markusbeutel
NiGHTS
CIVILIZATION NiGHTS
Now available at http://forums.civfanatics.com/downloads.php?do=file&id=20051
Version 5 of Nights: Gods and Kings released on Oct 6th!
IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
1. Delete any previous versions of the mod from C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
3. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
4. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
5. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
Now available at http://forums.civfanatics.com/downloads.php?do=file&id=20051
Version 5 of Nights: Gods and Kings released on Oct 6th!
IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
1. Delete any previous versions of the mod from C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
3. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
4. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
5. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
Latest Update Changelog (5)
Spoiler :
Version 5 - Released to http://forums.civfanatics.com/downloads.php?do=file&id=16650
IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
Note that the following locations could differ depending on where you've installed CIV V.
1. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with the December 2011 patch!
6. Load CIV V and click Install button in the ModBrowser.
v5 of Nights: Gods and Kings update released to http://forums.civfanatics.com/downloads.php?do=file&id=20051 and to the Steam Workshop.
Changes in this re-release:
- Fixed text bugs on diplomacy overview screen.
- Fixed bug where Indentured Servants couldn't build Polders when playing as the Dutch.
- Fixed bug where Riflemen (and unique unit versions of riflemen) weren't upgrading to Infantry.
- Fixed tool-tip error that stated Templar Knights needed Cathedrals (corrected to Abbey).
- Fixed bug where Harbors and policies from the Commerce branch weren't giving production or XP bonuses to ships.
- Fixed a bug where Manufactories weren't able to be built on Copper.
- Fixed policy bug in Honor tree that required Hunting but was being granted automatically with Despotism.
- Fixed bug where religious building Pagodas and Mosques weren't granting happiness.
- Fixed bug where Egyptian Entrepot wasn't giving bonuses to G+K's resources.
- Fixed bug where Great Prophets couldn't clear forests or jungles to build Holy Sites.
- Fixed bug where Ironclads were showing range strength capability (they shouldn't as they are melee units).
- Academies no longer grant culture for being chained together, (that tag was bugged), and now grant a base 3 science +2 for adjacent mountains instead of a base 2 and +3.
- Garrison Upgrade policy now grants 100% ranged strength instead of 200%.
Saves won't carry over, and if you experience any other bugs, both with the Civfanatics version and/or the ModBrowser version, make sure to delete old copies of the mod, and...
- Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
- Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
- Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
- Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
Happiness Mechanics
Spoiler :
In CivNights, the main fundamental difference that distinguishes it from vanilla CIV V, is that Citizens in your Empire do not generate Unhappiness, they generate Happiness (the first 10 in every City) - and Military units require Happiness to be constructed.
Happiness Breakdown
Unhappiness Breakdown
Happiness Breakdown
- Policies = anywhere from 1-50 based on circumstances.
- Governments = anywhere from 1-100 (temporary) based on circumstances.
- Starting bonuses = +45/+40/+35/+30/+30/+30/+30/+30 based on difficulty level.
- Various Buildings/Wonders = 5-15 Happiness
- Luxury Resources = 10 Happiness each
- Natural Wonders inside of your borders = 5 Happiness, (there is no automatic bonus for discovering a NW).
- Citizens = 1 Happiness each up to the first 10 Citizens in a City.
Unhappiness Breakdown
- Normal Cities = -20 Unhappiness each
- Annexed Cities = -30 Unhappiness each (minus automatic Happiness for how many Citizens are in the City).
- Occupied Population in Annexed Cities = -1 per Citizen (was -2)
- Puppeted Cities = -30 Unhappiness each (minus automatic Happiness for how many Citizens are in the City).
