: Movement​
"Trailblazer I"
"Lost Codicies" (Gain 5 :c5science: Science and 5 :c5culture: Culture from Ancient Ruins)​
no "Barbarian Penalty"
"Ignores Terrain"​
UB - Ball Court (replaces Arena):
available at Masonry
150 :c5production: Production Cost
+2 :c5faith: Faith, +2 :c5culture: Culture
+1 :tourism:Tourism per 2 :c5citizen: in City​
10 :c5faith: Faith and 10 :c5science: Science, scaling with Era at the beginning of every B'ak'tun
+1 :c5culture: Culture to Perfume, +1 :c5food: Food and +1 Gold :c5gold: to Olives​
+2 :c5production: Production to Armory, Barracks and Forge​
Land Units trained in the city gain "K'atun Ahaw" Promotion (Every 20 game turns unit gets new promotion. Old one is lost):​
Hun: 5XP, 5% :c5strength: CS, +5% :c5strength: Attack in Forest/Jungle​
Ka'a: 5XP, 10% :c5strength: CS, +10% :c5strength: Attack in Forest/Jungle​
Oox: 5XP, 15% :c5strength: CS, +15% :c5strength: Attack in Forest/Jungle​
Kan: 10XP, 15% :c5strength: CS, +15% :c5strength: Attack and Double Heal in Forest/Jungle​
-1 :c5unhappy: unhappiness from Boredom​
Spoiler Mongolia :

UM - Black Tug (replaces Knight):
Available at Chivalry
200 :c5production: Production Cost
28 :c5strength: CS
4 :c5moves: Movement​
"Mingghan" (+5 XP for pillaging. +20% :c5strength: CS when standing on pillaged tile)​
"Charge I"
Requires Horses​

UB - Yassa Court (replaces Courthouse):
available at Philosophy
200 :c5production: Production Cost
Automatically built in non-occupied cities after discovering Philosophy
:c5production: Production Cost is slightly increased with number of Cities​
+20% :c5production: Production towards Military Land Units (Range, Siege, Mounted and Armored)
Removes :c5occupied: Extra Unhappiness from Occupation​
-2% for all :c5unhappy: Needs for every Yassa on Empire
10 :c5gold: Gold, 10 :c5science: Science and 10 :c5culture: Culture from City conquests
Spoiler Morocco :

UM - Corsair (replaces Corvette - Ship of the Line in EE)
available at Navigation
350 :c5production: Production Cost
5 :c5moves: Movement​
38 :c5strength: CS
"Razzia" (Gain :c5production: Production and :c5food: Food on Kills, Pillaging and Plundering :trade: Trade Routes)​
Can Enter Rival Territory

UB - Riad (replaces Garden):
Available at Theology
300 :c5production: Production Cost
no Maintenance Cost
+1:c5gold: Gold and +1 :tourism: Tourism, Scaling with Era
+1 :c5food: Food and +1 :c5gold: Gold to Citrus and Cocoa​
+1 :c5food: Food and +3 :c5gold: Gold to Oases
+25% :c5greatperson: Great People Points​
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization​
-5% :c5gold: Gold purchase cost in city
+10% of :c5gold: Gold in City converted to :c5greatperson: Great Merchant Points
Spoiler Netherlands :

UM - Goedendag (replaces Pikeman):
available at Steel
100 :c5production: Production Cost
20 :c5strength: CS
2 :c5moves: Movement​
Anti-cavalry bonus​
"Burgemeeste" (+33% :c5strength: CS if within 2 tiles of a friendly City)​
"Goedendag!" ( +10% :c5strength: CS for all adjacent ally units)​
UB - Waag (replaces Bank - Weigh House in EE)
available at Civil Service
350 :c5production: Production Cost
Requires a Market in the city
+2 :c5gold: Gold 2:c5production: Production​
5:c5strength: Defense​
15% of :c5gold: Gold spent is converted into :c5science: Science​
+3 :c5gold: Gold to Caravansary, and Customs House​
-1 :c5unhappy: unhappiness from Poverty​
+3 :c5gold: Gold to Gold, +1 :c5gold: Gold, +1 :c5production: Production and +1 :c5culture: Culture to Silver, +1 :c5gold: Gold and +1 :c5culture: Culture to Gems​
2 :c5gold: Merchant Specialists Slot
-20% spy effectiveness rate in City
+1:c5production: Production, :c5culture: Culture, and :c5gold: Gold for every Global Monopoly on Empire
Spoiler Ottomans :

