AG Civ Pack Mod for AGYRM

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
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Hi everyone! This is amateurgamer! This modmod provides additional civs for AGYRM. The civs used were borrowed with permission from other modmoders like @gwennog @Hinin and @pineappledan . Credits for those who contributed to the civs are also included in the details.

The kits of the new civs are modified into a lite version to keep them in line with the changes of AGYRM. While I will try my best to keep certain components, mechanics that aren't as AI-friendly or are too difficult to balance will be excluded. Mechanics that create a lot of micro will likely be axed as well.

There will be balance changes as AGYRM continue to go through changes. I will also be adding additional civ I have permission to at my leisure.

Spoiler Details for v0.1 :

Spoiler The Cajuns :

The Cajuns:
Great Expulsion (UA):
Cities reveal Shrimp resources on Coasts, Lakes and Bayou (Coastal Marshes) when founded.

Mi'kmaq Militia (UU):
Replaces Musketman
165 :c5production: or 200 :c5faith:
Unlocked by Metallurgy
22 :c5strength: CS
32 :c5rangedstrength: RCS/ 2 Range
Child of the Dawn (+1 Movement and Sight. +25% :c5strength: CS in Forest, Jungle and Marsh tiles.)
May Not Melee Attack
Naval Target Penalty

Bayou Cabin (UB):
unlocked at Sailing
Replaces: Lighthouse
75 :c5production: Production cost
1 :c5gold: Maintenance
1 Great Work of Music Slot
+1 :c5food: Food and :c5gold: Gold from Coast and Ocean Tiles. Increases Military Units Supply Cap by 1.
Forms a City Connection with other Cities via water if they also have Lighthouses.
+0.5 :c5greatperson: Great Musician Point to Sea Resources and Atolls worked by the City.

Shrimp (Luxury):
+1 :c5food: Food
+1 :c5gold: Gold (Fishing Boats)
+1 :c5production: Production (Camp)
Monopoly: +5% :c5gold: Gold.

Credits (Taken from the OP of the link):
  • senshidenshi: Original Creator, most XML, SQL and Art
  • Chrisy15: Lua
  • Leugi: Leader Scene
  • GPuzzle: "Other Things"
  • Octoski: Creator of original Acadia mod
  • Sasquatch (aka Kramer): Actually finished the mod
  • Gwennog: VP compatibility changes
  • DMS, JFD, Adan_eslavo, Sukritact: lua inspiration and source
  • Shrimpu-art: Art on net


Spoiler Kievan Rus :

Kievan Rus':
From the Varangians to the Greeks (UA):
:trade: Trade Routes to :c5citystate: City-States generate +1 :c5influence: Influence per turn (with the target City-State) per each owned City-State Trade Route (up to +5).

Druzhina (UU):
Replaces Knight
120 :c5production: or 150 :c5faith:
Unlocked by Chivalry
26 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Varangian Guard (+33% :c5strength: CS with Great General in same tile. +20% :c5strength: CS when attacking Wounded Units.)

Veche Hall (UB):
unlocked at Theology
Replaces: Garden
150 :c5production: Production cost
1 :c5gold: Maintenance
+15% Great People generation in this City.
1 Specialist in this City no longer produces Unhappiness from Urbanization
Civil Servants in the City generate +1 :c5culture: Culture.
+25% :c5greatperson: Civil Servant generation
Nearby Oases: +2 :c5gold: Gold
Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
Nearby Cocoa: +2 :c5gold: Gold
Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Nutmeg: +1 :c5gold: Gold, +1 :c5production: Production

Credits List
  • Leugi: Leader screen.
  • janboruta: Leader, UU, UB, and Civ icons; additional translation help.
  • Danrell: Unit graphic
  • Andrew Holt: DoM voiceover.
  • Andreas Waldetoft: Peace music from "Crusader Kings II", war music taken from "Knights of Honor".
  • Alikalix: Partial Russian translation.
  • Necon: partial Polish, Greek and Czech translations.
  • Kropek1005: partial Polish and Greek translations.
  • Killmeplease: Additional translation help.
  • FramedArchitect: for lua help in the previous versions.
  • Moriboe: for lua help in the previous versions.
  • LastSword: for lua help in the previous versions.
  • Tomatekh: All code and art otherwise not listed.
  • TarcisioCM, Janburta and Danrell: Art and Icon of Milite from Sicily (Roger II)
  • Adan_Eslavo: Code for influence in city state territory
  • Gwennog: VP compatibility changes


Spoiler The Ainu :

The Ainu:
Floating World (UA):
Cities you've founded gain +1% (to a max of +20%) :c5culture: Culture (if connected) or :c5production: Production (if not connected) per tile away from your Capital.

Matagi (UU):
Replaces Longswordsman
80 :c5production: or 150 :c5faith:
Unlocked by Theology
Can be purchased in any City with a Temple
24 :c5strength: CS
Discipline
Soul Liberation (When killing a unit, gain 1 Movement and 5 XP.)

Kotan (UI):
Replaces Village
Unlocked by Trade
Base Yield: 1 :c5gold: Gold
+1 :c5gold: Gold per adjacent Resource
+25% CS for Units when defending on this tile
Must be built near water (Fresh Water or Coastal tiles) and cannot be adjacent to each other.
Doesn't remove features.
No bonuses from Roads/Railroads. Does get bonuses Villages obtain from Policies.

Credits :
  • Umeko Ando : Peace Theme (Iyomante Upopo) and War Theme (Battaki)
  • Alicia Ruckle : Original art for the Matangitono (all rights reserved)
  • Lisa Heidoff : Original art for the Matagi (all rights reserved)
  • Gedemon, Nutty & Dolen2 : Original UU 3d models from Ethnic Diversity
  • Xenon257R : 3d model and ImprovementIcon for the Kotan
  • Guandao & Reedstilt : Original research and GameText for the base Civ V Ainu mod
  • Leugi & Pouakai : Concept, 3d model and Art for the Casi (Pa of the Maori civ mod) => with authorization from creators Leugi (3d modeler) and Pouakai (concept)
  • The Bearded Lady : DoM speech
  • JP : UnitFlags and CivIcon
  • Astérix Rage : Promotion Icons, Strategic View UnitFlags, UnitFlag and UnitIcon for Great Nispa, Help with art
  • Hinin : Original concept, Research, Design, GameText, UUs 3d models modifications, Diplomacy and AI flavors, Help with art, Testing, Direction
  • gwennog : XML, SQL, Lua, Leaderscene, LeaderIcon, Map, all UnitIcons and integration of UnitFlags and CivIcons, Precious help with research and design, Testing


Spoiler Macedonia :

Macedonia:
Hellenistic Age (UA):
Can only have 1 :c5capital: Great General that cannot be expended for Citadels. Your single :c5capital: Great General has +1 Aura Range and +10% Strength, and, whenever a new :c5capital: Great General would be born, it gains +10% aura Strength (to a max of +100%) and +1 Aura Range (to a max of +10).

Hetairoi (UU):
Replaces Horseman
90 :c5production: or 100 :c5faith:
Unlocked by Military Theory
16 :c5strength: CS
Great Generals I
Stacked Great Generals Movement

Strategeion (UB):
unlocked at Philosophy
Replaces: Courthouse
150 :c5production: Production cost (Cost scales with number of Strategeion on Empire)
No :c5gold: Maintenance
Eliminates :c5unhappy: Unhappiness from :c5war:Occupation
+1 :c5war: Flat Supply
Spawns a Stratego on Construction
+1 :c5production: and +1 :c5culture: to Nearby Katoikia

Strategos (UCU):
2 :c5moves: Moves
Can be expended to construct Katoikia

Katoikia (UI)
:
+100% :c5strength: Defense for unit on tile
Improves Strategic Resources
Claims Adjacent tiles on Construction

Credits:
  • Pouakai: Base Code.
  • Janboruta: Art (All icons).
  • JFD: Lua.
  • Tomatekh: Lua (E&D).
  • Wolfdog: Unit Model.
  • einayim: Text (Civilopedias).
  • DarthKyofu: Text (Civilopedias), TSL Values.
  • GPuzzle: Lua.
  • CharlatanAlley: Dawn of Man voiceover
  • Vangelis: Alexander War Peace & Theme ("Titans" & "the Drums of Gaugamela")
  • Sukritact: Delian League (Greece) Map
  • DJS Henninger, Walter Hawkwood, and Anno 1404: Katoikia model and icon
  • Danrell: Stratego Unit Model
  • Pineappledan: VP compatibility
  • Asterix Rage: Unique Promotion icons
  • InkAxis: DLL code functionality


Spoiler Canada :

Canada:
Northwest Passage (UA):
Units garrisoned in Cities and Forts generate 2 :c5gold: Gold and 1 :c5capital: Great General Point every turn. Units garrisoned in Citadels generate 2 :c5culture: Culture.

Coureur des Bois (UU):
Replaces Explorer
Limited to 1
80 :c5production: or 150 :c5faith:
Unlocked by Compass
19 :c5strength: CS
Ignores Terrain Cost
XP from revealing tiles
Embarkation with Defense
Extra Sight while Embarked
Reconnaissance
Ocean Explorer
Brute Force
Fur Trader (When revealing tile, gain +1 :c5gold: Gold and +3 Border Growth Points in the nearest owned City.)

