Sid Meier's Civilization V

Sid Meier's Civilization V

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Steampunk Era & Cybernetic Dawn
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102.199 MB
Nov 14, 2015 @ 7:16am
Apr 1 @ 4:04pm
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Steampunk Era & Cybernetic Dawn

Description
Requires G&K and BNW/Mod both in French and in English + partially in Chinese (thanks @Zhang Shuai) and German (WIP)


This mod includes:

Already existing mods, mixed in this one and improved (sometimes) or simply modified (sometimes) by me though I didn't create them:

- The Enlightenment Era

- Faster Aircraft Animations

- Submarines Ignore Borders

- Capture Great People

- Nuclear Plants Can Meltdown

- Industrial District Improvement (as a UI for Lithuania, renamed Steam Mill)

- Reforestation

- Railroad Artillery[www.picknmixmods.com] (without the DLL needed and hence not bound to railroads)

- Exploration Continued Expanded (some items only)

- Most of JFD's Great Works of Film mod as uniques and trait

- Street's Luboric and robot art

- Like many did including Iska, I added my own Great Performers

New things:

- What does the Empire of the Smoky Skies Scenario Tech Tree include, additionally to the Great War Machine Gun (a ranged unit between the Gatlinggun and the Atomic Era Machine Gun), the Assault Airship (a weak airship specialized in attacking cities), the Bombardment Ship (the same, ranged and upgraded version) and the Armored Train (a slow armored unit able to carry aircrafts and do ranged attacks)

- The 5 civs of the Empire of the Smoky Skies Scenario + 14 more (if you don't like them you can juste browse through the mod's folder/XML and delete the Civilizations folder)

- 5 new Techs, 2 new Buildings and 25 new Units inspired by Leviathan, by Scott Westerfeld

- 5 new Techs and a little more inspired by His Dark Materials, by Philipp Pullman

- Additions to the Information Era, including Drones, Dreadnoughts, Cyborgs etc for the units and Arcologies, Hydroelectrics, Genic Labs etc for the buildings, with 10 new Techs, inspired by the Next War Mod included in Civ 4 - BtS + Synthetics and Sentry Bots from Fallout 4

- A lot of little things modified here and there, like resource costs for some units (For example, the Lancer now costs Horse AND Iron) or the Combat Strength/Movement Points of some others (For example, the Tank now has 80 Strength and the Rocket Artillery 3 Moves)

- New buildings providing resources in order to keep the balance with new resource costs

- Fallout Damage (40 / turn)

- You now capture aircrafts and missiles when you take a city

- This mod now includes extra resources, like Coffee, Tea, Tobacco, Amber, Jade, Roses, Pigs, Timber and Poppy, as well as a new fancy one, Electrum, but I might remove them later.

- And more!

Total: 80 new Techs, 90 new Buildings, 15 new National Wonders, 15 new World Wonders, 130 new Units and 20 new Civilizations, 4 new Strategic Resources (Luboric, Aetherium, Saltpeter, Rubber, Copper turned into one) + content from Scenarios (22 civs etc)

Credits to:
bouncymischa for many new icons and improvements.
WHoward[www.picknmixmods.com] for the Longboat's icon and unique ability idea (I only modified it a little bit).
JFD for the Viking civilization icons, Hungary art, Wallachia art, Franks/Vandals/Goths/Low Countries leaders, Belgium generalized uniques.
Pouakai for the Motherland Statue wonder icon, the Prussia icon and the Ancient Greece art
Deliverator[forums.civfanatics.com] for their Mammoth model.
Ishipp for their animal models.
The art I used for Saltpeter appearing on the map belongs to lamillerran which they used for the Salar de Uyuni. The icon is from JFD. Same for Rubber. (See Exploration Continued Expanded)
Snafusmith[forums.civfanatics.com] for various WW1 unit models (howitzers, zeppelins...).
HandyVac for miscellaneous ideas.
Vanadius for the Low Countries icon.
Uighur Caesar, Janboruta, Pouakai for Livonia's art.
Aradgula for the Uncivilized! (The Rise of Man) mod, whose content expanded a little bit the beginning of the game added through my mod.
Davidaf for fixing Manhattan Project that could not be built in advanced start games!

This mod is very likely to include all my other mods.

Almost all art is made by Keith Thompson[www.keiththompsonart.com].

For the Grenadier's animations to play properly, here are the instructions from the original modder, referring to a file attached at the root of the mod's folder:

"Paste Civ5ArtDefines_VisEffects_Expansion2.xml into {Your Games Folder}\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC\Expansion2\Effects and click yes to overwrite existing file.

NOTE the default location for your games folder is C:\Program Files (x86).

NOTE it is a good idea to back up the original file somewhere safe just in case.