UM - Great Turkish Bombard (Unique Siege Unit Class):
available at Machinery
375 :c5production: Production Cost
may only have 2 at one time.​
15 :c5strength: CS, 43 :c5rangedstrength: RCS​
2 Range​
2 :c5moves: Movement​
"City Assault"​
"Siege Inaccuracy II" (-50% :c5rangedstrength: RCS vs Land Units. Lost after unit upgrade)​
"Sahi Topu" (Unit damage itself on Attack for 15 HP)​
requires Iron​

UGPTI - Tersane:
Built by expending Great Admirals or Great Generals
Can be placed next to a city on water tiles and not next to another tersane
+2 :c5production: Production +2:c5science:Science and +3 :c5gold: Gold​
50% Tile Defense​
Claims Adjacent Tiles​
Damages adjacent enemy Units​
The Adjacent City gains +25%:c5production:Naval Unit production and 10XP for Naval units trained in the City. Bonus does not stack from multiple Tersane in the city.​

UA change:
changed "Leader_Flavor" value for "Offense" to 7​
changed "Leader_Flavor" value for "Naval" to 6​
changed starting bias:​
deleted Hills​
added Coast​
Last edited:
Spoiler Persia :

UM - Qizilbash (replaces Lancer):
available at Metallurgy
350 :c5production: Production and 350 :c5faith: Faith Cost
can be Purchased with :c5faith: Faith without the Zealotry Tenet
Requires Horses​
40 :c5strength: CS
4 :c5moves: Movement​
"Safavi Agitator" (Gains +10 :c5faith: Faith, +20 :c5gold: Gold and +30 :c5goldenage: GAP when pillaging a tile, scaling with Era)​

UB - Paradise Garden (replaces Garden):
Available at Currency
200 :c5production: Production cost
does not require River​
+3 :c5culture: Culture and +3 :tourism: Tourism
+1 :c5food: Food and +1 :c5gold: Gold to Citrus and Cocoa​
+2 :c5gold: Gold to Oases​
+25% :c5greatperson: Great Person Points​
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization​
+15%:c5gold: Gold during :c5goldenage: Golden Ages
30 :c5culture: Culture when a :c5goldenage: Golden Age begins, Scaling with Era
Spoiler Poland :

UM - Pancerni (replaces Heavy Skirmisher):
available at Physics
175 :c5production: Production cost
21 :c5strength: CS, 15 :c5rangedstrength: RCS
5 :c5moves: Movement​
"Rough Terrain Penalty"​
"Bogurodzica" (+25% Defense. Gain :c5faith: Faith on Kill. Bonus doubled on barbarians)​
Requires Horses​

UB - Barbican (replaces both Armory and Castle)
Available at steel
Requires walls in city
2:c5gold: Gold Maintenance
+3:c5science:, +3:c5culture:
+1:c5production: to Quarries near City​
+20 :c5strength: City Defense
+125 City HP
+125% :c5rangedstrength: City Strike damage
+33% :c5rangedstrength: RCS for garrisoned units in this city
+25 XP for units in this city
+2 military :c5war:Supply cap
+10%:c5war: supply cap from Population
-1 :c5unhappy: unhappiness from Distress​
-5% needs modifier from Empire​
1 :greatwork:Great work of Art Slot​

UA change:
changed "Leader_Flavor" value for "Mobile" to 9​
Spoiler Polynesia :

UM - Koa (replaces Scout):
available at Sailing
80 :c5production: Production Cost
12 :c5strength: CS
2 :c5moves: Movement​
"Kapu Ku'ialua" (After attacking, enemy unit's max HP is reduced by 20 and cannot heal)​
no "Barbarian Penalty"
"Ignores Terrain"​
"Treasure Hunter I"​