Hudson's Bay Company (UNW):
unlocked at Guilds
Replaces: East India Company
65 :c5production: Production cost (Cost scales with number of Cities)
Does Not Require Customs House
Free Customs House
Requires 20 Citizens in Empire
Receive an additional copy of all Luxury Resources around this City. Incoming :trade: Trade routes generate +2 :c5gold: Gold for the City. -1 Unhappiness from :c5gold: Poverty in all Cities.
+1 :c5food: Food and :c5production: Production to Forts and Citadels on Empire.
+1 :c5culture: Culture to all Custom Houses and Banks on Empire

Credits:
  • dariusofwest: War Music - "O Canada!" (Custom Composed Music)
  • Edmonton Symphony Orchestra: Peace Music - "O Canada"
  • Janboruta: Leaderhead and Icons
  • Neirai: XML, Lua and Concept
  • TPangolin: Art, Concept
  • Charlatan Alley: Voice Acting
  • Viregel: Civilopedia Entries
  • LastSword: Lua Help
  • Scapegrace: Decisions concepts
  • Mewr11: Decisions code
  • RawSasquatch: Hudson's Bay Company icon
  • Regalman: Map
  • Leugi: Icons
  • pineappledan: CBO compatibility
  • Enginseer: help with lua
  • Wolfdog: Expeditionary Force unit model
  • Mikeburnfire: Hockey Rink icon
  • Asterix Rage: promotion icons


Spoiler Misc :

Camps no longer removes Marshes.
Bandeirantes Promotion, Flag Bearers, no longer gives :c5gold: Gold.



v0.2 here.
v0.3 here.
v0.4 here.
v0.5 here.

Download Here.
 
Last edited:
Hi everyone! v0.2 is out now!

First, three custom civs are added: Phoenicia, The Inuit and Nubia. All credits are in the details below.

Secondly, I got permission from @pineappledan to use 4UC.
Spoiler Credits for 4UC :

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

However, the components will be used differently. Instead of each civ getting 2 new components, there will be a two versions of each civ. The versions will have their own names and UA. UB/UI and UU may also be shuffled around to better fit the kits. Some may get new UB/UI, etc...

For instance, America becomes Thirteen Colonies and USA. The two civs share the same leader and icons but they have their own UA. In addition, Thirteen Colonies gets Minuteman and Homestead while USA gets Monitor and Independence Hall.

Given the amount of content in the 4UC, it will take a couple of updates before all the alternative civs are completed. For v0.2, only 4 alternative civs (America, Arabia, Austria and Aztecs) are added.

Spoiler Details for v0.2 :

Spoiler Phoenicia :

Phoenicia:
Metropolis (UA):
Settled and Captured Non-:c5capital:Capital Cities are converted to City-States with 45 resting :c5influence: Influence towards Phoenicia. Cannot capture City-States.

Beit Melqart (UNW):
unlocked at Trade
Replaces Scrivener's Office
Paper: +1
65 :c5production: Production cost (Cost scales with number of Cities)
+2 :c5food: Food and :c5faith: Faith
+2 :c5greatperson: Great Diplomat Points
1 Civil Servant Specialist Slots
+10% :c5production: Production towards Diplomatic Units in this City
+25% :c5strength: Defense in this City
+1 :c5food: Food for Every City-State Friend.
+1 :c5food:Food and :c5faith: Faith in City for Every City-State Ally

Merchant Prince (UGP):
Replaces Great Diplomat
Can Construct Embassies
Can Perform a :c5influence: Diplomatic Action, Greatly increasing you influence with a target City-State, and reducing the influence of all other Civilizations with that City-State
250 :c5gold: Gold when performing a :c5influence: Diplomatic Action
+2 :c5war: Military Supply when expended

Credits:


Spoiler The Inuit :

The Inuit:
Until the Ice Breaks (UA):
Improved Fish Resources are converted into Seals, a luxury resource.
Land Units have Double Movement on Snow and can cross Ice.

Inuksuk (UI):
Unlocked by Hunting
Base Yield: +1 :c5food: Food, +1 :c5production: Production
+2 :c5culture: Culture at Compass
Must be built on Snow or Tundra, and not next to each other
On Construction, claims adjacent neutral tiles
Connects any Luxury or Strategic resources underneath it to your trade network.

Unatattik (UU):
Replaces Crossbowman
80 :c5production: or 150 :c5faith:
Unlocked at Machinery
15 :c5strength: CS/ 21 :c5rangedstrength: RCS
Ignore Terrain costs
Naval Targeting Penalty
Unaak (+25% Defense. On ranged attack, target loses 2 moves on their next turn. Does not Stack).

Seal (Luxury):
+1 :c5food: Food
+1 :c5gold: Gold and :c5production: Production (Fishing Boats)
Monopoly: +1 :c5gold: Gold from Resource tiles.

Credits:
  • TPangolin: Concept
  • Neirai: XML and Lua, Concept, adapted Pedia entries
  • JFD: XML and Lua help
  • LastSword: XML and Lua help
  • Leugi: Leaderscreen, Icons, Inuksuk Graphics, Concept
  • Regalmanemperor: Map
  • Civitar: Unaaq graphics
  • Viregel: Pedias
  • Pervandr: Seals Icon adapted from "On the Ice"
  • Hiram: Icon conversion
  • TarcisioCM: Icon conversion
  • Charlatan Alley: Voice Acting
  • AH*NEE*MAH: Peace Music: "Voices of the Wind"
  • Tagaq: War Music: "Force"
  • Reedstilt: Historical consultancy
  • Civfanatics: Lua help
  • HungryForFood: CPP dll modifications
  • pineappledan: VP compatibility
  • Barathor: Qamutiik icon
  • Trystero49: Qamutiik idea
  • Windiz: Qamutiik unit skin
  • Mikeburnfire: Igloo icon
  • Asterix Rage: Promotion Icons
  • Azum4roll: DLL for start bias


Spoiler Nubia :

Nubia:
Ta-Seti (UA):
+1 :c5production: and +15%:c5production: Production in cities with a Garrison.

Cenobium (UB):
unlocked at Civil Service
Replaces Workshop
Can Purchase with Faith
175 :c5production: or 175 :c5faith:
No :c5gold: Gold Maintenance
+3 :c5production: Production and :c5faith: Faith
+25% :c5strength: City Strength and resistance to conversion
Internal Trade Routes from this City generate +3 :c5production: Production.
Allows :c5production: Production to be moved from this City along Trade Routes inside your Civilization.

Pitati (UU):
Replaces Archer
35 :c5production: or 100 :c5faith:
Unlocked at Calendar
6 :c5strength: CS/ 11 :c5rangedstrength: RCS
Volley
Naval Targeting Penalty
Mercenary (Cost no Gold Maintenance [Lost on Upgrade]).

Credits:
  • Pouakai: Code
  • Sukritact: Art, Models
  • Regalman: Art, text
  • COF: Text
  • JFD: Lua
  • Janboruta: Art
  • Tomatekh: Lua
  • JTitan: Models
  • CharlatanAlley: DOM Voiceover
  • Derek Fiechter: Music
  • pineappledan & Enginseer: VP Compatibility
  • Asterix Rage: Promotion Icons


America Kit 1 (Thirteen Colonies):
Spoiler :

Manifest Destiny (UA).

Minuteman (UU).

Homestead (UB):
unlocked at Chivalry
Replaces Stable
150 :c5production:
1 :c5gold: Gold Maintenance
+1 :c5production: Production
+1 :c5food: Food, :c5production: Production and :c5gold: Gold to Horse, Cattle, Sheep and Bison Resource
Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 10:c5production: production, scaling with era, for each tile claimed in this way.
Increases the Military Unit Supply Cap from Population in the City by 10%.


America Kit 2 (USA):
Spoiler :

Industrial Economy (UA):
Double the :c5production: Production yield of Forge, Workshop and Cloth Mill in all Cities.

Independence Hall (UNW).

Monitor (UU):
Replaces Ironclad
450 :c5production: or 320 :c5faith:
Unlocked at Industrialization
64 :c5strength: CS
Hardened (Damage received is reduced by 3)
Coastal Guard (+5% City Defense to adjacent Cities)


Arabia Kit 1 (Arabia):
Spoiler :

One Thousand and One Nights (UA).

Bazaar (UB).

Hashemite Raider (UU):
Replaces Uhlan
350 :c5production: or 300 :c5faith:
Unlocked at Railroad
48 :c5strength: CS
Garland Mine (No :c5moves: Movement Points used on Pillage. 10 Damage to adjacent Enemy Units on Pillage)
Desert Raider (Double :c5moves: Movement and +25% :c5strength: CS on Desert)


Arabia Kit 2 (Rashidun):
Spoiler :

Sacred Enclave (UA):
+2 :c5faith: Faith to the Palace.
Great Generals spawn twice as quickly.

Bimaristan (UB):
unlocked at Education
Replaces University
150 :c5production: or 150 :c5faith:
1 :c5gold: Gold Maintenance
+2 :c5science: Science and +1 :c5food: Food
10% of :c5science:Science in this City converted to :c5food: Food
15% of :c5faith: Faith Purchases in city converted to :c5science: Science
Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City.
-1 :c5unhappy: Unhappiness from Illiteracy

Camel Archer (UU).


Austria Kit 1 (Archduchy of Austria):
Spoiler :

Habsburg Diplomacy (UA).

Grenzer (UU):
Replaces Fusilier
350 :c5production: or 300 :c5faith:
Unlocked at Rifling
36 :c5strength: CS
Formation I
Field Works
Homeland Guardian (+25% :c5strength: CS in Friendly Territory)
Grenzer (+1 :c5strength: CS per Diplomatic Marriage on Empire [CS adjustment on level up])

Coffee House (UB).


Austria Kit 2 (Austrian Empire):
Spoiler :

Imperial Army (UA):
All Land Units gain +25% :c5strength: CS and heal +10 HP per turn in friendly territory.

Hussar (UU).

Schützenstand (UB):
unlocked at Fortification
Replaces Bastion Fort
450 :c5production:
2 :c5gold: Gold Maintenance
+15 :c5strength: City Defense, +250 City HP
+1 :c5production: Production and :c5culture: Culture for each allied CS
Indirect Fire
+20 XP to Gunpowder Units on Training
+20% :c5war: Military Supply Cap from :c5citizen: Population
Heals Garrisons by 10 HP, regardless of action
-5% empire needs modifier



Aztec Kit 2 (Aztec Empire):
Spoiler :

Flower War (UA):
When you complete a favorable Peace Treaty (War Score of 25+), a :c5goldenage: Golden Age begins. Receive :c5goldenage: Golden Age Points for each Enemy Unit you kill.