- Occupied Population in Puppeted Cities = 0 per Citizen
- Military Units = -5 Unhappiness each
Difficulty Levels
Spoiler :
Settler
- 45 starting Happiness
- AI Happiness bonus = 35%
- Player Growth bonus = 10%
- AI free tech = None
- AI free unit = Worker
- AI unit build discount = 75% penalty
Chieftain
- 40 starting Happiness
- AI Happiness bonus = 35%
- Player Growth bonus = 0%
- AI free tech = None
- AI free unit = Worker
- AI unit build discount = 30% Penalty
Warlord
- 35 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 10%
- AI free tech = None
- AI free unit = Worker
- AI unit build discount = 10% Penalty
Prince
- 30 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 10%
- AI free tech = None
- AI free unit = Worker
- AI unit build discount = No Bonus or Penalty
King
- 30 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 15%
- AI free tech = Mining
- AI free unit = Worker
- AI unit build discount = 15% Bonus
Emperor
- 30 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 20%
- AI free tech = Mining
- AI free unit = Worker
- AI unit build discount = 20% Bonus
Immortal
- 30 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 25%
- AI free tech = Mining
- AI free unit = Worker/Scout
- AI unit build discount = 35% bonus
Deity
- 30 starting Happiness
- AI Happiness bonus = 35%
- AI Growth bonus = 30%
- AI free tech = Mining
- AI free unit = Worker/Scout/Warrior
- AI unit build discount = 50% Bonus
Cultural Revolutions
Spoiler :
A limited number of Government types are initially available to be adopted once your Empire experiences a Cultural Revolution, with more being unlocked through your Policy choices. They last for 5/10/15/20 turns depending on your game speed settings. The first person to build a Wonder experiences the World's first Cultural Revolution and from then on his culture points build up towards experiencing another Revolution.
Civ's must have built a Wonder to be in the running for a Cultural Revolution - as it functions like a race - with points from culture leading up towards the next Revolution. Once you win a Revolution, the number of Cities in your Empire, and loyalists to the Government you adopted, contribute negative points towards your next Revolution. All the other Civ's that did not experience a Revolution keep the points they've earned up to that point to make sure there are no runaways in this regard, (although it is technically possible to post back to back Revolutions).
Only one Cultural Revolution may be active at any one time throughout the World - and word of this Revolution spreads, so that even if you haven't met the winning Civilization, you'll have heard of their Revolution, and where it specifically occurred.
The following is the list of Government types that can be temporarily adopted following a successful Cultural Revolution in your Empire.
The following is the list of Government types that can be temporarily adopted following a successful Cultural Revolution in your Empire.
Despotism
Everyone starts with this tech unlocked at the beginning of the game and it allows you to build Workers, Scouts, Settlers, and Farms.
Feudalism
The only other Government that's unlocked in the Ancient Era, (although it takes more techs to research than Republic). Researching it adds +1 food to farms beside freshwater, (rivers/lakes), Indentured Servants (build Improvements faster, and the Pavillion - a Wonder that each Civ can build once which improves Happiness.
Republic
The first Government tech you're able to unlock in the Classical Era. It unlocks Caravels, Lighthouses, and allows you to cross ocean tiles.
Oligarchy
The second Government tech that you're able to unlock in the Classical Era. It unlocks the Temple of Solomon Wonder that instantly grants +1500 Gold and a Happiness bonus, the Black Market (1 per Civ - adds +10 Gold to each local luxury resource), and it allows for the conversion of Production to Gold (Wealth).
Theocracy
The last Government tech unlocked in the Classical Era. It unlocks Abbeys, Cathedrals, and one of the 3 early Knight variant units.
Monarchy
The only Government tech unlocked in the Medieval Era, it unlocks regular Knights, Castles, and the Himeji Castle Wonder.
Democracy
The first Government tech unlocked in the Renaissance Era, it unlocks Odeons, the Magna Carta Wonder, (1 per Civ - +33% Wonder boost in the City it's built in), and the Porcelain Tower.
Communism
The last Government tech unlocked in the Renaissance Era (and in the game), it unlocks the Kremlin, the Ironworks National Wonder, and the Motherland Calls Wonder (+50% local building production in the City it's built in).
Each Government, (except Despotism), also has buildings and Wonders that can only be constructed while that Government is active. If you fail to complete the Wonder while your Government is active, it'll disappear from the build queue.