UB - Marae (replaces Council):
available at Wheel
65 :c5production: Production cost
+1 :c5science: Science and +1 :c5culture: Culture
5 :c5science: Science on :c5citizen: Citizen Birth​
+3 :c5culture: Culture, :c5gold: Gold, and :c5food: Food Whenever a Building is Constructed in City, scaling with Era

UA change:
changed "Leader_Flavor" value for "Recon" to 7​
Spoiler Portugal :

UM - Cacador (replaces Gatling Gun - Light Infantry in EE):
available at Dynamite
700 :c5production: Production Cost
2 :c5moves: Movement​
32 :c5strength: CS, 45 :c5rangedstrength: RCS​
2 Range​
2 BaseLandAirDefense​
Covering Fire​
"Fighting Cock" (Whenever this unit levels up, it gets a promotion from either the Survivalism or Trailblazer lines along with its normal promotion)​

UB - University of Coimbra (replaces Oxford University):
Available at Education
does not require University
free University
+5 :c5science: Science and +5 :c5culture: Culture
+3 :c5gold: Gold to all Universities
50 :c5culture: Culture for Researching a Technology, scaling with Era​
-1 :c5unhappy: unhappiness from Illiteracy​
all naval units receive the "Age of Discovery" promotion (Gain :c5gold: Gold whenever tiles are revealed by a Naval Unit)​
When you Expend a Great Admiral, all your Naval units have their movement refreshed
free :c5science: Great Scientist​
2 :greatwork: Great Work of Writing Slots (+4 :c5science: Science when themed)​
:c5production: Production cost scales with number of cities on Empire​
Spoiler Rome :

UA Change - Rome Cannot Capture Unique National Wonders

UM - Ballista (Catapult Replacement):
available at Mathematics
100 :c5production: Production Cost
8:c5strength: CS, 14 :c5rangedstrength: RCS
"Legatus Legionis" (+1 :c5moves: Movement Point if :c5capital: GG is within 2 tiles)​
2 :c5moves: Movement​
no "Siege Inaccuracy"
no "Limited Visibility"
"Moves at Half-Speed in Enemy Territory"​

UM - Legion change:
"Praefectus Castrorum" (Unit creates Improvements 60% faster if :c5capital: GG is within 2 tiles. Lost after unit upgrade)​
UI - Latifundium:
available at Calendar
build time - 12 turns
must be built on any Plantation or Farm resource​
improves resource beneath​
+1 :c5food: Food and +1 :c5culture: Culture​
+2 :c5gold: at Currency, +1 :c5food: Food and +1 :c5production: Production at Civil Service, +1 :c5gold: at Economics, +1 :c5food: Food and +1 :c5production: Production at Fertilizer​
+1 :c5culture: Culture to adjacent Plantation and +1 :c5production: Production to adjacent Farm​
spawns Figs Resource with Plantation on completion​
if spawned figs are outside the Roman borders, Rome claims that tile​
if spawned figs are in foreign territory, Rome steals that tile​
cannot be pillaged​

UR - Figs:
bonus resource​
improved by plantation
+1 :c5food: Food​
+1 :c5food: Food and +1 :c5production: Production with Plantation​

B - Grocer/UB - Austrian Coffee House change:
+1 :c5food: Food, +1 :c5production: Production and +1 :c5gold: Gold to Figs​
Spoiler Russia :

UM - Licorne (replaces Field Gun):
Available at Metallurgy
700 :c5production: Production Cost
2 Range​
2 :c5moves: Movement​
25 :c5strength: CS, 39 :c5rangedstrength: RCS​
Siege inaccuracy​
"Cover I"​
"bonus vs cities" (100)​
"Grapeshot" (+50% RCS vs melee units)​
"Can Move After Attacking"
no "Moves at Half-Speed in Enemy Territory"
UB - Pogost (replaces Customs House):
Available at Guilds
350 :c5production: Production Cost
Building evolves:​
Stage 1: Market:​
+3 :c5culture: Culture and +2 :c5gold: Gold
+10% :c5gold: Gold from :c5trade: City Connections in City
+1 :c5gold: Gold to Villages and Towns
1 :c5gold: Merchant Specialist Slot​
+4/2 :c5gold: Gold to all :trade: Trade Routes to/from this city respectively
when a :trade: Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output​
Tobacco Resources gain +3:c5gold:
Coffee Resources gain +1:c5gold: +2:c5production:
Tea Resources gain +2:c5gold: +1:c5production:
Banana Resources gain +2:c5gold:

Stage 2: Intendant's Residention​
unlocked at Banking:​
+2 :c5science: Science
+5% :c5gold: Gold from :c5trade: City Connections in City
1 Specialist in this city does not generate :c5unhappy: unhappiness from urbanization

Stage 3: Eastern Orthodox Church​
unlocked at Architecture:​
+2 :c5faith: Faith
+2 :c5faith: Faith to Shrine, Temple and Monastery
+5% :c5gold: Gold from :c5trade: City Connections in City

UB - Ostrog change:
moved to "Rifling"​
Spoiler Shoshone :

UM - Yellow Brow (replaces Tercio):
Available at Gunpowder
300 :c5production: Production Cost
27 :c5strength: CS
2 :c5moves: Movement​
"Big Horse Dance" (Fights at Full when damaged. Defense Bonus when fortified is doubled)​
"Anti Mounted"​

UB - Buffalo Pound (replaces Well):
Available at Trapping
65 :c5production: Production Cost
No :c5gold: Gold Maintenance
can be built on Fresh Water
can be built in cities with a Water Mill, and does not block Water Mill
+1 :c5food: Food and +2 :c5production: Production​
+1 :c5food: Food for every 5 :c5citizen: Population
+1 :c5food: to Sheep, Cattle, Horse and Bison
A Bison tile appears near the City, if possible
Spoiler Siam :

UM - Seir Morb (replaces Field Gun - Howitzer in EE):
Available at Rifling
900 :c5production: Production Cost
27 :c5strength: CS, 44 :c5rangedstrength: RCS
2 :c5moves: Movement​
"Coastal Cannon" (+25% :c5rangedstrength: vs Naval Units)​
"Crouching Tiger" (15 bonus damage on attack for every movement point remaining after attack)​
"Cover I"​
"Cover II"
no "City Bonus"
no "Naval Penalty"
Requires Iron​

UB - Elephant Camp (replaces Workshop):
Available at Civil Service
350 :c5production: Production Cost
4 :c5gold: Gold maintenance
1 Engineer Specialist Slot​
+3 :c5production: Production, +2 :c5culture: Culture and +1 :c5faith: Faith
+1:c5production: Production for every 4 :c5citizen: Citizens​
+1 :c5production: Production to Forest​
+1 :c5culture: Culture to Lumber Mill and Logging Camp
+1 :c5production: Production and +1 :c5gold: Gold in city for every 2 Strategic resources gifted by City-States
receive 10 :c5production: Production and 10 :c5culture: Culture every time a City-State gifts a unit, scaling with Era
Allows :c5production: Production to be moved from this city along :trade: Trade Routes inside your civilization​
+4:c5production: Production to :trade: Internal Trade Route from this city​
UB - Wat change:
Added 2 slots for Great Works of Writing (+3:c5faith:, +3:c5science: when themed)​
Removed +1 :c5culture: Culture to Forest and Jungle​

UA change:
changed "Leader_Flavor" value for "Defense" to 8​
Last edited:
Spoiler Songhai :

UM - Sofa (replaces Crossbowman):
available at Machinery
160 :c5production: Production Cost
15 :c5strength: CS, 20 :c5rangedstrength: RCS
2 Range​
2 :c5moves: Movement​
"Medic I"
"Father of the Horse" (+15% :c5strength: CS and :c5rangedstrength: RCS for Mounted Units in 2 tile radius)​