Eagle (UU):
Replaces Swordsman
50 :c5production: or 100 :c5faith:
Unlocked at Masonry
No Iron Requirement
17 :c5strength: CS
Discipline
Eagle (Heals 15 Damage if Kills a Unit. +50 Hit Points)

Huey Teocalli (UNW):
unlocked at Theology
Replaces Grand Temple
:c5production: Production cost scales with number of Cities
No :c5gold: Gold Maintenance
All Temples gain +2 :c5faith: Faith and :c5gold: Gold
-1 :c5unhappy: unhappiness from Religious Unrest
Receive permanent +2 :c5faith: Faith and :c5food: Food, and +2 XP to units trained in the City (stacks 15 times) whenever a :c5goldenage: Golden Age begins.

 
This model of UC-splitting is interesting, albeit not really to my personal taste--I prefer fewer civs with more uniques each rather than more civs with less. I do understand the reasoning in terms of avoiding yield-inflation though.
 
This model of UC-splitting is interesting, albeit not really to my personal taste--I prefer fewer civs with more uniques each rather than more civs with less. I do understand the reasoning in terms of avoiding yield-inflation though.
It's definitely not for anyone. My modmods are generally in that category. As you mentioned, tackling yield inflation does require certain approaches and this is one of them.

I'm personally enjoying it. Currently playing as USA and have Thirteen Colony on the same continent. It's going to be interesting once they get Minuteman.
 
Och
It's definitely not for anyone. My modmods are generally in that category. As you mentioned, tackling yield inflation does require certain approaches and this is one of them.

I'm personally enjoying it. Currently playing as USA and have Thirteen Colony on the same continent. It's going to be interesting once they get Minuteman.
Och, for sure. Different strokes for different folks and all that!
 
Hi everyone! v0.3 is out now! 10 more Civ splits added to this modmod.

Spoiler Details for v0.3 :

Assyria Kit 1 (Assyria):
Spoiler :

Treasures of Nineveh (UA).

Royal Library (UNW).

Iron Chariot (UU):
Replaces Horseman
45 :c5production: or 100 :c5faith:
Unlocked at Trade
13 :c5strength: CS
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)


Assyria Kit 2 (Neo-Assyrian Empire):
Spoiler :

King of Four Corners (UA):
When conquering a City for the first time, gain 60 :c5science: Science, scaling with Era. Siege Units gain Volley Promotion.

Siege Tower (UU).
Unlocked by Military Strategy

Lamassu Gate (UB)
:
Unlocked by Military Strategy
Replaces: Walls
55 :c5production: Production cost
No :c5gold: Maintenance
6 Defense, +225 HP
+1 :c5faith: Faith
Increases the City's Ranged Strike Range by 1.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.
+3 :c5production: Production and :c5culture: Culture to Courthouse.


Babylon Kit 1 (Babylon):
Spoiler :

Ingenuity (UA).

Wall of Babylon (UB).

Sabum Kibitum (UU):
Replaces Spearman
35 :c5production: or 100 :c5faith:
Unlocked by Bronze Working
13 :c5strength: CS
Formation I
Brute Force
Legacy (+10% :c5strength: Defense against Ranged attacks. Unit gets +8% :c5strength: CS every 2 levels gained until level 12, and level 15.)
Quick Study



Babylon Kit 2 (Neo-Babylonian Empire):
Spoiler :

Great Builders (UA):
Investing :c5gold: Gold in Buildings reduces their :c5production: Production cost by an additional 15%.
Great Engineers are 75% cheaper.

E-temenanki (UNW):
unlocked at Writing
Replaces National Monument
:c5production: Production cost scales with number of Cities
Can only be built in the :c5capital: Capital
No :c5gold: Gold Maintenance
+2 :c5science: Science
+25% :c5greatperson: Great Person Points
10% of the :c5capital: Capital's :c5science: Science output as an instant boost in the Capital whenever you :c5gold: invest in a building on empire
25 :c5goldenage: Golden Age Points on :c5culture: Policy Unlock
+2 :c5food: Food to all Shrines.

Bowman (UU).



Brazil Kit 1 (Brazil):
Spoiler :

Carnival (UA):
When a :c5goldenage: Golden Age begins, Cities gain 10 turns of Carnival, a unique "We Love The King Day," Carnival that gives -50% Unhappiness from Needs. +10% :c5gold: Gold, :c5culture: Culture and :c5science: Science during :c5goldenage: Golden Ages in all Cities.

Bandeirantes (UU).

Sambadrome (UB):
Unlocked by Acoustics
Replaces: Opera House
300 :c5production: Production cost or 175 :c5faith: Faith
2 :c5gold: Maintenance
+2 :c5culture: Culture
+10% :c5gold: Gold, :c5culture: Culture and :c5science: Science during :c5goldenage: Golden Ages
+33% Great Musician Points in the City.
All Musicians' Guilds add +1 :c5gold: Gold
Starts 10 turns of Carnival when completed.


Brazil Kit 2 (Republic of Brazil):
Spoiler :

Ramming Speed (UA):
All Naval Melee units gain the Ramming Speed promotion (+25% CS when attacking. +25% CS on Coastal tiles. Damage from all sources reduced by 5.)

Amazonas (UU):
Replaces Ironclad
450 :c5production: or 320 :c5faith:
Unlocked by Dynamite
63 :c5strength: CS
Riachuelo (Unit has Plague Immunity to Boarding and can Move after Attacking.)
Breacher

Brazilwood Camp (UI).


Byzantine Kit 1 (Byzantium):
Spoiler :

Patriarchate of Constantinople (UA).

Cataphract (UU).

Tetraconch (UB).


Byzantine Kit 2 (Byzantine Empire):
Spoiler :

Major Trade Hub (UA):
Gain 5 turns of Golden Age when a Great Merchant is born.

Dromon (UU):
Replaces Galleass
90 :c5production: or 170 :c5faith:
Unlocked by Guilds
Obsolete at Warships
16 :c5strength: CS/ 26 :c5rangedstrength: RCS
Shallow Draft
May Not Melee Attack
Naval Inaccuracy
Can Move After Attacking
Greek Fire
Splash Damage

Hippodrome (UNW):
unlocked at Metal Casting
Replaces Circus Maximus
:c5production: Production cost scales with number of Cities
No :c5gold: Gold Maintenance
+10% :c5gold: Gold and :c5culture: Culture during WLTKD
-1 Unhappiness from Boredom
Does not require an Arena in the City. Free Arena in the City.
On construction of the Hippodrome, and at the beginning of every new Era, a WLTKD is triggered in all Cities.
All Arenas gain +1 :c5gold: Gold and Circuses gain +1 :c5culture: Culture.


Carthage Kit 1 (Carthage):
Spoiler :

Phoenician Heritage (UA).

Tophet (UB):
Unlocked by Agriculture
Replaces: Shrine
35 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5culture: Culture and :c5faith: Faith
10 :c5culture: Culture on Unit Purchases, scaling with Era.
+15 XP to purchased Military Units

Quinquereme (UU).



Carthage Kit 2 (Carthaginian Republic):
Spoiler :

Phoenician Trade Network (UA):
Trade Route cap doubled and all target restrictions are removed.

Great Cothon (UNW).

Suffet (UGP):
Becomes Great Admiral when embarked. Friendly Units in the same tile or adjacent to a Suffet at the start of the turn ignore enemy Zone of Control.


China Kit 1 (China):
Spoiler :

Mandate of Heaven (UA).

Examination Hall (UB):
Unlocked by Education
Replaces: Chancery
150 :c5production: Production cost
1 :c5gold: Maintenance
+20% :c5production: Production of Diplomatic Units in this City.
15 :c5greatperson: GPP toward Great Person with most points on :c5citizen: Citizen Birth, scaling with Era

Chu-Ko-Nu (UU).



China Kit 2 (Ming):
Spoiler :

Trade Expansion (UA):
Double the Base Yields of Markets, Caravansaries and Towns.

Siheyuan (UI):
Provides 1 additional :c5production: Production and :c5culture: Culture when worked by a City experiencing a WLTKD.

Baochuan (UU):
Replaces Frigate
250 :c5production: or 270 :c5faith:
Unlocked by Warships
Obsolete at Electronics
30 :c5strength: CS/ 37 :c5rangedstrength: RCS
Kowtow (Can heal outside friendly territory. Heal 10 additional HP in Friendly and Neutral territory. +25 Hit point. Gain 30 :c5science: Science upon obtaining this Unit.)


Denmark Kit 1 (Denmark):
Spoiler :

Viking Fury (UA):
Melee Land Units gain the Viking Promotion (Base CS increased by 25% while on Pillaged Tiles. Pillage costs no Movement. +1 Movement.).

Runestone (UB).

Berserker (UU).
Movement reduced from 3 to 2.


Denmark Kit 2 (Vikings):
Spoiler :

River Raids (UA):
Melee Naval Units gain the Longboat Promotion (+25% CS when attacking or defending Coast Tiles. Pillaging costs no Movement. Recover Hit Points Twice as quickly while healing on Coast Tiles.). Coastal Cities gain +2 :c5production: Production.

Andelsbevægelse (UB):
Unlocked by Manufacturing
Replaces: Cloth Mill
450 :c5production: Production cost
1 :c5gold: Maintenance
+4 :c5production: Production and :c5food: Food
+1 :c5food: Food and :c5gold: Gold to Farms and Pastures.
Nearby Cotton: +2 :c5gold: Gold and +2 :c5production: Production
Nearby Sheep: +2 :c5gold: Gold and +2 :c5food: Food
Nearby Silk: +2 :c5gold: Gold and +1 :c5culture: Culture
+15% :c5production: Production when constructing Buildings

Longship (UU):
Replaces Caravel
70 :c5production: or 100 :c5faith:
Unlocked by Physics
Obsolete at Navigation
27 :c5strength: CS
Blockade
Can Move After Attacking
Shallow Draft Hull (+25% CS when attacking or defending Coast Tiles. +25 Hit Points.)