The reason I did it this way is because I found that placing it into the ...\resource\common folder does not work any more and has not for some time as far as I can tell."
254 Comments
Auroar  [author] Apr 1 @ 4:05pm 
JUST A REMINDER FOR ANY PEOPLE HAVING A PROBLEM WITH THE GRENADIER'S ANIMATION: Please look at the description above, there is a tutorial explaining you what to do. It's normal, the fix is included, you need to manually update one of your game's file.
Auroar  [author] Mar 19 @ 1:38am 
Oh wow amazing that you found the problem and could come with a workaround so fast :o De rien et merci beaucoup aussi ! Should I just replace the conquest.lua content with your texts? Don't hesitate to send a friend request if you want to discuss this or other aspects of my mod.
Davidaf Mar 17 @ 6:41pm 
the remaining implementation, goes below on lines 78 or so, left the original comments in for reference

-- Reset turn of next treasure generation
--(Davidaf - removed the old line and added my implementation using the new variable)
local iRandom = Game.Rand(25, "Delay between natural wonder treasures");
DAVIDAF_iGenerateTreasureTurn = iGameTurn + 25 + iRandom
savedData.SetValue("DAVIDAF_iGenerateTreasureTurn", DAVIDAF_iGenerateTreasureTurn) -- Store in save data
end
end);

And that would be it. Thanks for your reply too Auroar, good to know the mod isn't dead. merci beaucoup for so many hours of entertainment with your mod.

=) =) =)
Davidaf Mar 17 @ 6:40pm 
here's my code:


--(KLUDGE - using an unused modern era CvGame data field as a counter)
--local iGenerateTreasureTurn = Game:GetNoNukesCount();
--(Davidaf - commented the line above for keepsaking and added new implementation using a save dependant storage space for the generatetreasureturn variable.
-- used my name as TAG to avoid any possible conflicts, even though unlikely but just following the wiki guidelines found here https://modiki.civfanatics.com/index.php/Persisting_data_(Civ5))
local savedData = Modding.OpenSaveData();
local DAVIDAF_iGenerateTreasureTurn = savedData.GetValue("DAVIDAF_iGenerateTreasureTurn");
if (DAVIDAF_iGenerateTreasureTurn == nil) then
DAVIDAF_iGenerateTreasureTurn = 1;
end
local iGameTurn = Game.GetGameTurn();
local iFeatureID;

-- Time to generate a treasure?
(wonder list here)
(...)

Second half that goes below the wonders in another message
Davidaf Mar 17 @ 6:38pm 
I found the issue! and fixed it! the issue was inside Scenarios/Conquest/conquest.lua lines 9 and 78. That .lua is using a global game variable regarding nukes that I assume is how many more turns nukes cannot be built, and it's using it as a counter! since that scenario is way older than nuke era so the author never assumed it would be used.(lazy implementation in my opinion)

I first tried commenting those lines and voila, nukes were buildable and manhattan project too, as in vanilla.

But of course this would break the treasure spawns around natural wonders so I worked out a way to get it doing its thing again.

will post in a new message if you want to add it to the main mod(steam character limit)
Auroar  [author] Mar 17 @ 5:46pm 
I'm glad you found something that may be related to the problem. Yet if a project allowing nukes appears to be greyed out it doesn't help us much as a fix to enable the building of nukes. I don't remember having experienced this problem often in late games but when I did some experiments with IngameEditor it indeed happened. Have you tried playing a regular game in late eras to see if it occurred the same way?
Davidaf Mar 17 @ 4:43pm 
Sorry to bother again, I may have discovered something that helps debug this. I've tried changing the apollo program <AllowsNukes>false</AllowsNukes> tag to true and then it behaves in the same way. It shows up but greyed out. Just leaving this here in case it helps. I feel I'm pretty close to finding the issue
Davidaf Mar 15 @ 11:16am 
nevermind, this sadly also happens in single player. It's very weird, I only load this mod, which is amazing and I've been subscribed since 2022, but if I load IGE too for testing purposes. On turn 0, I can found a city, give myself all atom era techs, and the manhattan project is there and can be worked on, I pass 1 turn and it becomes greyed out. If I build the city, pass turn and then give me the tech, it shows up already grey. So something happens on turn 1 somehow that prevents me from building it. Apollo project works without issue. I've looked everywhere in the mod files and cannot find the reason and it's driving me crazy. Was this ever solved? (I just saw someone else had this issue some years ago in this comments thread)
Davidaf Mar 14 @ 4:16pm 
I forgot to add, this only happens when playing multiplayer and everyone has the mod too
Davidaf Mar 14 @ 1:48pm 
for some reason when using this mod I cannot build the manhattan project so I cannot make nukes, any idea why? I checked the files and I cannot find anything that would indicate why it's greyed out. The project shows up, I have uranium, I have the atom theory, but I cannot build it anywhere. Does it have another hidden requirement somehow?