Civ's must have built a Wonder to be in the running for a Cultural Revolution - as it functions like a race - with points from culture leading up towards the next Revolution. Once you win a Revolution, the number of Cities in your Empire, and loyalists to the Government you adopted, contribute negative points towards your next Revolution. All the other Civ's that did not experience a Revolution keep the points they've earned up to that point to make sure there are no runaways in this regard, (although it is technically possible to post back to back Revolutions).
Only one Cultural Revolution may be active at any one time throughout the World - and word of this Revolution spreads, so that even if you haven't met the winning Civilization, you'll have heard of their Revolution, and where it specifically occurred.
The following is the list of Government types that can be temporarily adopted following a successful Cultural Revolution in your Empire.
Spoiler :
The following is the list of Government types that can be temporarily adopted following a successful Cultural Revolution in your Empire.
Despotism
Everyone starts with this tech unlocked at the beginning of the game and it allows you to build Workers, Scouts, Settlers, and Farms.
- Adopting Despotism increases the rate that Workers build Improvements by +50%.
Feudalism
The only other Government that's unlocked in the Ancient Era, (although it takes more techs to research than Republic). Researching it adds +1 food to farms beside freshwater, (rivers/lakes), Indentured Servants (build Improvements faster, and the Pavillion - a Wonder that each Civ can build once which improves Happiness.
- Adopting Feudalism causes each of your Cities to carry +30% of food over after growth, and adds a +1 food yield to every bonus resource.
Republic
The first Government tech you're able to unlock in the Classical Era. It unlocks Caravels, Lighthouses, and allows you to cross ocean tiles.
- Adopting Republic increases your current influence with City-States by +100%, and also boosts Wonder construction by +20% in all of your Cities.
Oligarchy
The second Government tech that you're able to unlock in the Classical Era. It unlocks the Temple of Solomon Wonder that instantly grants +1500 Gold and a Happiness bonus, the Black Market (1 per Civ - adds +10 Gold to each local luxury resource), and it allows for the conversion of Production to Gold (Wealth).
- Adopting Oligarchy increases the amount of Gold you get from trade routes by +100%. It also adds +1 gold to the yield of worked luxury resources in all of your Cities.
Theocracy
The last Government tech unlocked in the Classical Era. It unlocks Abbeys, Cathedrals, and one of the 3 early Knight variant units.
- Adopting Theocracy gives you a free policy, and increases the rate at which Great People are generated by +100% in all of your Cities.
Monarchy
The only Government tech unlocked in the Medieval Era, it unlocks regular Knights, Castles, and the Himeji Castle Wonder.
- Adopting Monarchy increases the rate of Production when constructing buildings by +40% in all of your Cities and also initiates a Golden Age.
Democracy
The first Government tech unlocked in the Renaissance Era, it unlocks Odeons, the Magna Carta Wonder, (1 per Civ - +33% Wonder boost in the City it's built in), and the Porcelain Tower.
- Adopting Democracy increases the Culture output and Cultural border expansion of all your Cities by +30%.
Communism
The last Government tech unlocked in the Renaissance Era (and in the game), it unlocks the Kremlin, the Ironworks National Wonder, and the Motherland Calls Wonder (+50% local building production in the City it's built in).
- Adopting Communism increases the rate of Military and Spaceship production by +50% in all of your Cities.
Each Government, (except Despotism), also has buildings and Wonders that can only be constructed while that Government is active. If you fail to complete the Wonder while your Government is active, it'll disappear from the build queue.
Policies
Spoiler :
The Policies screen has been rebuilt from the ground up and consists of 7 Policy Branches - Tradition/Honor/Piety/Patronage/Order/Rationalism/Commerce, each with 12-15 subpolicies for a total of over +80.