Egypt Kit 1 (Egypt):
Spoiler :

Monument Builders (UA):
+25% :c5production: Production towards constructing Wonders.
Wonders and Artifacts gain +2 :c5culture: Culture and :c5science: Science.

Burial Tomb (UB).

War Chariots (UU).



Egypt Kit 2 (Mamluk Egypt):
Spoiler :

Blessing of the Nile (UA):
Each Plantation in the Empire gives +1 :c5food: Food to all Cities.

Nilometer (UB):
Unlocked by Masonry
Replaces: Water Mill
75 :c5production: Production cost
No :c5gold: Maintenance
+2 :c5food: Food, +2 :c5production: Production and +1 :c5culture: Culture
1 Flax Resources spawn near the City

Mamluk (UU):
Replaces Lancer
175 :c5production: or 200 :c5faith:
Unlocked by Metallurgy
Obsolete at Combined Arms
40 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Vur Ha! (+25% CS vs Units above 50 HP. +50% CS when attacking Units at full health.)

Flax (UR):
Base Yield: +1 :c5food: Food and :c5production: Production
+1 :c5faith: Faith with Plantation


England Kit 1 (England):
Spoiler :

Perfidious Albion (UA):
Units within 2 tiles of a Fort gains +33% :c5strength: CS
Non-mounted Ranged Units before Renaissance Era gain Yeoman Promotion (+33% :c5rangedstrength: RCS when attacking. Gain 30 :c5gold: Gold when this Unit is obtained.)

White Tower (UNW):
unlocked at Machinery
Replaces Ironworks
:c5production: Production cost scales with number of Cities
No :c5gold: Gold Maintenance
+2 :c5culture: Culture
Provides 2 Free Iron and contains a pre-built Great Work of Art.
+15 :c5science: Science and :c5gold: Gold when you construct a building in this City, scaling with Era.
+2 :c5production: Production to all Armories and Castles

Longbowman (UU):
Replaces Crossbowman
80 :c5production: or 150 :c5faith:
Unlocked by Machinery
Obsolete at Fortification
16 :c5strength: CS/ 21 :c5rangedstrength: RCS
May Not Melee Attack
Range
Naval Target Penalty


England Kit 2 (British Empire):
Spoiler :

Sun Never Sets (UA):
+1 Movement for Naval and Embarked Units, and -25% Naval Unit :c5gold: Gold Maintenance.
When you complete a Historic Event, your Capital gains +2 :c5food: Food.

Steam Mill (UB):
Unlocked by Steam Power
Replaces: Factory
625 :c5production: Production cost
3 :c5gold: Maintenance
+6 :c5production: Production and +10% :c5production: Production
Manufactory worked by the City gain +4 :c5production: Production
2 Specialist in this City no longer produces Unhappiness from Urbanization
+2 :c5production: Production to Engineer Specialists
When you complete a building from the Industrial Era or later, gain 10% of its construction cost as Points towards a Great Engineer.

First Rate (UU).


Ethiopia Kit 1 (Ethiopian Empire):
Spoiler :

Solomonic Wisdom (UA):
When you complete a Policy Branch, adopt new Beliefs, or choose your first Ideology, receive 1 Free Technology.
+1 :c5faith: Faith to Monuments.

Monolithic Church (UI):
Base Yield: +1 :c5production: Production and :c5faith: Faith
+1 :c5science: Science for completing the Medieval Policy Tree.
+1 :c5faith: Faith for completing the Industrial Policy Tree.
+1 :c5culture: Culture for reforming a Religion.
+1 :c5production: Production for adopting an Ideology.

Chewa (UU):
Replaces Longswordsman
70 :c5production: or 150 :c5faith:
Unlocked by Steel
Obsolete at Flintlock
24 :c5strength: CS
Discipline
Maim
Shotelai (No longer Lost with Upgrade)



Ethiopia Kit 2 (Ethiopia):
Spoiler :

Spirit of Adwa (UA):
+50% :c5strength: Combat Bonus when fighting Units from a Civilization with more Cities.
Specialists generate +1 of their primary Yield.

Stele (UB):
Unlocked by Agriculture
Replaces: Monument
35 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5culture: Culture and +2 :c5food: Food.
+67% faster border growth in this City.
+25% Great People Rate in the City.
+25% :c5food: Food during :c5goldenage: Golden Ages

Mehal Sefari (UU):
Replaces Fusilier
350 :c5production: or 300 :c5faith:
Unlocked by Rifling
Obsolete at Combined Arms
42 :c5strength: CS
Formation I
Field Works
Near Capital Bonus
Homeland Guardian
Medic

 
Hi everyone! v0.4 is out now! 15 more Civ splits added to this modmod.

Spoiler Details for v0.4 :

Celts Kit 1 (The Celts):
Spoiler :

Druidic Lore (UA).

Ceilidh Hall (UB).

Pictish Warrior (UU).


Celts Kit 2 (Celtic Tribes):
Spoiler :

Sacred Trees (UA):
+1 :c5food: Food and :c5production: Production to Forests/Jungles.

Oppidum (UI):
Can be built by Great Merchant, Great Engineer, Great Scientist, and Great General. Does NOT replace other GPTIs
+100% :c5strength: Defense Bonus to Units stationed on it, and permanent +50 HP to a nearby City.
Allows exploitation of any strategic resource on the tile
Base Yields: +1 :c5science: Science, :c5culture: Culture and :c5faith: Faith and Border Growth Point.
+1 :c5food: Food, :c5gold: Gold and :c5production: Production to adjacent Jungles and Forests
+1 :c5science: Science, :c5culture: Culture and :c5faith: Faith and Border Growth Point at Industrialization

Scythed Chariot (UU):
Replaces Skirmisher
50 :c5production: Production or 100 :c5faith: Faith
Unlocked at Mathematics
15 :c5strength: CS/ 9 :c5rangedstrength: RCS
Can Move After Attacking
No Defensive Terrain Bonuses
Penalty Attacking Cities (33)
Naval Target Penalty
May Not Melee Attack
Beam Axle
Rend (On Move inflicts 3 damage to all new adjacent Enemy Units. Lost on Upgrade)
Hit and Run (On Move inflicts 2 damage to all new adjacent Enemy Units.)
Carnyx


France Kit 1 (France):
Spoiler :

Esprit de Corps (UA):
+10% :c5strength: CS for each subsequent attack against a single target during a turn.
25% Maintenance for Archer Units.

Chateau (UI).

Musketeer (UU):
Changed to Archer Unit
Loses Formation I but keeps Lightning Warfare


France Kit 2 (French Republic):
Spoiler :

City of Light (UA):
Free Great Artist when Guilds is researched.
+50% Great Artist Rate during Golden Ages.

French Salon (UB):
Unlocked by Romanticism
Replaces: Museum
625 :c5production: Production cost or 200 :c5faith:
3 :c5gold: Maintenance
4 :c5culture: Culture and :c5science: Science
Great Works in the City produce +3 :c5culture: Culture and :tourism: Tourism.
+50% Great Artist Rate in the City.
-1 Unhappiness from Boredom.
+6 :c5science: Science if Themed.

SPAD S. VII (UU).
Replaces Triplane
400 :c5production: or 350 :c5faith:
Unlocked at Flight
50 :c5rangedstrength: RCS/ Range 6
Air Sweep
Air Recon
Ace Pilot I
Air Supremacy I
Strafing Runs
Air Logistics


Germany Kit 1 (Germany):
Spoiler :

Blood and Iron (UA).

Hanse (UB).

Landsknecht (UU).


Germany Kit 2 (German Republic):
Spoiler :

Combined Arms (UA):
Land Units given Combined Arms promotion (+10% :c5strength: CS per adjacent friendly unit when attacking. Flank attack bonus increased by 33%.)

Bräuhaus (UB):
Unlocked by Economics
Replaces: Windmill
375 :c5production: Production cost
2 :c5gold: Maintenance
+4 :c5production: Production
+25% :c5production: Production towards buildings
+25% :c5production: Production towards Land Units
+20 XP to all Land Units
Grocer and Granary in the City produces +2 :c5food: Food and :c5culture: Culture.

Krupp Gun (UU):
Replaces Artillery
450 :c5production: or 350 :c5faith:
Unlocked at Replaceable Parts
29 :c5strength: CS / 50 :c5rangedstrength: RCS
Indirect Fire
May Not Melee Attack
Siege Engine I
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Cover I
Minenwerfer (+50% :c5rangedstrength: RCS when attacking Fortified Units.)
Trommelfeuer
Loses Limited Visibility and Siege Inaccuracy.


Greece Kit 1 (Greece):
Spoiler :

Delian League (UA).

Agora (UB):
Unlocked by Trade
Replaces: Market
55 :c5production: Production cost
No :c5gold: Maintenance
+3 :c5gold: Gold and +1 :c5science: Science
+25% :c5production: Production towards Diplomatic Units in this City. Great Diplomats from this City receive the Proxenos Promotion (+5 :c5gold: Gold permanently in the Capital when expended.).
Trade Routes to this City generate +1 :c5gold: Gold.
Nearby Cinnamon: +1 :c5gold: Gold
Nearby Sugar: +1 :c5gold: Gold

Klepht (UU):
Replaces Light Infantry
225 :c5production: or 250 :c5faith:
Unlocked at Fortification
27 :c5strength: CS/ 40 :c5rangedstrength: RCS
Naval Target Penalty
May Not Melee Attack
Philhellenism
Ignores Terrain Cost


Greece Kit 2 (Sparta):
Spoiler :

Agoge (UA):
All Melee and Gun Units are given the Agoge promotion (Earns experience toward promotions 100% faster. Generates 50% more Great General Points from combat.)

Acropolis (UB).

Hoplites (UU).