UB - Gumey (replaces Caravansary)
unlocked at Currency
+2 :c5gold:, +2:c5production:, +2:c5culture:
+2 :c5gold: Gold, :c5production: Production, and :c5culture: Culture if a :trade: Trade Unit passes through the City
+2:c5gold: Gold for the both Civs if this city is the target of an :trade:International Trade Route
When a Land Trade Route originating here and targeting another Civ is completed, receive a :tourism:Tourism boost with the Civ based on your recent Culture output.​
:trade:Land Trade Routes gain +75% Range and +3 :c5gold: Gold​
+1:c5gold: to all Nearby Luxury resources
+1 :c5gold: from Merchants.​
+1 :c5food:/:c5gold: for every 3 desert, or tundra tile worked by city.​
Truffles +2 :c5gold:
Cotton +1:c5production:/:c5culture:
Furs +1:c5gold:/:c5production:
Flax +1:c5gold:/:c5faith:
Spoiler Spain :

UM - Armada (replaces Corvette):
available at Gunpowder
400 :c5production: Production Cost
40 :c5strength: CP
5 :c5moves: Movement (4 with Invincible)​
"Santa Maria" (Earn :c5capital: Great Admiral Points from kills)​
"Invincible" (+4 :c5strength: CP at full Health. and -1:c5moves:Movement)​
"Boarding Party I"
UB - Bullring (replaces Zoo):
available at Navigation
Does not require a Circus in the City
800 :c5production: Production Cost
+4:c5faith:, 4:tourism:, 4:c5culture:
+2 :c5culture: 2:tourism: to Pastures, Forests, and Jungles
100:c5faith:Faith, :c5gold: Gold, and :c5culture: Culture when a 'WLTKD' starts, scaling with Era.
City enters a :c5happy: 'WLTKD' whenever it completes a Public Works Project
-1 :c5unhappy:Unhappiness from Boredom​
500 :c5science: Science when completed​
Whenever a :trade:International Trade Route is completed, Receive a :tourism: Tourism boost with the target civilization​
Spoiler Sweden :

UM - Hakkapeliitta (replaces Lancer):
available at Metallurgy
350 :c5production: Production Cost
37 :c5strength: CS​
5:c5moves: Movement
No Movement to Pillage
+1 Sight
Hakkaa Päälle! (+20% vs wounded Units, heals 50 HP from killing Units)​
requires Horses​

UB - Bastu (replaces Baths):
Available at Metal Casting
200 :c5production: Production Cost
no terrain requirements
+3 :c5culture: Culture and +1 :c5food: Food
+1 :c5culture: Culture and +1 :c5gold: Gold to Temple, Amphitheater and Garden​
+10% :c5culture: Culture and +10% :c5food: Food during :c5goldenage: Golden Age
+1 :c5science: Science to Lakes
+1 :c5science: Science for every 2 worked Tundra tiles
15% of :c5science: Science output in city as an instant boost to :c5science: Science and 15% of :c5culture: Culture output in city as an instant boost to :c5culture: Culture whenever a citizen is born
Spoiler Venice :

UM1 - Great Galleass (replaces Galleass):
available at Guilds
175 :c5production: production
4 :c5moves: movement​
20 :c5strength: CS, 27 :c5rangedstrength: RCS
1 Range​
Bombardment I
"Can move after attacking"​
"Cannot end turn in deep ocean"​
"Cannot melee attack"​

UM2 - Fusta (Range Naval class):
available at Guilds
125 :c5production: Production Cost
No :c5gold: Gold Maintenance or :c5war:Supply Cost
4 :c5moves: Movement Points
11 :c5strength: CS, 21 :c5rangedstrength: RCS
1 Range​
"Can move after attacking"​
"Cannot end turn in deep ocean"​
"Cannot melee attack"​

UB - Laguna (replaces Harbor):
Available at Compass
350 :c5production: Production Cost
+3 :c5food: Food, +3 :c5gold: Gold and +3 :c5culture: Culture
+1 :c5food: Food to Ocean​
+1 :c5production: Production to Sea Resource​
+2 :c5food: Food and +2 :c5production: Production to Atoll
+4 :c5gold: Gold for :trade: Trade Routes
+2 :c5food: Food and +3 :c5gold: Gold to Rialto District for every Laguna on Empire
+2 :c5production: Production and +2 :c5science: Science to Arsenale de Venezia for every Laguna on Empire
+2 :c5culture: Culture and +2 :tourism: Tourism to Murano Glassworks for every Laguna on Empire
100 City HP​
10% :c5war: Unit Supply Cap from :c5citizen: Population​
increases range of :trade: Sea Trading Routes by 75%​
when a :trade: International Sea Trade Route originating here and targeting another Civ is completed, receive a :tourism: Tourism boost with the civ based on your recent :c5culture: Culture output​
Spoiler Zulu :