LINK TO SCREENSHOT: http://forums.civfanatics.com/downloads/civnights_active_policies_8ZV.jpg
LINK TO SCREENSHOT: http://forums.civfanatics.com/downloads/civnights_active_policies_8ZV.jpg
The Tech Tree
Spoiler :
The Tech Tree has been completely rebuilt. It's seen significant UI work done to it so that each Tech unlocks at least 3 features, and more Tech's are visible on the screen at any one time. There are multiple either/or prerequisites which are designated by a science icon in front of them. This allows multiple paths to be taken through the tree, and accordingly, each playthrough of the mod will feel highly unique based on the circumstances.
LINK TO SCREENSHOT: http://forums.civfanatics.com/attachment.php?attachmentid=310543&d=1325583743
LINK TO SCREENSHOT: http://forums.civfanatics.com/attachment.php?attachmentid=310543&d=1325583743
Number Diplomacy
Spoiler :
All of the diplomacy modifiers from vanilla CIV V have been replaced/altered in NiGHTS. Each modifier has a weighting of (-5) to (+5), with (-5) being the threshold that triggers the AI to Denounce/DOW you (barring a backstab). These values are listed in the active tool-tips displayed during diplomacy.
Diplomacy Changes
- Having a Declaration of Friendship in place will lead to a higher likelihood of the AI accepting a Defensive Pact.
- "Close" borders penalties have been scaled back, EXCEPT if you build next to an AI's capital.
- The AI aggressively pursues City-States.
- City-States drive diplomacy in CivNights, as the shifting allegiances affect overall diplomacy on the most consistent basis as opposed to frequent vanilla DoW's.
- A good way to "play" the diplo game, is to maintain neutral or friendly relationships until an AI starts a conflict with another AI, (which WILL happen due to their aggressive City-State stances).
- The Warmonger penalty has been removed due to it's poor implementation, as you shouldn't have to get a diplo penalty for being attacked, especially with the amount of penalties already in the game.
- The AI will like you more based on the amount of Wonders you build, (opposite of in vanilla).
- The AI's tendency to give ridiculous peace deals has been drastically scaled back.
- The AI favors giving armistices in most situations, (basic treaties with no tribute) but will still offer tribute in certain situations when they've been dominated.
- The AI is much quicker to end a war, both in offering and accepting treaties.
- DoW's and Declarations of Friendship last 25 turns instead of 50 (as of v11.2, will be changed to 30 turns to match trade deals in v11.3).
- City-States that neighbor allied war zones will actively participate in battles (but they won't go half way across a map - keyword, neighboring!).
- Taking this into account, using neighboring City-States as buffers is a great strategy on higher difficulty levels - as the AI WILL do this to you.
- The AI will offer less gold for luxuries based on their opinion of you.
- A good way to gauge relations is through trades: 600 gold per luxury is an optimal trade, 500ish means they still like you, but you're probably neighbors, while 400 or less means they don't entirely trust you, and the chances of being backstabbed are much higher than normal and almost certain at some point if they REFUSE a luxury trade.
- Aggressive AI like Montezuma/Khan/Askia are far more likely to backstab/attack you, and overall, Civ's roleplay much more than in vanilla CIV V.
- When you first meet Gandhi, 95% chance that he'll be friendly right off the bat.
- Having a Declaration of Friendship with an AI drastically increases the chances of them agreeing to not settle near you if you choose this option, (but you still get a (-2) diplo penatly).
- Having a Declaration of Friendship with an AI also drastically increases the chances of them giving in to your demands, (especially Gandhi).
All of these changes will make diplomacy in CivNights feel far more intuitive than in vanilla CIV V.
