Sid Meier's Civilization V

Sid Meier's Civilization V

SuperPower Complete Edition
lincoln_lyf  [developer] Mar 17, 2015 @ 4:17pm
Mod Manual - Read This to Know All Features of This Mod
SuperPower Complete Edition- Total Conversion for BNW (1.0.3.279)
A Total Conversion Mod for a better late-game experience and modern warfare
Author: Lincoln_lyf

Usage Terms:
No guarantees, no warranty.
This mod is provided "as is" with no express or implied warranty for accuracy or suitability. The user assumes all responsibility for use, and all possible problems related.
The author shall not be responsible for any physical or mental loss of any kind whatsoever in any way arising from or relating to the use of these mods. Even you have clear evidence it is caused by this mod.
Usage of these mods implies acceptance of these terms. Even you don’t read it at all.
If you do not agree to these terms, do not use this mod.

Fair Usage Policy:
This mod is free to download and play it for your own personal use or give it to your friends.
You are not allowed to make any financial gain from this mod. It is illegal.
You are free and welcome to use any part of this mod and incorporate it into your works. However you must give the credit and you must not make any financial gain form your works.

(Thanks whoward69 for this Usage Terms and Fair Usage Policy template)


Mission & Features:
1, An exciting civ 5 late game experiences: No boring late-game turns. Corruption, war casualties and nuclear winter threat will keep you nervous until the end of the game.
2, Fully new combat system: brings more challenging to the battle and makes every unit count!
3, Greatly improved realism: fully new tech-tree and unit upgrade-tree, no flight technology without discovering oil!
4, Deep balance tweaks: no powerless civilizations, no useless buildings & wonders, no futureless policies, etc.
5, Challenging yourself but comfortably: new difficulty mechanism, AI will get stronger if you are stronger!
6, Still makes you feel like this is civ 5: total conversion indeed, you will still feel like playing civ5, but more exciting!

Game Concepts:
Check the Civilopedia\Game Concepts for new concepts of this MOD for more details and strategies! They are titled as “SP MOD:************”

1, Entering the super new world!
(1)Balanced and more realistic civilizations:
Every civilization starts with a free technology according to its unique characteristics.
Agricultural civilizations (China, India, etc.) start with Agriculture.
Nomadic civilizations (Mongol, Hun, etc.) start with Hunting.
Naval civilizations (England, Japan, etc.) start with Fishery.
Every civilization has a better combination of their unique elements and closer to the real world.

(2) Fully new Technology tree:
Totally rebuilt Tech Tree with 16 new Techs.
The relationship between every Tech is more realistic and reasonable. You must discover oil before you can build airplanes.
To enter a new era, you must discover most Techs of your current era. No rushing into new eras by focusing on only one branch!
Early Technologies are cheaper, late Technologies are more expensive serving for a better late-game experience.

(3) Fully new Social Policy tree:
All Policies are redesigned to have a deeper and long-term influence on your civilization.
Tradition and Liberty serve as “Early Ideology”. They are exclusive but have significant and long-term effects on your nation. Choose your path wisely!
Ideology tenets are designed for late-game performance and they are not so over-powered during mid-game. You need 6 factories to unlock it. No need for rushing for ideologies!

(4) Fully new resource system:
Balanced resource:
Every resource has a certain building/improvement/belief to increase its output.
Luxury resources are different: Some “exotic” resources (Gems, Jade, etc.) offer you more happiness. Some “common” resources (Salt, Tea, Coffee, Citrus, etc. ) offer you less happiness but more Food/Production bonus which will proves to be even more helpful in the early development.
All strategic resources are useful into the end of the game, many late units and buildings need strategic resources, even Iron or Horses.
9 new resources, all come up with related buildings and beliefs:
(Thanks Barathor’s More Luxuries MOD for new resources graphics and AssignStartingPlots.lua)
You will get 1 extra happiness for every two different Luxury resources! This is effective for all difficulty levels.

(5) Balanced religion:
The max number of religion is increased by 1 for larger map scales.
8 New effective beliefs for you to choose.
Many “unpopular” beliefs are improved.
Religious units and buildings are cheaper and more effective.

