Sid Meier's Civilization V

Sid Meier's Civilization V

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Special Forces Mod
   
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Aug 13, 2012 @ 2:13pm
Sep 28, 2013 @ 11:39pm
5 Change Notes ( view )

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Special Forces Mod

Description
This mod adds a Special Forces unit that is capable of many things and can serve different roles.

Don't forget to rate and/or favorite as per your opinion! Also consider following as I do occasionally release new mods

WORKS WITH BNW AND GODS AND KINGS

-- YOU NEED TO START A NEW GAME FOR THIS TO WORK --
1) Go to MODS, 2) Activate this mod, 3) Play the game with the mod!

If that doesn't work, PLEASE VISIT whoward69's guide here: http://forums.civfanatics.com/showthread.php?t=465972

If that STILL doesn't work, PLEASE VISIT Thalassicus' guide on making mods work if they don't here: http://forums.civfanatics.com/showthread.php?t=440525

IF YOU HAVE A MAC, you can make this mod work BUT it does take a fair amount of work to do so. Please visit http://forums.civfanatics.com/showthread.php?t=477763 It will explain how to do it. Or you could just try it the regular way; it may work, you never know. If you want to install the mod manually, here are the XML files if you want them: {LINK REMOVED}

If you want to modify the attack, etc, of the unit, (after subscribing and downloading the mod) go to
C:\Users\[YOUR USERNAME]\Documents\My Games\Sid Meier's Civilization 5\MODS\Special Forces Mod (v 1)\XML\Units

Then open CIV5Units_SpecialForces.xml with notepad. Modify as you wish. (FYI, <combat>80</combat> is the attack).

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WHAT THIS MOD DOES:

There was a Special Forces mod back for CivIV that I remembered and, recently, I ran into davii.adams' Pioneer mod which reminded me of it. So, using the Pioneer unit as a basis, I began building a special forces unit.

This mod adds the SPECIAL FORCES unit. This unit costs about 3 times as much a regular Infantry unit (1000 hammers, not cheap!), has 80 combat attack, and has 3 movement points. It is treated as a recon unit, so it does not and cannot receive shock/drill promotions. It can build barbarian camps (treated as "Rebel Bases"). It unlocks with Replaceable Parts (though you need military science to build Rebel Bases [barbarian camps]).

The Special Forces unit gets:
- To enter another civilization's territory even if at peace
- To ignore terrain movement cost.
- Can move after attacking.
- The amphibious promotion.
- Can paradrop (5 spaces away given it is in friendly territory.

However, the Special Forces units suffers from:
- A strong penalty against cities (use your regular infantry/mechanized divisions for that; the Special Forces unit isn't a replacement for infantry, rather it serves its own purpose).
- No defensive bonuses.
- Cannot recieve any promotions other than Recon ones.

The REBEL BASES CANNOT BE DESTROYED (as far as I can tell). You will need to either build a improvement on top of them (replacing it) or (if you don't own the title) build a FORT over it and it should remove the rebel base. This is the only workaround I have for it. Historical info from Wikipedia.

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V1 -- Added a custom icon (will update screenshots soon to show this)
v2 -- fixed flag issue (it had a settler flag) -- [seems like its still there, not sure how to get rid of it.. I set the <UnitFlagIconOffset> to 54 but its not showing up. If anyone knows why, let me know]
v3 -- SPECIAL FORCES CAN NOW ENTER ENEMY TERRITORY EVEN IF AT PEACE WITH ANOTHER CIVILIZATION, PLUS SPECIAL FORCES CAN PILLAGE TILES NOW
v4 -- added a custom flag; will remain white on black regardless of what civilization you're playing (enemy flags appear "blacked" out because they are trying to remain stealthy and hidden)

== Update this mod if you are starting a new game (otherwise, finish your game then update) ==
Popular Discussions View All (1)
11
Sep 24, 2021 @ 12:07pm
Rebel base issue
kph903
161 Comments
Justin Jun 17, 2024 @ 12:47pm 
could probably use an update but thanks for uploading
Tundra Feb 5, 2024 @ 4:51pm 
Though it technically works, I don't recommend. Ai spams them sometimes and rebel bases have never worked for me
Elkstone Jan 5, 2024 @ 1:45pm 
No defensive bonuses? How does that make any sense lmao
Jabber Mar 26, 2022 @ 3:16am 
Please, please, PLEASE, move SF unit unlock at least to the Radar technology, otherwise on spare parts is on par with WWI infantry - far from where it is ever used to be.
Misha Jul 14, 2019 @ 8:16pm 
Do AI civs use special forces (and their ability to create rebels) as well? Otherwise it seems somewhat unfair.
Captain Stitch Apr 4, 2017 @ 3:58am 
Bro Nice mod - Can you tell me how u made Millitary Units able to build barbarian camps?
I wanted my specs ops to be able to build Forts which can train fast a few weak Millitia - Id be glad if u could help me out
nutcrackit Mar 25, 2017 @ 7:57am 
i have some ideas to improve this. another person has suggested being able to build forts but i think "outposts" would be better which provide a 10% defense bonus. also an idea for a mod is a military satellite which gives you vision of a certain area that you can direct. whether this be a building, unit, or improvement i have no idea.
noodle Sep 18, 2016 @ 12:16am 
Haven't tried it, but something makes me think this unit (or another, new unit) should be invisible in a similar manner to submarines (i.e. unless it attacks/is adjacent to a foreign unit). Some other nerfing would probs be required for balancing, such as being available later or having an ambush/attack bonus but a reduction in strength (again, similar to subs). The amphibious promotion is good.

Rather than being able to create rebel bases... maybe being able to quickly build forts in enemy territory? And maybe give the spy an ability to create rebel bases or increase the probability of barbarian spawns in an enemy territory (like the ones that come from unhappiness). Just a thought :P
imkervin Jun 22, 2016 @ 9:34pm 
Hey, this seems like an awesome mod. I just had one question. Does this mean that I can indrirectly help my allies militarily without declaring war?
WHiTE ZombE Jun 22, 2016 @ 5:27pm 
Ah. I do see the mod was last updated 3 years ago. Maybe something new is conflicting.