Hun Kit 1 (The Huns):
Spoiler :

Scourge of God (UA):
Mounted Melee and Armor Units gain the promotions March and Coercion (+2 Movement. This Unit Heals +5 HP per turn in Hostile Territory.)
Loses War Weariness modifiers.

Ulticur (UNW):
Unlocked by Physics
Replaces: Ironworks
65 :c5production: Production cost
No :c5gold: Maintenance
+4 :c5production: Production
Provides 4 Iron. +20 :c5science: Science when you construct a Building in this City, scaling with Era.
All Stables gain +2 :c5culture: Culture and :c5production: Production.
+1 Great General Points to all GPTIs.

Tarkhan (UU):
Replaces Horseman
Mounted Units
45 :c5production: or 100 :c5faith:
Unlocked at Military Strategy
15 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Bellum Alet (+10 HP to all adjacent Friendly Units on Pillage)


Hun Kit 2 (Hunnic Empire):
Spoiler :

Sacking Marauders (UA):
All Units gain Marauder Promotion (Gain 10 :c5food: Food and :c5goldenage: GAP when pillaging tiles, scaling with Era).
Mounted Archer units gain Terror Promotion (Enemy units receive -25% :c5strength: CS when within 2 tiles of any unit with this Promotion.)

Eki (UI).

Horse Archer (UU):
Requires Horses.


Inca Kit 1 (Inca):
Spoiler :

Great Andean Road (UA).

Terrace Farms (UI).

Waraq'Ak (UU).


Inca Kit 2 (Inca Empire):
Spoiler :

Diverse Agriculture (UA):
+1 :c5food: Food to all Food related Bonus Resources.
+15% :c5food: Food in all Cities.

Qullqa (UB):
Unlocked by Pottery
Replaces: Granary
35 :c5production: Production cost
No :c5gold: Maintenance
+3 :c5food: Food and +1 :c5production: Production
Units stationed in this city heal 5 HP every turn, regardless of any action taken.
+50 :c5food: Food when completed. 15% of the :c5food: Food is carried over after a new Citizen is born.
Allows :c5food: Food to be moved from this city along trade routes inside your civilization.

Chasqui (UU):
Replaces Horseman
Mounted Units
45 :c5production: or 100 :c5faith:
Unlocked at Fishing
13 :c5strength: CS
Can Move After Attacking
Penalty Attacking Cities (33)
Chasquiwasi (+1 Movement and Heal 5 Additional HP per turn when in Friendly Territory. Double Movement in Hills)
Medic


India Kit 1 (India):
Spoiler :

Font of Dharma (UA).

Harappan Reservoir (UB):
Loses +2 :c5food: Food and gains +2 :c5faith: Faith.

Dhanurdhara (UU):
Replaces Archer
35 :c5production: or 100 :c5faith:
Unlocked at Calendar
7 :c5strength: CS/ 11 :c5rangedstrength: RCS
Naval Target Penalty
May Not Melee Attack
Epic (Unit gains :c5culture: Culture and additional XP on Kill.)
Dhanurvidya (Unit gains :c5faith: Faith on Promotion)


India Kit 2 (Mughal Empire):
Spoiler :

Mughal Painting (UA):
Great Works of Art gain +2 :c5culture: Culture and :tourism: Tourism.
Gain 10 turns of :c5goldenage: Golden Age when a Great Artist is born.

Qila (UB):
Unlocked by Chivalry
Replaces: Castle
150 :c5production: Production cost
1 :c5gold: Maintenance
10 :c5strength: CS, +150 HP
+2 :c5culture: Culture
+1 Great Artist Point per turn.
2 Great Work of Art or Artifact Slot
1 Artist Specialist slot
+50 City HP for every National Wonder and World Wonder built in the City.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.

Naga-Malla (UU).


Indonesia Kit 1 (Indonesia):
Spoiler :

Spice Islanders (UA).

Candi (UB).

Kris Swordsman (UU).


Indonesia Kit 2 (Majapahit Kingdom):
Spoiler :

Sumpah Palapa (UA):
Coastal Cities gain +2 :c5food: Food and +1 Great Admiral Points.
Naval Ranged Units gain +2 :c5moves: Movement and cost no :c5gold: Maintenance.

Kampong (UI):
Unlocked by Sailing
Base Yields: +1 :c5food: Food and :c5culture: Culture
Adjacent Fishing Boats: +1 :c5gold: Gold
Built by Embarked Workers on Coastal and Lake Tiles

Djong (UU):
Replaces Galleass
90 :c5production: or 170 :c5faith:
Unlocked at Guilds
15 :c5strength: CS/ 26 :c5rangedstrength: RCS
Range: 2
May not Melee Attack
Cetbang (3 Damage to all adjacent enemy Units each Turn)


Iroquois Kit 1 (The Iroquois):
Spoiler :

The Great Warpath (UA).

Longhouse (UB).

Mohawk Warrior (UU).


Iroquois Kit 2 (Haudenosaunee):
Spoiler :

The Confederacy (UA):
Gain 20% Great Diplomat Point Progress in the Capital whenever a Policy is unlocked.
+50 :c5science: Science when a Great Diplomat is born, scaling with Era.

Sachem's Council (UGP):
Unlocked by Writing
Replaces: Scrivener's Office
65 :c5production: Production cost
No :c5gold: Maintenance
+1 Great Diplomat Points
2 Civil Servant Slots
+2 Paper and one free Emissary.
+10% :c5production: Production of Diplomatic Units in this City.
All Civil Servants gain +1 :c5culture: Culture and all Chanceries gain +2 :c5gold: Gold.

Prowler (UU):
Replaces Musketman
165 :c5production: or 200 :c5faith:
Unlocked at Metallurgy
24 :c5strength: CS/ 31 :c5rangedstrength: RCS
Naval Target Penalty
May Not Melee Attack
In the Shadows (+100% :c5strength: CS when defending in Forests/Jungles.)


Japan Kit 1 (Japan):
Spoiler :

Shogunate (UA).

Kabuki Theater (UB):
Unlocked by Acoustics
Replaces: Opera House
300 :c5production: Production or 175 :c5faith: Faith
2 :c5gold: Maintenance
+3 :c5culture: Culture
+5% :c5culture: Culture in the City.
Internal Trade Routes to or from this City generate 25 :c5culture: Culture when completed, scaling with Era.
+25% Great Musician Rate in the City, and Musicians' Guild in the City produces +1 :c5gold: Gold.
Writers', Artists' and Musicians' Guilds in this City are replace with unique Guilds of the same type.

Monogatari Guild (UB):
100 :c5production: Production cost
1 :c5gold: Maintenance
+2 Great Writer Points
3 Writers Specialist slots
+1 Great Works of Writing slot
3 Specialist in this City no longer produces Unhappiness from Urbanization.
When a Great Writer is born, gain :c5gold: Gold equal to 2% of the writer's potential :c5culture: Culture from a Political Treatise.

Ukiyo-e Guild (UB):
150 :c5production: Production cost
1 :c5gold: Maintenance
+2 Great Artist Points
3 Artist Specialist slots
+1 Great Works of Art or Artifact slot
3 Specialist in this City no longer produces Unhappiness from Urbanization.
When a Great Artist is born, gain :c5science: Science equal to 1% of the artist's potential :c5goldenage: Golden Age Points from Starting a Golden Age.

Gagaku Guild (UB):
300 :c5production: Production cost
2 :c5gold: Maintenance
+2 Great Musician Points
3 Musician Specialist slots
+1 Great Works of Music slot
3 Specialist in this City no longer produces Unhappiness from Urbanization.
When a Great Musician is born, gain :c5faith: Faith equal to 50% of your Empire's :tourism: Tourism output per turn.

Yamato (UU):
Replaces Battleship
900 :c5production: or 500 :c5faith:
Unlocked at Rocketry
70 :c5strength: CS/ 85 :c5rangedstrength: RCS
Range: 3
Indirect Fire
May Not Melee Attack
Taikan Kyohosyugi (Earn Great Admiral Points when killing Naval Units)
Armor Plating I
Receive 200 :c5goldenage: Golden Age Points whenever a Yamato is constructed.
Enemies no longer receive yields for destroying a Yamato.


Japan Kit 2 (Medieval Japan):
Spoiler :

Warrior Caste (UA):
+1 :c5science: Science to Iron Strategic Resource.
Melee and Gun units are produced 50% faster.

Dojo (UB).

Samurai (UU).


Korea Kit 1 (Korea):
Spoiler :

Scholars of the Jade Hall (UA):
+1 :c5science: Science to Scientist Specialists.
+25% Great Scientist Points during :c5goldenage: Golden Ages.

Seowon (UB).

Hwach'a (UU).


Korea Kit 2 (South Korea):
Spoiler :

Five Year Plans (UA):
+1 :c5gold: Gold to Strategic Resources and Engineer Specialists.
Manufactory base yields are doubled.

Chaebol (UB):
Unlocked by Electricity
Replaces: Stock Exchange
900 :c5production: Production cost
No :c5gold: Maintenance
+5 :c5gold: Gold
Cost of :c5gold: Gold purchasing in this City reduced by 30%.
+3 :c5gold: Gold on Towns and Villages worked by this City.
+2 :c5gold: Gold and :c5production: Production to Manufactory worked by this City.
+2 :c5science: Science to Merchant Specialists and +2 :c5culture: Culture to Engineer Specialists in this City.
+2% Great People Points for every International Trade Route controlled by the Empire.

Turtle Ship (UU):
Replaces Caravel
80 :c5production: or 100 :c5faith:
Unlocked at Compass
30 :c5strength: CS
Shallow Draft
Deck Spikes (+25% :c5strength: CS vs Naval Melee Units. +25% :c5strength: CS in Coast tiles. +50 Hit Points.)


Maya Kit 1 (The Maya):
Spoiler :

The Long Count (UA).