2, Construct a super city!
(1) Large and prosperous cities:
The distance between cities increased from 3 to 4. Save your time and energy in late games and improve the system performance.
The working distance for citizens increased from 3 to 5, make every plot in your territory useful!
The cost (Both gold and culture) for a city to acquire new plots are halved.
The food growth are much faster with certain Techs, buildings and policies, you can build up a populous city in less time!
One settler unit equals to one citizen. Building settlers will reduce the population in your current cities. However, settlers are allowed to join your existing cities to become a new citizen.

(2)City corruption:
Every city you built or annexed has a City Hall building to allow you to control the city but it will cause corruption.
Your city's efficiency fades with the distance from your capital due to corruption. Corruption will cause the output of Production, Gold, Science lost in those cities by a certain percent (up to -60%).
Build route to connect your cities to your capital, choosing the suitable policy or building anti-corruption buildings can help you to reduce the corruption.
You are allowed to “sell” the City Hall building to make your city a puppet. Sometimes a puppet can produce more than a normal distant city.
Also, you can move your Capital. After moving your new Capital, the levels of all city halls will be recalculated according to the location of your new Capital. It is the most efficient way to locate your Capital in the center of your empire.
The Tech and Policy cost increased by new cities are lowered to compensate.

(3)New beakers and culture rules:
No longer one beaker per citizen. You must keep your citizen educated by educational buildings and keep cultivating scientists specialists to speed up the researching speed.
Scientists are the main source for beakers but they need gold cost for research funds.
Every cultural building can offer certain writer, artist, or musician slots and the three guilds are removed.
Cultural specialists (writers, artists and musicians) are the main source for culture and they are the only way to generate artistic GPP.
Those specialists can be upgraded to produce more beakers and culture, but you must pay more gold as an investment.
You will be challenged by how to keep a balance between cultural, scientific and economic growth, especially in the late-game.
You can transfer production into science or gold at the beginning of the game.
Research Agreement is unlocked by Philosophy.

(4)Balanced buildings and wonders:
Many “unpopular” buildings and wonders are improved to be more useful. No weak buildings and wonders!
Happiness buildings are more effective and cost less but require certain resources.
Military buildings are much more effective but require resources.
Many wonders used to be “useless” in the late game now can be effective through the whole game. For example, the Great Wall will grant you extra tourism output after it is obsolete. All religious wonders will also grant you extra tourism output after the industrial era.
Advanced building maintenance cost: Many buildings have a low base maintenance cost but will charge you with extra cost according to the population in the city. You won’t be impoverished in the early-game but you will fight with economy crisis in the late-game.

(5) 20 new buildings:
These new buildings are designed to be practical and useful.
New cultural buildings tree: more realistic and useful.
Some buildings can offer you additional certain strategic resources.

(6) 16 new national wonders and 13 new world wonders:
Almost every kind of building has its related national wonder, which greatly improves the output of the local city.
Three Ideologies have their unique national wonder, which is incredibly powerful but extremely expensive. Make the final battle breath-taking!
Tweaked AI’s flavor for wonders: AI will have less interest for the wonders which are useful for humans but useless for AI, such as Machu Picchu, Forbidden City, Big Ben. You can now build them safely!
However, AI is very aggressive to build the wonders which are useful to them, like all cultural wonders and military wonders. Be ready for a wonder race!


3, Build a super military force!
(1) Fully new combat system - based on 2-unit-per-plot:
Less traffic Jam, larger battle scene and better AI performance
No worries for breaking the balance! Many tweaks to the unit statistics and many new combat effects ensure you a balanced and interesting combat system!
Strategy weights more than number, the combination of the two units in one plot is extremely important.
New attack effects: Area of effects damage, collateral damage, charge damage, ranged units counter-attack, sunder and slow down. You must learn to cooperate your units and keep a flexible formation.
Realistic modern warfare based on air-superiority. Strategic bombers can destroy buildings and kill population in the city, attack aircrafts can easily wipe out land and naval units. If you lose the sky, you lose the war.

(2) Deeply tweaked unit system:
35 new units fill the “holes” in units upgrading trees.
20 new elite units and prototype units. They are like “heroes”; only one unit can be built in the world. Only the first civilization finishing the Project has the right to build the unit.
Every unit class has its own promotion tree according to its profession. No overpowered or all-purpose promotions.
A rock-paper-scissors relationship for all units: there is no all-purpose units, they must work together to win the battle. Ranged units no longer rule the game.
Every unique unit has its own unmatched and inheritable abilities and they are obsoleted later than normal units.
All units can no longer heal outside friendly territory. You must always have some logistical units (counter units, admirals and carriers) in your army.