UGP - InDuna (replaces Great General):
3 :c5moves: Movement Points
"Ibutho" (When expended, grants +30 XP to the unit the Induna is Stacked with)​
Cannot Construct Citadels
Can be expended to construct an Isibaya
UGPTI - Isibaya (replaces Citadel)
+1:c5food:1:c5production: to Cattle on the same Tile​
Places a Source of Cattle on the tile.​
1:c5culture: to Adjacent Pastures​
100%:c5strength: Tile Defense​
30 damage each turn to Adjacent Enemy Units​

UB - Iziko (replaces Amphitheater)
Available at Drama and Poetry
200 :c5production: Production Cost
No :c5gold: Gold Maintenance
+3 :c5culture: Culture and +2 :c5faith: Faith
:c5culture: Culture on unit Levelling. Scaling with Level (1:c5culture: at level 2, 2:c5culture: at level 3, etc.)​
+1 :c5culture: Culture and +1 :c5gold: Gold to Dyes, Brazilwood, and Silk, +2 :c5culture: Culture to Lapis Lazuli​
+1 :c5gold: Gold to all Writers' Guilds​
+33% :c5greatperson: Great Writer Points​
2 slots for Great Works of Writing (+2 :c5culture: when themed)​
Last edited:
Well, first guys congrats for almost finishing this arduous project. I'm taking a look with curiosity about new possibilities for each civ.

For now I've detected these possible errors:

Byzantium: Missing last changes to UA (-15% faith purchases...) in the picture, and description don't show UA being changed.

Carthage: Tophet instant culture misses "Scales with era".

Egypt : Khopesh - "Mercy" (+30 :c5strength: CS vs Units at or below 50 HP)

Greece: Agora - units in this City get "Proxenos" promotion (+5 :c5influence: Influence and +2 :c5gold: Gold from Diplomatic Missions).
Is correct the +2 :c5gold: Gold? Suppouse that it's old iteration, because it's irrelevant compared to standard +1.

Iroquois: Sachem's Council - +3 Paper. It's right or is old value before paper changes done in VP?

Maya : Atlatlist change: "Atlatlist Strike" is now "Poisoned Weapon" (+33 :c5rangedstrength: RCP vs Wounded Units. Stays after unit upgrade)

Will update if I see some more.
Last edited:
So... It has been a year since I began my thread on the subject. A lot of things have happened since and, for logical reasons, the project has changed hands (the new ones being much more capable than the previous ones), but here we are today : after 142 pages of discussion (2827 replies, maybe in the top 20 of the longest threads on this forum), hours upon hours of testing, dozen hours upon dozen hours of coding, some heated debats (thank you Chasqui :smoke:) and a lot of compromises, I hope the v.30.4 will attract many testers, and a positive feedback.

Even if my involvement in this project has never been what I had hoped for when I first began all of this, I'm truly happy to see this mod "released" : it proves that this year hasn't been all bad for me. I hope that, even if my role has been very minor, I have been of some use during these last six months. :)

I want to thank all people involved in the creation of this mod :

- the coders : adan_eslavo (who was just here for Poland initially, and ended up coding most of the civilizations, and created flags), Blue Ghost (the reinitiator of the project after my disparition and the coder of several civs), pineappledan (the jack of all trades of the team : did most of the research, created lots of pictures, was a constant presence on the thread in order to balance things and coded a lot ; also, Indonesia), Infixo (whose arrival in the team made a lot of things possible and was a precious help whenever needed) , De_Genius (coded Denmark and parts of The Netherlands, and was often here to help afterwards) , FieryCharizard7 and Enginseers (each for coding a civilization and giving ideas)

- the testers : Ziad, CrazyG, IcyAngel, phantomaxl1207, Chandler, LukeSlovenia29, FoxofWar, infidel88, Asterix Rage, Giza, Moi Magnus, WoodenThrone, hokath, David de Vasconcelos, doublex55, ThirstQuencher, Jarula and many others (sorry for those I've forgotten : know that every participation has had its importance :)).