Positive Modifier Values
- Declaration of Friendship: +5
- Liberated a Capital: +5
- Freed Captured Citizens: +4
- Liberated a regular City: +4
- Declaration of Friendship with the same Civ's: +3
- Denounced the same Civ's: +3
- Fought the same Enemies: +3
- Fought the same Enemies and destroyed Cities: +2
- The AI admires your Wonders: +2
- Recently Traded: +2
- Provided help when the AI asked for it: +2
- Random first impressions of you (completely random, not based on your actions): +1
Negative Modifier Values
- Captured their original Capital: -5
- Nuked them: -5
- Broke Declaration of Friendship and declared War: -5
- Declared War on their Friends: -5
- Culture-bombed them: -5
- Killed protected City-States: -5
- Denounced them/Denounced us: -4
- City-State rivalries: -4
- Traded with their Enemies: -3
- Attacked protected City-States: -3
- Broke promise to not attack City-State(s): -3
- Demanded Tribute: -2
- Denounced their Friends/Friends Denounced us: -2
- Refused a request/demand: -2
- Broke promise to stop expanding/buying land: -2
- Ignored request to not attack City-State(s): -2
- Close Borders: -1
Culture Victories
Spoiler :
Culture Victories are currently disabled in NiGHTS, as policies themselves are no longer tied to the unlocking of Policy Branches. They'll make a reappearance in future versions, albeit with a different mechanic(s).
Military Production/Changes
Spoiler :
With all Military Units generating the same amount of Unhappiness, (-5), I still wanted to include a mechanic that encouraged having a diverse army that didn't just consist of the best possible unit at any given time. So what I've done is made it so that each additional Military Unit of the same type that you build/buy/upgrade, costs an extra +20% hammers/gold to produce and/or upgrade. This means that in many situations, Spearmen and Archers will be a more logical build than 6 Swordsmen. With the extended eras, this makes for unit-appropriate diverse wars that encompass a variety of troop types, and the AI has been programmed to vary their build choices accordingly, (while at the same time prioritizing their own unique unit(s) if they have them).
This hammer % increase is raised to +100% for Nuclear missiles and Atomic bombs, as they no longer generate Unhappiness now that there is a relations hit on Diplomacy for nuking other Civ's.
This hammer % increase is raised to +100% for Nuclear missiles and Atomic bombs, as they no longer generate Unhappiness now that there is a relations hit on Diplomacy for nuking other Civ's.
Barbarians
Spoiler :
Brutes/Spearman/Archers/Horseman/Swordsman/Galleys all roam the world map from the start of the game. This is an attempt to make Barbarians more of an early game threat, as opposed to merely a nuisance. Defeated Barbarians that are encamped will join your side and not contribute any unhappiness, unlike normal units - although once upgraded, they contribute Unhappiness.
Barbarian Brute
- 8 Combat Strength
- 2 Moves
Barbarian Galley
- 7 Ranged Combat Strength
- 3 Moves
Barbarian Archer
- 4 Combat Strength
- 8 Ranged Combat Strength
- 2 Moves
Barbarian Spearman
- 9 Combat Strength
- 2 Moves
Barbarian Horseman
- 10 Combat Strength
- 3 Moves
Barbarian Swordsman - (note this unit is rare and won't show up often)
- 12 Combat Strength
- 1 Move
Altered Core Files
Spoiler :
NiGHTS alters the following core CIV V files, and any other mods or mod components that alter the same files will cause conflicts/crashes.
- ActionInfoPanel.lua
- CityBannerManager.lua
- DiploRelationships.lua
- DiploRelationships.xml
- GameMenu.lua
- GameMenu.xml
- LoadScreen.lua
- LoadScreen.xml
- TechTree.lua
- TechTree.xml
- TopPanel.lua
- TopPanel.xml
- TradeLogic.lua
- UnitFlagManager.lua
- TechPopup.xml
- TechPopup_small.xml
- VictoryProgress.xml
Credits
Spoiler :
PM me if I've missed you in the list and used your work.
- Markus Beutel: Lead Designer
- OrsonM: Art Designer
- Moaf: Cultural Revolutions component
- Sneaks: Cityview UI
- Cope/Attila: UI tweaks
- magus424: Luxury Resource Display
- Whys Alives: WhysUtils
- ambrox62/Pouakai/Sukritact/Sneaks : Additional Wonders and artwork/icons
- Adam Watkins: Hover Info component
- Moriboe: Great Works mod component