Mod GAP Leaders

Monene

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Hi, I'm uploading my completed mod, it doesn't have the blps for mac because it was heavy and I couldn't upload it.

If you can share your opinion or any errors you may find, please let me know.

GAP Habsburg Spain adds 3 Leaders: Charles II, Philip IV, and Charles I as alternate leaders for Spain. Charles can also lead Germany as Charles V.
Charles I of Spain or Charles V of the Holy Roman Empire: +7 Combat Strength in cities where your Religion is the majority. Cities following your Religion with a Governor assigned are 100% Loyal.
Charles II the Bewitched: Gain one Governor Title. Cities with a Governor assigned generate +25% Gold if on the same continent as the Capital.
Philip IV: Gain 2 extra slots for any Great Work in the Palace. During a Golden Age or Heroic Age, unit maintenance costs are reduced by 1 Gold and you earn +50% more Great Prophet, Great General, Great Admiral, and Great Merchant points. During a Dark Age , earn +50% more Great Writer, Great Artist, Great Musician, Great Scientist, and Great Engineer points.
 

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this is the second, GAP Enlightened Despots adds Charles III, Stanisław II August, and Catherine II as alternative leaders for Spain, Poland, and Russia, respectively.
Charles III of Spain: +25% to Production towards building Districts and Buildings in the Capital. After discovering the Humanism civic, the Mission also grants +1 Food and +1 Production if it is located on the same continent as the Capital. After discovering the Enlightenment civic, it gives -1 Faith, +3 Gold, and -3 Loyalty per turn in the city.
Catherine II (Enlightened): +2 Movement for your Colons if they start their turn on a Tundra or Tundra Hills tile. Your international trade routes grant +1 Food. After discovering the Enlightenment civic, international trade routes from or to your cities grant +1 Science and +1 Culture to the origin city if they are foreign.
Catherine the Great (Despot): After discovering the State Workforce civic, gain +1 Gold on all tiles improved with a Farm, Mine, Camp, Plantation, Quarry, Fishing Boat, Lumber Mill, or Pasture. After discovering the Feudalism civic, they grant an additional +1 Goldand all your cities gain -1 to Services and an extra -1 for every 6 citizens in the city. The service penalty becomes obsolete after discovering Capitalism. The Chateau improvement can be built after discovering the Humanism civic, which grants -3 Loyalty per turn in Catherine's cities.
Stanisław II Augustus: The Palace and Government Plaza each provide a 50% increase in Great Person points for your city. After discovering the Feudalism civic, Loyalty per turn for citizens increases by 0.5, which increases to 1.5 after discovering the Enlightenment civic.
 

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Hello, this is the third mod, for all of us who love France. It is called GAP The Pillars of France and adds Richelieu, Louis XIV, Madame de Pompadour, and Napoleon Bonaparte as alternate leaders for France.
Cardinal Richelieu: Doubles the combat strength bonus from Diplomatic Visibility. One diplomatic policy slot in your current government becomes a wildcard slot. If your Capital follows your Religion, it gains +5% Science, Culture, Gold, and Faith, plus an additional +5% to these yields for each Spy. All other cities that do not follow your Religion after it has been founded suffer -5% to these yields and an additional -5% for each level of Walls.
Louis XIV: Gain Gold equal to 25% of the Culture generated per turn in your empire. After discovering the Divine Right civic, gain Culture equal to 15% of the Faith generated in cities following your Religion. Cities that do not follow your Religion after it has been founded receive -2 Amenities, and non-Civilian units stationed within city borders provide +2 Gold. Note: I didn't know how to put the amount of gold obtained from the culture in the information bar, but it is completely functional.
Madame de Pompadour: Recruiting Great People with Gold or Faith is 15% cheaper. The Chateau improvement grants +2 Science, and the Workshop grants +3 Culture. All Great Works except Relics and Artifacts grant +2 Faith.
Napoleon Bonaparte (Idol of the Masses): Can form Armies with the Nationalism civic. When a city is transferred into your empire, your citizens exert +1 Loyalty pressure for 5 turns, but then suffer -0.5 Loyalty pressure for the following 10 turns. Capturing additional cities does not stack the bonus; it only resets the modifier. Combat victories within the borders of an enemy city reduce that city’s Loyalty by 25. Cities that become Free Cities due to Loyalty loss and are under stronger Loyalty pressure from Napoleon (Idol of the Masses)’s cities will request to join his civilization directly.
If you use it and find a bug, let me know. Napoleon depends on expansion 2 and Louis XIV on Ethiopia.
 

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Hi, I've never liked Great Britain but I like Cromwell so I made the following mod. I apologize in advance if there is a bad translation, I am not a native English speaker.

