Sid Meier's Civilization V

Sid Meier's Civilization V

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Iska's Empires Ascendant
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Iska's Empires Ascendant

In 1 collection by Iska and Ismet
Iska's Empires Ascendant
8 items
Description
Il Principe
If you like this mod, check out Il Principe, its leaner cousin.
Empires Ascendant
This is a beta, but I don't usually have any time or inclination to work on it, so updates will be sporadic. Please carefully read the documentation before posting that it doesn't work. This is a compilation of all my previously released and unreleased mods. It's intended to be be played with my other mod Stones to Stars, and is fully compatible. (It used to be somewhat independent, but now it's codependent.)

This is not compatible with Vox Populi, Rise to Power, or Extended User Interface.

This is a large mod that alters core game files and data and necessitates a cache refresh, clear it by deleting Documents\My Games\Civilization 5\cache\ & \moduserdata\, or you may experience severe game issues.
Manual Download (v74.1)[drive.google.com]
Features
- Governments, Authority, and Civic Policies and Tenets -
Civic Policies are a new type of a Policy that allow Civilizations to found Governments, determine its breakdown of Citizens' Social Classes, and gain other effects. Once you've founded a Government, you can begin to accumulate Authority, which can be spent on Civic Tenets, which grant powerful bonuses to your Civilization.

- Social Virtues and Prestige, and Dark, Dramatic, and Heroic Ages -
Golden Ages are now earned by accumulating Prestige, a new Yield obtained though the Social Virtues system. Heroic Ages grant powerful bonus effects to your Golden Ages, but are difficult to obtain. If your Civilization stops producing Science, it will fall into a Dark Age, leading to increased disloyalty among your Cities and Units and a temporary Culture penalty. Dramatic Ages can propel Civilizations into a Golden or Dark Age if they pull too far ahead.

- State Religions, Piety or Karma, and Holy Orders -
Civilizations can adopt State Religions after founding a Government, which allows them to convert Faith into Favor based on their current level of Piety or Karma. Favor can be spent to Hire Holy Orders or on other bonuses. Civilizations may eventually Secularize, converting all Favor into Nationalism.

- New Policies, Ideologies, and Nationalism -
Three new Social Policy Trees have been added, Grandeur, Knowledge, and Industry. In addition, all Policy Trees now have seven Policies instead of five, for a total of thirty-nine new Policies. Three new Ideologies have been added; Heritage, Spirit, and Neutrality. Civilizations can convert Culture to Nationalism after researching specific Technologies (or obtain it through other ways) to Nationalise Social Policies, granting duplicate effects.

- Corporations and Monopolies -
Control over more than half of the world's supply of a Resource gain a Monopoly over that Resource, which grant bonus Yields on tiles and allow the founding of Corporations, which spread Franchises over Trade routes and grant the controller of the Corporation bonus Gold.

- Currencies -
After having researched the Currencies Technology, Civilizations Mint a Currency which is then continuously Minted and spread along Trade Routes in their Cities. Players can purchase Currencies of any type that exist in their Cities, and spend them for bonuses specific to the Civilization which Minted the spent Currency.

- Mercenaries -
Military Units can be bought en masse from the Mercenaries Overview, providing an alternate sink for Gold and allowing Civilizations to field powerful Mercenary Armies.

- Just Wars (Cassus Belli) -
Players can now opt to declare either Surprise, Formal, or any of a number of Just (World, Ideological, Holy, Heroic, Territorial, Colonial, Protectorate, or Reconquest) Wars, which decrease Warmonger Penalties depending on their Type.

- Holy Wars -
Wars between Civilizations that have founded Religions become Holy Wars, granting bonus Units, Faith, and Favor. Civilizations following either Religion may enter the Holy War for the same bonuses.

- Civil Wars -
Civilizations that become too powerful and begin to snowball or whose Cities begin to become too Disloyal may become fractured from within, losing large chunks of their power in devastating Civil Wars.

- World Wars -
World Wars start between Civilizations that have adopted an Ideology after the World Congress has been founded. Civilizations engaged in World Wars gain Culture, Authority, and Nationalism, and gain the ability to train World War exclusive Units.

- Cold Wars -
Whenever two Civilizations that have denounced one another both complete construction of atomic weapons, both Civilizations enter into Cold War with each other, likely preventing further warfare. The Nuclear Overview is a new UI that shows how far along in Nuclear Development each Civilization is, and what Cold Wars they're engaged in.

- Vassalage and Diplomacy -
Civilizations on the brink of annihilation can be forced to Capitulate, or may become voluntary Vassals to greater military powers. Players can now ask other Civilization's Opinions of other other Civilizations, and can trade Maps and Technologies.

- Pantheons and Myths -
Instead of choosing a single Pantheon Belief, choose a Major Deity Belief and three additional Minor Deity or Ritual Beliefs to form a Pantheon before founding a Religion. The first Civilization on a continent to complete their Pantheon can choose a Myth Belief, shared by all Civilizations on that Continent.

- Plagues, Crimes, Festivals, Slaves, Emigration and Power -
Health and Disease, Crime (Violence, Theft, and Corruption), Prosperity and Poverty, and Loyalty and Disloyalty are new types of City Yields that increase the depth of City management and the importance of correct decision making when planning infrastructure. Slaves, Plagues, Pandemics, Festivals, Emigration, Revolutions, Colonies, Power, and Pollution are new additions to City mechanics that greatly influence their development over the course of the game.