(3) War casualties:
Be careful, warmongers. War is dangerous.
War will cause population loss, which leads to a huge impact on your economy, especially a long and brutal war.
Every two units KIAs will cause one city in your empire to lose one citizen. The city is chosen randomly.
Avoid being involved in unnecessary wars. Even a superpower nation will fall by its warmongering.

(4) Nuclear Winter:
Nukes are bad. If there are too many nuclear detonations in the game, the nuclear winter will fall.
Nuclear winter will gradually drop the food and production output to 0, of all tiles in the whole map.
If the nuclear winter gets to its worst condition, it will be the end of all civilizations in the game.

4, Become a superpower!
(1) Realistic victory requirements:
The title says it all. Only the superpower country with a solid Comprehensive National Power can win the game.
Tired by winning the game by launching the spaceship or simply buying out all city-states?
Spaceship parts require a huge amount of resources and can never be built so easily. Only the real superpower countries are able to launch the spaceship.
Dollar diplomacy is less effective for buying out city-states. What’s more, you need much more delegates to win a World Leader vote.
However, cultural victory is more doable than the vanilla BNW game and it is no longer a no longer a subsidiary victory for science or domination Victory.

(2) Adaptive difficulty level:
Difficulty Levels are re-designed: 8 difficulty levels from “Microstate” to “SuperPowers”. Both new players and experienced players can find their fun.
AI’s bonus in high difficulty levels are depended on your performance in the game.
AI NEVER gets free Techs in all difficulty levels. However, AI will get more and more food growth, science, culture, production and spy bonus, or even free Techs and policies discount every time YOU enter a new era.
As a result, AI won’t be so overpowered in the early-game but will become much more powerful and quickly catch up with you in the late-game.

(3) Tweaked game speed:
Early technologies costs are reduced to shorten the length of early-game to spare you more time and energy for the late-game performance and modern warfare. However, if you prefer early-game experience, you may choose Epic Speed and Marathon Speed.
Quick Speed is really quick, all units receive +1 MP, -50% EXP needed for promotions and +15 hp healing per turn in “quick” mode.
Epic Speed and Marathon Speed mainly increase the technologies costs other than unit costs and building costs. You don’t need to wait 40 turns to build a granary in Marathon Speed.
Worker units are much cheaper, require no maintenance fee and their efficiency is improved. In all speed options, it only takes one turn to build the route or chop down the forest.

5, Misc. tweaks:
(1) Misc. balance tweaks
Great Merchant can perform “land buyout” to make all tiles within 2 range of this unit to become part of your borders (like “culture bomb”).
New unit supply calculation method: 12(base) + 0.225 * number of total population + 2*number of cities
You can build lumber mills in jungle tiles.
Riverside and seaside trading posts have +1 gold bonus (can multiply).
All unit class has a limit to stop AIs from building too many units of same type which cause lagging and instability in late-game.
Workers and settlers cannot be captured. This is to avoid a crash problem: AI attacking stacked workers may crash the game.
You are allowed to build the Pontoon Bridge to make land units cross the water tiles. You can use workboat to clear the ice plot to let your naval unit cross. Also, workers are allowed to cross the mountain and build railroads on mountain plots. Once the railroad is built on a mountain plot, the mountain will become “hill” and let other land units cross.

(2) Some special functions provided by whoward69’s DLL - Various Mod Components:
Forts are passable for naval units.
When you build a city on a forest tile, the removed forest will provide you one-time production boost.

(3)City State Bonus
City States can produce their own strategic resources: 4 Horses, 4 Iron, 4 Coal, 4 Oil and 4 Aluminum to let them build buildings and units requiring such resources. Your City State allies will also provide those strategic resources for you once you have researched the certain Technologies.

(4) Automation:
Unit Automation: Now you can give those orders by one-click: all idle units will enter “sleep”, “fortified”, “intercepting” only by clicking one button. Also, you are allowed to upgrade all your units available for upgrade at once only by clicking one button..

City Automation: your cities can choose their production queue automatically if you turn the “Automated” option in the production queue UI. However you can still intervene anytime.



Thanks for reading and hope you enjoy this mod!


Edited by Lincoln_lyf
03/17/2015
Last edited by lincoln_lyf; Mar 17, 2015 @ 4:18pm