Isaac Newton: All your cities gain a percentage bonus to a certain yield after recruiting a Great Person, up to a maximum of +15% to each yield (+5% Faith per Great Prophet, +1% Culture per Great Writer, Great Artist or Great Musician, +2% Science per Great Scientist, +2% Gold per Great Merchant, +2% Production per Great Engineer, +1% Production and Science per Great General, +1% Production and Gold per Great Admiral).
Oliver Cromwell: Cannot build the Entertainment Complex district. In cities following his Religion [ICON_RELIGION], combat units can be purchased with Faith and gain +1 Amenities from the Holy Site, Commercial Hub, and Royal Navy Dockyard (or +2 with the Reformed Church policy). Great Admirals and Great Generals grant their respective domain units +5 Combat Strength and convert 50% of defeated unit combat strength into Faith (on standard speed).
Charles II: 100% Production bonus when building Theatre Square and Entertainment Complex districts. Gains +5% Faith and Culture in cities if citizen happiness is Happy, or +10% if Ecstatic. He needs Scotland.
 

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Lenin: Can purchase buildings with Faith after discovering the State Workforce civic. After discovering the Guilds civic, your land military units have a chance to capture defeated enemy land units. After discovering the Ideology civic, all your units reduce the combat strength of adjacent units from civilizations without an Ideology by 5. Xp1
 

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Mod adds Francis Drake to lead England on behalf of Queen Elizabeth I:
Your melee combat units grant 100% of the defeated unit's combat strength as Gold (on Standard speed). Naval melee units can perform coastal raids. +50% yields from plundering naval trade routes (on Standard speed).
 

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Frederick II's father is often downplayed, but he was the one who set up Prussia to become a power.
Frederick William I of Prussia:Your units with maintenance costs grant 1 Gold when stationed within your territory. Your Campus, Holy Site, Encampment, Hansa, Commercial Hub, and Harbor districts each provide +1 Production toward training units. Gain an additional +1 Production, and your Melee and Anti-Cavalry units receive one Build Charge to repair or remove features after discovering the Military Training civic.
 

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Here it is, my own version of the Papal States. I wanted them to be a civilization capable of maintaining their faith in foreign territories and not needing to invade to gain benefits.
Civ: +1 Gold for every 3 citizens following your Religion. +1 Culture and +1 Faith for every 3 citizens following your Religion in foreign cities. Your Inquisitors gain +35 Combat Strength in foreign cities that follow your Religion.
Unit: Has 3 charges to construct a Cardinal Palace. +6 Gold when stationed in a Cardinal Palace in foreign cities that follow your Religion. I forgot to mention that the bonus applies to any religious unit within a palace. and if the 3 charges are used the cardinal is eliminated
building: Grants +4 Faith and +2 Culture. Provides one slot for a Relic and one slot for any Great Work. +1 Great Artist and Great Musician point per turn.
Julio: After discovering the Mercenaries civic, recruiting troops from city-states you are suzerain of has no cost. +5 Combat Strength against city-states. Gain 1 Great Artist point for each district in your Capital except the City Center.
Leo: +2 Influence points per turn after discovering the Theology, Diplomatic Service, and Ideology civics. Your Cardinals gain the Convert Barbarians ability.
Urbano: While you and an ally are in a Joint War, both share pillaging rewards. +1 Movement for all your combat units in cities that follow your Religion. Combat victories against units of a different Religion grant 50% of their Combat Strength as Culture and Faith (on Standard speed).
If there is something wrong, you can let me know.
 

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Hello, I'm sharing this idea I had when making my potato civilization.
Italian City-States: Your cities, except the capital, gain the exclusive Palazzo building. +100% Production toward Districts in cities without a specialized district and toward Walls of any era. Your cities permanently gain +25% Science if they have only one specialized district and that district is a Campus or Encampment; +25% Culture
if it's a Theater Square or Industrial Zone; +25% Gold if it's a Commercial Hub or Harbor; or +25% Faith if it's a Holy Site. All of the following becomes obsolete after discovering the Nationalism civic: Land military units that are not civilian or recon suffer -10 Combat Strength when more than 3 tiles from their city's City Center, additionally, all those units and now including Builders, have their maintenance cost increased by 3 (or by 6 after discovering the Feudalism civic).
Unit: Cheap to produce but has a high maintenance cost. Does not suffer Combat Strength or maintenance penalties from civilization traits. Starts with a free promotion.
Improvement: +1 Production, +2 Gold, and +0.5 Housing. +1 Great Artist point with the Humanism civic. Yields increased Culture and Tourism as you advance through the tech and civic trees. International trade routes to this city provide +1 Culture and grant you +1 Gold.
Palazzo: +1 Housing, +1 Amenities, and +2 Production.

Leader: Caterina Sforza.
Gain +1 Great General point in the Encampment district. Your land combat units gain +10 Combat Strength when defending in your own cities and +10 when attacking in enemy cities within 2 tiles of a Great General.
 

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It's the turn of an American leader, William McKinley: +5 Combat Strength against Major Civilizations in a Dark Age, Free Cities, and City-States. Doubled during a Golden or Heroic Age. -50% Culture and +20% Gold in conquered cities that were not originally yours; both effects are halved with the Ideology civic.
 

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