- Gazebo, for being the best :cool: (that and answering our questions)

- Also, of course, all the amazing modders and creators of the Civilization community, for making this kind of compilation mod possible through their hard work.

Now, let's do some testing ! :D
Last edited:
I can't wait to get home this evening and try this out! Been watching the development of this over the last year, but I've had no free time for mod development anymore so I didn't want to try and get involved. But it looks like everything came together in the end, so three cheers to everyone involved with this modmod!
Thank you @Mitch.sp for pointing out the errors. I've made changes to the OP where necessary.
Byzantium: Missing last changes to UA (-15% faith purchases...) in the picture, and description don't show UA being changed.
The pictures were taken with the 2-27 version, which I would consider the most recent "stable" version of VP. America's icon for the Smithsonian has changed since that patch as well. I won't be changing the pictures unless something relating to the 4UC mod changes.
Last edited:
I'm glad we managed to finish that great mod. Please post any bugs on github if you can. It is easier for us to follow what's happening. But I think this version is as clear as possible and does not contain any major issues.

@pineappledan Could you modify descriptions in this thread to consist of "unordered list" instead of new lines? It would be more clear to read.
Last edited:
Great idea new UA for Arabia.

Can always found religion
after founding religion all units gain +50% attack for 20 turns
and for 20 turns on capturing a city free remove heresy and spread religion
to capture the spirit of the 600 AD Islamic conquests
Well, if we want to be nitpicky :
- the Historical info for the Kabuki theater is still missing
- as pineappledan said, the model for the Klepht will make Greek members scream a bit, and should be changed (a red fez or cap instead of the Janissary hat should be enough
- there is also the problem of the Goedendag : basically, there are two model available, one where the unit is composed of macemen, and one where the unit is composed of spearmen (with shields and English colors) ; to me, the Goedendag model could keep the body of the macemen, but with their weapons by goedendags (maybe barbarian clubs with pikes at their summit), and their stance by the one Longswordmen use
- also, the flag for the Chasqui is a bit off and quite pixelised, which is unfortunate, since the model for the unit is great

This is all I can see for now. In terms of coding, as adan_eslavo said, I've not seen a bug for several weeks (the last problem dealt with these days was the unique promotion of the Cacadores, which had not effect, but Infixo put it to work).
Now, a list of interesting (but maybe not viable) strategies using this mod mod :

Spoiler By Hinin :

- Deus Vult, Ketzer ! : With Germany, go full domination/religion (using the German UA to not be too vulnerable during the WC). Try to grab God of War/Goddess of Protection, Hero Worship, Zealotry and Crusader Spirit, with Authority and Imperialism (you may choose Fealty or Statecraft as a second policy tree), and use the city-states you've begun to ally in the early game (thanks to the Slaganz) as your trade route destinations to boost your production (thanks to the Hanse). Always have some Missionaries follow your forces so that you can immediatly convert the cities affected by the "Chapter" promotion and obtain your Reformation quickly. Let's see if your Teutonic chapters can compete with the rest of the world.

- Nike festivities : With Byzantium, take as much bonus to WLTKD as possible (I suggest taking Theocratic Rule, Way of Transcendence, Synagogue, Mandirs, Resilience and To the Glory of God for your religion, and, of course Burghers from the Fealty tree) : since you're garanted to have WLTKD at the beginning of each era thanks to the Hippodrome, try to focus on producing GMerchants (through GP points or faith) to make so that you are in a near endless WLTKD in your empire and pass one era after the other to trigger Way of Transcendence (you'll have a lot of faith anyway, so converting some neighbours shouldn't be difficult, and your religion won't be the most useful to them).