- Great People -
Eight new Great People types have been added: Great Architects can create new Architect-Unique Wonders, Great Dignitaries can grant new unique Civic Tenets, and Great Doctors can help cure or innoculate against Plagues and Pandemics. Great Peformers can Culture bomb or create the Fairgrounds Improvement. Great Sculptors can create a new Type of Great Work, Great Sculptures, and Great Scientists can now create a new of Great Work, Inventions. There are three types of Great Recon Units; Great Scouts, Great Explorers, and Great Surveyors. Each are more adept at scouting distant terrain than their regular counterparts, and can be used to annex Tribes.

- Units and Cities -
Units may now stack (up to three military Units per Tile), and Cities can no longer perform ranged attacks and are substantially weaker. To remove this change, delete Documents\MODS\Iska's Empires Ascendant\Unit Stacks and Weaker Cities. Cities now start with only one Tile claimed, instead of six. This can be disabled in the advanced game options.

- Global Warming -
As you advance through the Eras, Pollution will affect your planet in devastating ways. As you begin to enter the late game, devastating consequences of planet change will occur; lose of resources, tiles, and population.
Credits
See the ingame popup at the beginning of every new game for credits list, changelog and technical help.
Popular Discussions View All (3)
121
Oct 20, 2022 @ 3:28pm
Known Issues
Iska and Ismet
10
Feb 1, 2023 @ 10:03am
Modularity
davetheorist.666
3
Aug 15, 2023 @ 6:47am
Discord
Thea's Prophecy
1,417 Comments
Thanks for the fast reply, it's probably EUI then, I'll try removing that and see what happens. Will report back when I have tried it out, if that doesn't work I'll give your other suggestions a try too.
Iska and Ismet  [author] Feb 14 @ 7:41am 
Hey Jizzard! All was working last time I checked; try these steps and let me know if you're still having issues.

Remove, unsubscribe from all mods. (Not just my own, there can be DLL conflicts, so all mods.) Ensure Mods folder is empty (check the actual folder, not just the game's browser). Make sure game is not running. Double check DLC folder to make sure you don't have EUI (ui_bc1) or any pseudodlc installed. Download/Unzip manual versions of just EA/StS to mods folder. Make sure to delete cache and moduserdata folders. Start civ 5, enable mods, test on duel size to avoid load times and possible frustration.
Hey I just started playing the mod for the first time, with stones to stars and Empires Ascendant UI mods enabled as well + I'm using version 74 of the mod. But I have a problem where the game shows the defeat screen before I even load into turn 1, and forces me to exit back to the main menu. I really want to play this mod, would appreciate any help solving my issue thanks!
Danwar Nov 2, 2024 @ 12:20pm 
This is really minor, suggestion: the vanilla goody-hut event that the locals get upset at you taking slaves and spawn barbs should probably actually give you a slave in your closest city. It'd be a neat way to give some benefit to what's otherwise just bad RNG.
66.444.4.4.33.777 Sep 30, 2024 @ 10:57am 
Hey I am getting a problem where I will be in the loading of a new game, and then it will produce an error saying that it can not load an XML file. It will not crash but it keeps pooping up despite trying to close it.
Fortebrako Jun 24, 2024 @ 4:00am 
Hey man, impressive mod, genuinely on par with Vox Populi!
Shame you are not really working on it anymore, but it's still amazing
I do have to ask tho: are you supposed to lose almost all your cities during a dark age?
It gets quite tiring to lose 3/4 of a continent because of my superior tech
Anyways keep being awesome and best of luck in all your future endeavours
Ducour Mar 12, 2024 @ 3:46pm 
No worries Iska, I totally understand you have other priorities. Thanks anyway for all the hard work you put into this mod collection! I also gave Il Principe a try and while it was good quality I found your EA/StS collection to be superior due to its more interesting city & empire management mechanics and dynamic effects, so I think there's a lot more potential in EA/StS to build on such a great foundation.

If you ever return to updating EA/StS, and Principe for that matter, then the main thing I wish for (in addition to bugfixing) is an improved strategic and tactical AI, perhaps inspired by some of the AI changes in the Community Patch, Gaia's Core Mod and Acken's Minimalistic Balance. I know you included the great Artificial Unintelligence (the lite version) but those aforementioned DLL mods built on it so they further enhance the AI on the strategic and tactical levels.
Iska and Ismet  [author] Mar 7, 2024 @ 3:29pm 
Tbh tho if that's the extent of the bugginess you encountered, kinda proud 🥲
Iska and Ismet  [author] Mar 7, 2024 @ 3:27pm 
Hello Ducour! Thanks for the kind words. Unfortunately I don't really see myself coming back to work on this any time soon; I haven't played civ 5 in quite a while and my irl priorities have shifted away from modding. On top of that, this mod is kinda deprecated, if I were to come back and mod (probably will eventually happen at some point, I come back to civ 5 every few years) I would probably focus my work on Il Principe.

When I think of the future of this mod, it's at some point shortly before the singularity when a near-ASI can parse and easily understand and fix every bug and glitch, so me and my then AI bae will have fun fixing that then but probably not before.
Ducour Mar 7, 2024 @ 1:22pm 
First of all, great mod Iska! Lots of dynamic and exciting features. Well done for putting this together!

I'd like to report a bug. After loading a savegame the yields "prosperity" and "corruption", which affect the gold calculation in the top panel, are not taken into consideration for the "net gold per turn" value (the value in brackets after the treasury balance). These yield values are displayed in the top panel gold calculation but they're not included in the calculation for the next turn. This means that an incorrect amount of gold is added to or deducted from the treasury at the start of the next turn. From the next turn onwards, prosperity and corruption are correctly included in the net gold per turn value. So this bug affects the first turn after loading a savegame. Hope this description helps. Would be great if you could look into this issue!