Pitz Court (UB):
Unlocked by Masonry
Replaces: Arena
75 :c5production: Production cost
1 :c5gold: Maintenance
+2 :c5culture: Culture and :c5faith: Faith
Barracks and Armory in this City gain +1 :c5production: Production
Grants :c5science: Science and :c5faith: Faith at the end of every Long Count.
Land Units trained in this City receive the K'atun Ahaw Promotion, which grants new abilities for every 15 turns the Unit has been alive.
-1 Unhappiness from Boredom
Nearby Olives: +1 :c5food: Food
Nearby Perfume: +1 :c5gold: Gold

Holkan (UU):
Replaces Warrior
25 :c5production: or 100 :c5faith:
Unlocked at Agriculture
10 :c5strength: CS
Brute Force
Lost Codices (Gain :c5science: Science and :c5culture: Culture upon getting kills, bonus doubled against Barbarians.)
Woodsman
Upgrades into Swordsman


Maya Kit 2 (Mayan Empire):
Spoiler :

K'uh (UA):
+1 :c5faith: Faith to all Bonus Resources revealed by technology and Maize.

Kuna (UI):
+1 :c5science: Science and :c5faith: Faith when Theology is researched.

Atlatlist (UU).


Mongol Kit 1 (Mongolia):
Spoiler :

Mongol Terror (UA):
Mounted Archer Units given the Steppe Nomad Promotion (+1 Range. -2 :c5moves: Movement. +50% :c5rangedstrength: RCS when attacking.)

Ger (UB):
Loses :c5gold: Gold Cost of acquiring new tiles reduced by 15% in this City.
Provides 1 Horse.

Khan (UGP).


Mongol Kit 2 (Mongol Empire):
Spoiler :

Black Banner (UA):
Mounted Melee and Armor Units gain the Elite Cavalry Promotion (Flanking bonus increased by 25%.Earns experience towards promotions 50% faster. +50 Hit Points.)

Yassa Court (UB):
Unlocked by Philosophy
Replaces: Courthouse
100 :c5production: Production cost
3 :c5gold: Maintenance
10 Defense, +200 HP
Automatically constructed in all Unoccupied Cities after discovering Philosophy.
Eliminates Extra Unhappiness from an Occupied City.
+25% :c5production: Production towards Ranged, Siege, Mounted and Armor Units.
+10 :c5science: Science, :c5culture: Culture and :c5gold: Gold for every Yassa Court on Empire whenever you conquer a City, scaling with Era.

Black Tug (UU):
Replaces Knight
100 :c5production: or 150 :c5faith:
Unlocked at Chivalry
27 :c5strength: CS
No Defensive Terrain Bonus
Can Move After Attacking
Penalty Attacking Cities (33)
Mingghan (+5 XP on Pillage. +33% :c5strength: CS if unit is standing on Pillaged Tiles.)
Charge I


Morocco Kit 1 (Morocco):
Spoiler :

Gateway to Africa (UA):
+1 :c5gold: Gold and :c5food: Food in Capital per unique Trade Route partner, scaling with Era.

Kasbah (UI).

Berber Cavalry (UU).


Morocco Kit 2 (Sultanate of Morocco):
Spoiler :

Barbary Pirates (UA):
Can plunder Trade Units connected to unowned Cities without needing to declare war.
Gain 5 turns of :c5goldenage: Golden Age when a Great Admiral is born.
All Naval Units gain additional Great Admiral Points from kills and resource pillaging.

Riad (UB):
Unlocked by Theology
Replaces: Garden
150 :c5production: Production cost
1 :c5gold: Maintenance
+2 Great Admiral Points
+25% Great People generation in this City.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Nearby Oases: +2 :c5gold: Gold
Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
Nearby Cocoa: +2 :c5gold: Gold
Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Nutmeg: +1 :c5production: Production, +1 :c5gold: Gold

Corsair (UU):
Replaces Corvette
225 :c5production: or 270 :c5faith:
Unlocked at Navigation
45 :c5strength: CS
Razzia (Gain :c5food: Food and :c5production: Production whenever a Corsair Kills a Unit, Pillages a Resource or Plunders a Trade Route. Can enter Rival Territory without Open Border Agreement.)


Netherlands Kit 1 (The Netherlands):
Spoiler :

Dutch East India Company (UA).

Polder (UI).

Goedendag (UU):
Replaces Pikeman
70 :c5production: or 150 :c5faith:
Unlocked at Steel
19 :c5strength: CS
Formation I
Goedendag! (+15% :c5strength: CS to adjacent Friendly Land Units)
Burgemeeste (+50% :c5strength: CS if within 2 tiles of a Friendly City.)


Netherlands Kit 2 (Dutch Empire):
Spoiler :

Dutch Finance (UA):
Gain 25% Great Merchant Point Progress in the Capital whenever a Policy is unlocked.
Merchant Specialists generate +1 :c5gold: Gold and :c5production: Production

Waag (UB):
Unlocked by Civil Service
Replaces: Bank
250 :c5production: Production cost
No :c5gold: Maintenance
-2 Unhappiness from :c5gold: Poverty.
When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 15% of the cost is converted into :c5science: Science.
Caravansaries and Custom Houses in the City gain +3 :c5gold: Gold.
+1 :c5gold: Gold, :c5culture: Culture and :c5production: Production in this City for every Global Monopoly on Empire.
Nearby Gold: +2 :c5gold: Gold
Nearby Silver: +1 :c5gold: Gold, +1 :c5production: Production
Nearby Gems: +1 :c5gold: Gold, +1 :c5culture: Culture

Sea Beggar (UU):
Loses Prize Ships and gains Dauntless.

 
Hey amateurgamer88, unfortunately, running any game with Dolen2's Ethnic Diversity does not work with some of the split civilizations from your mod; some units of certain civilizations are vanilla, rather than ethnically and culturally diverse. Is there anything I can do to alleviate this glitch? I suspect I just need to add for example: "ArtStyleSuffix = _France" in the France SQL folder ?? correct me if I am wrong in my assumption.
 
Hey amateurgamer88, unfortunately, running any game with Dolen2's Ethnic Diversity does not work with some of the split civilizations from your mod; some units of certain civilizations are vanilla, rather than ethnically and culturally diverse. Is there anything I can do to alleviate this glitch? I suspect I just need to add for example: "ArtStyleSuffix = _France" in the France SQL folder ?? correct me if I am wrong in my assumption.
Hi davinpasion,

I'm afraid I don't have experience with Dolen2's Ethnic Diversity so I cannot give you very specific details on what to change. However, the file you are looking for should be the SQL file for the units. Let's use France as an example.

We have the France folder:
1688860467018.png

We then go into SPAD folder to access the SPAD.SQL file there:
1688860512239.png

I'm not sure what changes you have to make but the ArtDefine changes are made there.

All the civs have a Unit folder and, within it, an SQL file. If the advice above helps, then that's where you are looking for the other units.

Hopefully, that helps you somewhat. If you enabled logs, you can try posting them here and I'll help the best I can. Thanks!
 
I tested some new games with different civilizations and I came across this: either a civilization has all of its units as visually vanilla, OR an entire civilization has its units correctly rendered visually ethnically diverse. Then, using the in-game editor, I tested some new games with civilizations that you specifically split, and found a weird correlation: Only Civilizations that have been split by you into having different abilities but under the "same" leader/civ have all of the units visually rendered as vanilla... whilst units from the other civilizations that have NOT yet have their abilities split, are rendered visually ethnically diverse.

The split civilizations are technically the same civilization in code, but because of how Dolen2's Ethnic Diversity is coded: only civilizations that have code with the correct names of their civilizations like "_GERMANY" and "CIVILIZATION_GERMANY" etc in the SQL or XML files have ethnic diversity for units. Because the split civilizations that you have created have different names for the particular civilization, like "_GERMAN_REPUBLIC" the split civilizations are not considered the same civilizations as the ones without the split and are therefore not rendered ethnically diverse.

If you can't provide a solution, that is okay. Thank you so much for responding and making the mod in the first place :)
 
I tested some new games with different civilizations and I came across this: either a civilization has all of its units as visually vanilla, OR an entire civilization has its units correctly rendered visually ethnically diverse. Then, using the in-game editor, I tested some new games with civilizations that you specifically split, and found a weird correlation: Only Civilizations that have been split by you into having different abilities but under the "same" leader/civ have all of the units visually rendered as vanilla... whilst units from the other civilizations that have NOT yet have their abilities split, are rendered visually ethnically diverse.

The split civilizations are technically the same civilization in code, but because of how Dolen2's Ethnic Diversity is coded: only civilizations that have code with the correct names of their civilizations like "_GERMANY" and "CIVILIZATION_GERMANY" etc in the SQL or XML files have ethnic diversity for units. Because the split civilizations that you have created have different names for the particular civilization, like "_GERMAN_REPUBLIC" the split civilizations are not considered the same civilizations as the ones without the split and are therefore not rendered ethnically diverse.

If you can't provide a solution, that is okay. Thank you so much for responding and making the mod in the first place :)
Let me first finish with all the civ splits. Then, I'll take a look at the mod in question and see if I can provide a fix for it. You are referring to this right? Thanks
 
Yes, that is the mod that I am talking about. Take your time with the fix as well! Let me know once the fix is provided. I will also see if I can fix it with some personal coding! (although, I am not very good at coding, but I am very familiar with it)
 
Hi everyone! v0.5 is out now! All the Civ splits are now added to this modmod.

Spoiler Details for v0.5 :

Ottoman Kit 1 (The Ottomans):
Spoiler :

Siege Engineering (UA):
+1 :c5production: Production and :c5gold: Gold from Engineers.
All Melee and Gun Units gain the City Assault Promotion.

Siege Foundry (UB).

