Sid Meier's Civilization V

Sid Meier's Civilization V

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Steampunk Era & Cybernetic Dawn
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102.468 MB
14 Nov, 2015 @ 7:16am
2 Jul @ 5:36pm
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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."
262 Comments
Auroar  [author] 26 Jun @ 6:04pm 
Balloons cannot attack and have more sight points (+6 compared to normal) and more defense than the airbeast (40 vs 30).

Zouaves can capture you just deleted the scenario folders where the capture promotion is defined.

The spy problem is likely unrelated to my mod.

For the building thing I don't know, never happened to me but it could be a thing.
Billy Pol Pot 23 Jun @ 7:51am 
Really fun mod after I was able to make it run with my gorillions of civs on top. Probably the most fun I've had in Civ in a while. Here are some issues.
- Balloon description says it can't attack but it clearly can, I haven't used the unit but the AI uses it as a combat troop.
- Zouaves dont capture.
- After the first spy I can't send other spies to enemy cities.
- Some buildings that require a rare resource can be built before having the said resource. I am suspecting that is because I already had the resource because of an improvement or a city built on it but I havent discovered it.
- Need to balance the airbeast. I don't see the point of using the balloon if the airbeast is there. Especially because it requires no resource.
Billy Pol Pot 9 Jun @ 12:21pm 
I removed the civs like you instructed, Manchuria still shows up in my list of civs. If it's not too much work maybe move the civs to a separate mod.

Thanks for the hard work and looking forward to the next update!
Billy Pol Pot 28 May @ 5:24am 
May or may not be an issue with this mod. On some games, I do not get ancient ruins.
Auroar  [author] 26 May @ 11:21am 
Yeah I know. I thought it did but it probably doesn't.
Billy Pol Pot 25 May @ 3:37pm 
Oh alright. Would be also cool if the AI used the Civ 4 promotions.
Auroar  [author] 25 May @ 10:25am 
Yes it's totally normal. It's not a bug.
Billy Pol Pot 25 May @ 5:41am 
For some reason Hanse is buildable for any nation and I get access to Enlil, Ki etc. promotions. I will see if I can get rid of the bug by deleting the additional civilizations from the mod.
Auroar  [author] 1 Apr @ 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] 19 Mar @ 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.