- Par Toutatis ! : As the Celts, focus on producing as much Oppida as possible : that means focusing on GMerchants in the early game, and so taking Lugh as a pantheon seems a good choice (with maybe To the Glory of God for reformation), as well as taking the Industry policy tree. It's as simple as that, but the adjacency bonus should be nice enough, and you'll have forts throughout your territory in case of attack. :)

- Edo-jidai : As Japan, take Tradition and play a mix of GP generation and aggression (to generate GGeneral and GAdmiral points). As always, taking Goddess of Protection is good for Japan, but you can follow with Ceremonial burial and To the Glory of God is possible (with some faith buildings beliefs to have additionnal GW slots). I suggest being defensive in the early game, and then go conquering when you begin having your UCs (maybe take Tradition/Artistry/Imperialism/Autocracy or Freedom).
The Kabuki theater comes a bit late and isn't cheap, but offers some nice boosts to your cultural specialists in the mid-game : this is not the most impressive strategy, and its effects only really appear beginning the Renaissance era, but you'll have plenty of GWorks to play with in the end-game, while also staying powerful defensively.

- Barbary kingdom : As Morocco, find yourself a powerful ally to hide behind, and distrupt international commerce whenever possible. Using your Corsairs, you can gain great amounts of yields by bullying weaker civilizations. At the same time, send some trade routes to some powerful neighbours, make so they open their borders to you, and plunder all the trade routes of civilizations other than your new ally (it's MY friend => Yandere Amhad al-Mansur... what have I done...).

Spoiler By pineappledan :

Spoiler Iroquois - Great Law of Peace :
4UC tilts Iroquois into becoming a diplo civ, focused mainly on Production of Great Diplomats. Their new Unique Scrivener's Office replacement increases the birth rate of GDF, and gives you a share of the tile yields for each embassy you have created. Always keep your Civil servant slots full, and invest a bit in Great person generation to stay ahead of the curve in CS influence.

Spoiler Greece - Euergetes and Proxenos :
The new Agora, in addition to furthering Greece's cultural supremacy, provides a unique gold mechanic to diplomatic units produced in the city. As soon as you have a source of paper, you can start sending Diplomatic units which give more CS influence, and provide +2:c5gold: Gold per turn for the rest of the game in your capital. Greece need not concern itself with CS quests too much, because investing early in diplomatic units can serve as a reliable source of income for the rest of the game.

Spoiler Assyria - Medean Horses :
With the 4UC, the first true empire on the planet finally has an early game power spike. With the iron chariot, Ashurbanipal can flood the battlefield with an effective war machine, with only casual concern for strategic resource limits. Use your iron chariots to expand the empire in search of more sources of strategic resources to boost the capabilities of your soldiers.

Spoiler China - Son of Heaven :
the Xiafan Guanjun and Exam Hall both add diplomatic focus to the Chinese playstyle. Station your fleets inside CS territory to increase influence, or quicken the normalization of relations after a tribute demand.

Spoiler Sea Nomads :
With 4UC, Indonesia's coastal and island flavor has been restored. Their unique improvement, the Kampong of the Sama-Bajau people, and the speedy prau make Indonesia a powerhouse of exploration and economy. Because the Kampong is built on coastal tiles, try to settle small islands with just enough space for your Unique luxuries. The Kampong benefits from lighthouses, harbors and seaports, like any normal coastal tile, but also from Imperialism's Exploitation policy. Be careful, however, because this new UI makes Indonesia an even more attractive target for any would-be conquerors.

Spoiler Korea - Miracle on the Han River :
The Chaebol is not an especially powerful building for how late it is, unless you have many cities in your empire. Each additional Chaebol on empire increases the culture, gold and science of ALL chaebols you own! Be sure to settle lots of cities in time for the modern age, so you can create a deluge of yields in all your cities!

Do you have your own strategies using the modmod to talk about ?
Last edited:
@pineappledan What was planned for Buffalo Pound? I can see in description add food per 4 citizen and it is dding 1 per 5?
It should be whatever the base well is.

Game text is wrong, but the code is right. I will update that
Last edited:
I downloaded it, but noticed there is only 1 file in the folder. however on Github, everything is neatly organized in subfolders (with all of the code on SQL and LUA etc) - why not release in the same format as there (and as VP does) rather than condensing into a single file?
Top Bottom