Great Turkish Bombard (UU):
Replaces Cannon
175 :c5production: or 200 :c5faith:
Unlocked at Gunpowder
13 :c5strength: CS / 35 :c5rangedstrength: RCS
Siege Inaccuracy
Sahi Topu (Unit deals 5 damage to itself on Attack. Lost with Upgrade.)
Skeleton Key
May Not Melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Cover I


Ottoman Kit 2 (Ottoman Empire):
Spoiler :

Mediterranean Fleet (UA):
Naval Melee and Naval Ranged Units gain the Mediterranean Fleet Promotion (+1 :c5moves:Movement. +50% :c5strength: Strength and double movement in Coast Tiles.)

Tersane (UI):
Built by expending Great Admirals.
Can be placed on a Coastal tile adjacent to a City and not adjacent to another Tersane.
+2 :c5science: Science, :c5production: Production and :c5gold: Gold
100% Tile Defense
Claims Adjacent Tiles
Deals 10 damage to adjacent Enemy Units.
The Adjacent City gains +25% :c5production: Naval Unit production and 25 XP for Naval Units trained in the City. Bonus does not stack from multiple Tersane in the City.

Janissary (UU).


Persia Kit 1 (Persia):
Spoiler :

Achaemenid Legacy (UA).

Pairidaeza (UB):
Unlocked by Currency
Replaces: Garden
150 :c5production: Production cost
1 :c5gold: Maintenance
+25% Great People generation in this City.
Writer, Artist and Musician produce +1 :c5culture: Culture in the City.
+20% :c5gold: Gold in the City during a :c5goldenage: Golden Age.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Nearby Oases: +2 :c5gold: Gold
Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
Nearby Cocoa: +2 :c5gold: Gold
Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Nutmeg: +1 :c5production: Production, +1 :c5gold: Gold

Qizilbash (UU):
Replaces Lancer
175 :c5production: or 200 :c5faith:
Unlocked at Metallurgy
40 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Safavi Agitator (Gain 10 :c5faith: Faith, :c5gold: Gold and :c5goldenage: Golden Age Points when Pillaging Tiles, scaling with Era)


Persia Kit 2 (Achaemenid Empire):
Spoiler :

Achaemenid Tolerance (UA):
+1 :c5culture: Culture for Scientist, Engineer and Merchant Specialists.
+2 :c5production: Production from all Guilds.

Satrap's Court (UB).

Immortal (UU).


Poland Kit 1 (Poland):
Spoiler :

Solidarity (UA).

Ducal Stable (UB).

Winged Hussars (UU).


Poland Kit 2 (Polish Commonwealth):
Spoiler :

Golden Liberty (UA):
For every 3 City-State Alliances, receive 1 additional Delegate in the World Congress.
+50% rewards from City-State Quests.

Barbican (UB):
Unlocked by Physics
Replaces: Armory and Castle
200 :c5production: Production cost
1 :c5gold: Maintenance
11 Defense, +225 HP
+2 Military Unit Supply Cap.
+30 XP for all Units.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.
Grants Golden Liberty Promotion to Diplomatic Units (+1 :c5moves: Movement. +20 Influence.)

Pancerny (UU):
Replaces Heavy Skirmisher
90 :c5production: or 150 :c5faith:
Unlocked at Physics
18 :c5strength: CS / 16 :c5rangedstrength: RCS
Skirmisher Doctrine
Can Move After Attacking
No Defensive Terrain Bonuses
Penalty Attacking Cities (33)
Naval Target Penalty
May Not Melee Attack
Cover I
Bogurodzica (Unit gains :c5gold: Gold on Kill. Bonus doubled on Barbarian Kills. +25% Defense Bonus.)


Polynesia Kit 1 (Polynesia):
Spoiler :

Wayfinding (UA).

Moai (UI).

Maori Warrior (UU).


Polynesia Kit 2 (Hawaii):
Spoiler :

Large Scale Trade (UA):
Completing a Trade Route grants +50 :c5food: Food to the origin City if Internal, or :c5gold: Gold if International. Bonuses scale with Era.

Marae (UB):
Unlocked by The Wheel
Replaces: Council
35 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5science: Science and :c5culture: Culture
+5 :c5science: Science and :c5goldenage: Golden Age Points whenever a Citizen is born in this City, scaling with Era.

Koa (UU):
Replaces Pikeman
70 :c5production: or 150 :c5faith:
Unlocked at Steel
19 :c5strength: CS
Formation I
Ku'ialua (After Attack, Defending Enemy Unit is marked, reducing its Max HP by 20 and Healing by 10 for 2 turns)


Portugal Kit 1 (Portugal):
Spoiler :

Mare Clausum (UA).

Feitoria (UI).

Cacador (UU):
Replaces Light Infantry
225 :c5production: or 250 :c5faith:
Unlocked at
28 :c5strength: CS / 38 :c5rangedstrength: RCS
Naval Target Penalty
May Not Melee Attack
Light Skirmish
Fighting Cock (Unit gets a free Trailblazer or Survivalism promotion on Leveling)


Portugal Kit 2 (Portuguese Empire):
Spoiler :

Age of Discovery (UA):
Lighthouse, Harbor and Seaport gain +1 :c5culture: Culture and +2 :c5gold: Gold.
All Naval Units gain +50 Hit Points.

University of Coimbra (UNW):
Unlocked by Education
Replaces: Oxford University
55 :c5production: Production cost
No :c5gold: Maintenance
Free University and Great Scientist
All Universities and Academies gain +2 :c5gold: Gold and +1 :c5science: Science
+50 :c5culture: Culture every time you research a Technology, scaling with Era.
Contains 2 slots for Great Works of Writing.
-1 Unhappiness from Illiteracy.
+4 :c5science: Science if Themed.

Nau (UU).


Rome Kit 1 (Rome):
Spoiler :

The Glory of Rome (UA):
+15% :c5production: Production towards Buildings present in Capital.
When you complete a Historic Event, your Capital gains +2 :c5goldenage: Golden Age Points

Colosseum (UB).

Legion (UU).


Rome Kit 2 (Roman Republic):
Spoiler :

Roman Senate (UA):
+2 :c5science: Science and +2 :c5gold: Gold to Civil Servant, Chancery and Wire Services.

Latifundium (UI):
Unlocked by Calendar
Must be built on any Plantation or Farm resource and improves the resource.
Cannot be adjacent to another Latifundium
+1 :c5food: Food and :c5gold: Gold
+1 :c5culture: Culture to adjacent Plantation.
Spawns a Figs resource with Plantation on completion.
If spawned Figs are outside the Roman borders, Rome claims/steals the tile.
Cannot be Pillaged.

Ballista (UU):
Gains Legatus Legionis (+1 Movement if the Units starts its turn near a Great General)

Figs (UR):
Bonus Resource
Improved by Plantation
Base: +1 :c5food: Food
+1 :c5production: Production with Plantation


Russia Kit 1 (Russia):
Spoiler :

Siberian Riches (UA).

Ostrog (UB).

Licorne (UU):
Replaces Howitzer
450 :c5production: or 300 :c5faith:
Unlocked at Rifling
20 :c5strength: CS / 45 :c5rangedstrength: RCS
No Defensive Terrain Bonuses
May Not Melee Attack
Siege Engine I
Limited Visibility
Cover I
Siege Inaccuracy
Indirect Fire
Grapeshot
Can Move After Attacking


Russia Kit 2 (Russian Empire):
Spoiler :

Westernization (UA):
The Unique Building, Pogost, has a level 2 and level 3 stage once Architecture and Scientific Theory are researched respectively.

Pogost - Stage 1: Market (UB):
Unlocked by Guilds
Replaces: Customs House
175 :c5production: Production cost
No :c5gold: Maintenance
+10% :c5gold: Gold from City Connection in this City.
+1 :c5gold: Gold to Villages and Towns.
Incoming Trade Routes generates +4 :c5gold: Gold for the City, and +2 :c5gold: Gold for Trade Route owner. Market in the City gain +2 :c5gold: Gold.
-1 Unhappiness from Poverty.
Nearby Bananas: +2 :c5gold: Gold
Nearby Coffee: +1 :c5gold: Gold, +1 :c5production: Production
Nearby Tea: +2 :c5gold: Gold
Nearby Tobacco: +2 :c5gold: Gold

Pogost - Stage 2: Intendant's Residention (UB):
Unlocked by Architecture
No :c5gold: Maintenance
+2 :c5science: Science
+2 Great Scientist Points
+1 :c5production: Production to Villages and Towns.

Pogost - Stage 3: Eastern Orthodox Church (UB):
Unlocked by Scientific Theory
No :c5gold: Maintenance
+2 :c5faith: Faith
25% of the City's :c5faith: Faith is converted into :c5science: Science
+1 :c5faith: Faith to Villages and Towns.

Cossack (UU).


Shoshone Kit 1 (The Shoshone):
Spoiler :

Great Expanse (UA).

Encampment (UI).

Yellow Brow (UU):
Replaces Tercio
150 :c5production: or 200 :c5faith:
Unlocked at Gunpowder
26 :c5strength: CS
Discipline
Formation I
Big Horse Dance (Fights at Full when damaged. Defense Bonus doubled when fortified.)


Shoshone Kit 2 (Comanche):
Spoiler :

Horse Mastery (UA):
Double the quantity of Horses.
Mounted Melee Units gain the Horse Mastery Promotion (Damage reduced by 5 from all sources. Heal 10 HP upon killing an Enemy Unit.)

Buffalo Pound (UB):
Unlocked by Trapping
Replaces: Well
35 :c5production: Production cost
No :c5gold: Maintenance
+2 :c5food: Food and +1 :c5production: Production
A Bison Resource appears near the City (if possible).
Nearby Horses: +1 :c5food: Food
Nearby Sheep: +1 :c5food: Food
Nearby Cattle: +1 :c5food: Food
Nearby Bison: +1 :c5food: Food

Comanche Rider (UU):
Replaces Uhlan
350 :c5production: or 300 :c5faith:
Unlocked at Rifling
50 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Bonus vs Mounted (50)
Full Moon Striker (+1 :c5moves: Movement. Gain 60 :c5science: Science when pillaging tiles.)


Siam Kit 1 (Siam):
Spoiler :

Father Governs Children (UA).

Wat (UB).

Sier Morb (UU):
Replaces Howitzer
450 :c5production: or 300 :c5faith:
Unlocked at Rifling
19 :c5strength: CS / 42 :c5rangedstrength: RCS
No Defensive Terrain Bonuses
May Not Melee Attack
Moves at half-speed in enemy territory
Limited Visibility
Cover I
Siege Inaccuracy
Indirect Fire
Coastal Cannon (+33% :c5rangedstrength: RCS vs Naval Units)
Crouching Tiger (Attacks deal 5 Bonus Damage to all Units and Cities on the tile if Unit has no moved this Turn.)


Siam Kit 2 (Ayutthaya Kingdom):
Spoiler :

Temple Builders (UA):
+1 :c5faith: Faith from Wonders, Shrines and Temples.
+3 :c5food: Food in owned Cities where your Pantheon or Religion is the majority.

Elephant Camp (UB):
Unlocked by Civil Service
Replaces: Workshop
175 :c5production: Production cost
1 :c5gold: Maintenance
+3 :c5production: Production and :c5faith: Faith
+1 :c5faith: Faith to Camps and +1 :c5culture: Culture to Lumber Mills near this City.
Internal Trade Routes from this City generate +4 :c5production: Production
100% of the City's :c5faith: Faith is converted into :c5food: Food
Allows :c5production: Production to be moved from this City along trade routes inside your civilization.

Naresuan's Elephant (UU).


Songhai Kit 1 (Songhai):
Spoiler :

River Warlord (UA).

Tabya (UB).

Mandekalu Cavalry (UU).


Songhai Kit 2 (Mali):
Spoiler :

Trans-Sahara Trade (UA):
+5 :c5gold: Gold in the Capital.
When a :c5goldenage: Golden Age begins, 100% of your Civilization's :c5goldenage: Golden Age Points are converted into :c5gold: Gold and 50% of your Civilization's :c5goldenage: Golden Age Points are converted into :c5science: Science.

Gumey (UB):
Unlocked by Currency
Replaces: Caravansary
100 :c5production: Production cost
No :c5gold: Maintenance
+2 :c5gold: Gold
Land Trade Routes gain +75% Range and +4 :c5gold: Gold. Merchant specialists in this City gain +2 :c5gold: Gold.
Incoming TR generate +2 :c5gold: Gold for the City and the Trade Route Owner.
+2 :c5gold: Gold, :c5production: Production and :c5culture: Culture if a Trade Unit passes through the City.
Nearby Truffles: +1 :c5gold: Gold
Nearby Cotton: +1 :c5production: Production
Nearby Fur: +1 :c5production: Production

Sofa (UU):
Replaces Crossbowman
80 :c5production: or 150 :c5faith:
Unlocked at Machinery
16 :c5strength: CS / 21 :c5rangedstrength: RCS
May Not Melee Attack
Naval Target Penalty
Medic
Father of the Horse (+25% CS to all Friendly Mounted Units within 2 tiles.)


Spain Kit 1 (Spain):
Spoiler :

Reconquista (UA).

Hacienda (UI).

Conquistador (UU):
Replaces Knight
100 :c5production: or 150 :c5faith:
Unlocked at Chivalry
28 :c5strength: CS
No Defensive Terrain Bonus
Can Move After Attacking
Penalty Attacking Cities (33)
Ocean Explorer
Overrun


Spain Kit 2 (Spanish Empire):
Spoiler :

Viceroyalties (UA):
+1 :c5gold: Gold to all Luxury Resources
Gain 10 :c5science: Science and :c5culture: Culture for tiles obtained through Conquest or stealing.

Bullring (UB):
Unlocked by Navigation
Replaces: Zoo
450 :c5production: Production cost
No :c5gold: Maintenance
+4 :c5science: Science and :tourism: Tourism
+250 :c5science: Science when completed.
Trigger a WLTKD in this City whenever it completes a Public Works Project.
Gain 20 :c5culture: Culture, :c5faith: Faith and :c5gold: Gold whenever a WLTKD begins, scaling with Era.
-1 Unhappiness from Boredom

Armada (UU):
Replaces Corvette
225 :c5production: or 270 :c5faith:
Unlocked at Exploration
44 :c5strength: CS
Santa Maria (Unit gains Great Admiral Points on Kill)
Invincible (+7 CS if at full Health)
Boarding Party I


Sweden Kit 1 (Swedish Empire):
Spoiler :

Lion of the North (UA).

Skola (UB).

Carolean (UU).


Sweden Kit 2 (Sweden):
Spoiler :

Nobel Prize (UA):
All Great People except for Great General, Great Admiral and Great Prophet are 33% cheaper.

Bastu (UB):
Unlocked by Metal Casting
Replaces: Baths
100 :c5production: Production cost
1 :c5gold: Maintenance
+2 :c5culture: Culture and +1 :c5food: Food
Temples, Amphitheaters, and Gardens in the City: +1 :c5gold: Gold and :c5culture: Culture.
+25% :c5culture: Culture and :c5food: Food in the City during :c5goldenage: Golden Ages.

Hakkapeliitta (UU).


Venice Kit 1 (Venice):
Spoiler :

Serenissima (UA).

Piazza San Marco (UNW).

Merchant of Venice (UGP).


Venice Kit 2 (Republic of Venice):
Spoiler :

Trading Power (UA):
Coast Tiles gain +1 :c5gold: Gold and :c5goldenage: Golden Age Points.
+33% Great Merchant and Great Admiral Points during :c5goldenage: Golden Ages.

Laguna (UB):
Unlocked by Compass
Replaces: Harbor
175 :c5production: Production cost
No :c5gold: Maintenance
+10% :c5food: Food and :c5gold: Gold
+15% :c5production: Production of Naval Units.
+2 :c5production: Production from Sea Resources and an additional +1 :c5production: Production to Fish worked by this City.
Sea Trade Routes gain +75% range and +4 :c5gold: Gold.
Increases Military Units Supply Cap by 2.
25% of the City's :c5gold: Gold is converted into :c5goldenage: Golden Age Points,

Fusta (UU):
Replaces Galleass
90 :c5production: or 170 :c5faith:
No :c5gold: Unit Maintenance
Unlocked at Chivalry
17 :c5strength: CS / 27 :c5rangedstrength: RCS
Shallow Draft
May Not Melee Attack
Naval Inaccuracy
Can Move After Attacking
Navigator I


Zulu Kit 1 (The Zulu):
Spoiler :

Iklwa (UA):
Melee and Gun Units cost 75% less maintenance and require 50% less Experience for Promotions.

Ikanda (UB).

Impi (UU).


Zulu Kit 2 (Zulu Kingdom):
Spoiler :

Ingungu (UA):
Great Work of Music gain +3 :c5food: Food and :c5culture: Culture.
Kills grant Great Musician Points in the Capital.

Iziko (UB):
Unlocked by Drama and Poetry
Replaces: Iziko
100 :c5production: Production cost or 100 :c5faith: Faith
No :c5gold: Maintenance
+2 :c5faith: Faith
+15% Great Writer and Great Musician Rate in the City.
Whenever a Unit gains a level, receive :c5culture: Culture in the City, scaling with Unit level.
All Writer's Guilds produce +1 :c5gold: Gold
Nearby Dye: +1 :c5gold: Gold
Nearby Silk: +1 :c5culture: Culture
Nearby Lapis: +1 :c5gold: Gold

InDuna (UGP):
Replaces Great General.
3 :c5moves: Movement
Ibutho (When expended, grants +30 XP to the unit the Induna is Stacked with)
Cannot Construct Citadels
Can be expended to construct an Isibaya

Isibaya (UGPTI):
+3 :c5production: Production and +2 Border Growth Points
1:c5culture: Culture to Adjacent Pastures
150% :c5strength: Tile Defense
30 damage each turn to Adjacent Enemy Units



@davinpasion Please try this link and let me know if updated Dolen2's Ethnic Diversity works for the split civs works. Thanks!
 
Okay! sorry for the late response, so some of the Civs have ethnic diversity.. including city-states. Unfortunately, there are some that do not and instead have vanilla graphics. I can run a bunch of test games to see and narrow down which specific Civs have ethnic diversity, and those that do not have ethnic diversity. Regardless, I very much appreciate your effort. This must've taken a while to work. I am one of those people that cannot play without R.E.D. or Ethnic Diversity mods for units, so I apologize if this was too much of a hassle
 
Okay! sorry for the late response, so some of the Civs have ethnic diversity.. including city-states. Unfortunately, there are some that do not and instead have vanilla graphics. I can run a bunch of test games to see and narrow down which specific Civs have ethnic diversity, and those that do not have ethnic diversity. Regardless, I very much appreciate your effort. This must've taken a while to work. I am one of those people that cannot play without R.E.D. or Ethnic Diversity mods for units, so I apologize if this was too much of a hassle
No worries! If you can give me a list of those that do not, I might be able to see why that's the case. Thanks!
 
Many unique buildings cost double than ones that they replace. Is this intentional?
This isn't intentional. I also checked my game and, except for one UB, everything else is the same or slightly cheaper than their replacement. The only one more expensive is the Polish Commonwealth Barbican which is a Armory-Castle hybrid.

Do you have any screenshots so I can compare with my game? Thanks!
 
Well then maybe just civilopedia and tooltips were showing me wrong numbers. For some reason this happens sometimes. I did not actually check real costs in game, just in lobby and I deleted the mod right away when I saw it. Even in my current game (AGYRM) I see different costs for some buildings in tech tree but they are ok in city build queue and in civilopedia. For example shrine cost in tech tree is 25 hammers on epic, but 50 in civilopedia and in city queue. Same with herbalist 40/80.. Maybe I need to delete cache or something. Weird.

I will check those UB later when I am done with my current game.
AGYRM is great btw :thumbsup:
 
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