Aidan Loughman's profile

Civilization 5 Fixes/Mod Ideas


Civ V Ideas by Aidan Loughman aidanloughman@gmail.com
If anybody uses these, I’d like some credit.
 

Contents

Part I:  Civilization Changes
Part II:  New Civilizations
Part IIA:  Actual Civs
Part IIB:  Creative Civs
Part IIC:  Game-Based Civs
Part III:  New Universal Gameplay Mechanics
Part IIIA:  Changes to Ideology
Part IIIB:  General New Units, Resources, Wonders, Projects, Buildings, and Improvements
Part IIIC:  Future Tech and Related New Stuff
Part IIID:  Space Content and Related New Stuff
Part IIIE:  New Mechanics
Part IV:  City Graphics and Architecture
 
 

Part I:  Civilization Changes

+ Indicates the abilities are added to the existing ones.
- Indicates the old abilities are scrapped unless specified, but unique units, buildings, and improvements still remain.

America +
New UU:  Corps of Discovery:  Replaces Scout.  Has 1 more movement.  25 Production/50 Faith
Added to Manifest Destiny:  If a settler would be captured, each settler only one time ever can run away one hex.  Non-Civilization effects that lower tile-purchasing effects are 20% more effective.  1/2 unhappiness from number of cities.  Units gain double combat experience until they gain a level.
Land of the Free:  Get three golden age turns if you pick Freedom ideology or get three golden age turns added on if you’re in one.

Arabia +
Added to Ships of the Desert:  If you trade all of a resource away, you still can get ‘we love the king’ for that resource.  Oasis tiles give +1 food (stacks with Bazaar’s bonus).  When a city is producing gold, production, or science, it produces 50% more.  Strategic resources give 1 more gold.
New UB/National Wonder:  Makkah Royal Clock Hotel:  Replaces National Visitor Center:  Same everything, but doubles faith in city and gives 5% more gold and culture in city.

Assyria +
Added to Treasures of Nineveh:  Denouncing enemies gives 1 happiness.  Max 1 per enemy team.  Royal libraries get +1 culture upon discovering archaeology.
Fertile Crescent:  Flood plains give an additional food.
    
Austria     +
Alpine Society:  Improved resources adjacent to mountains give +1 production.  Cities adjacent to mountains get +1 science.  Can also put up to two spies in the same foreign or ally place, just not two diplomat spies in the same foreign city.

Babylon +
Added to Ingenuity:  Science wonders give +1 gold, +1 production, +1 food.
Timeless Society:  Get a free great work when Industrial and Modern eras are entered.

Brazil +
Added to Carnival:  World wonders and national wonders that give happiness also give 2 gold, production, and science.  
UI Brazilwood Camps give +1 production if adjacent to one of more jungles/forests.

Byzantium +
Nova Roma:  Start off by choosing a ruins bonus.  Natural wonders give +1 gold, science, and happiness.
Added to Patriarchate of Constantinople:  After reforming a religion, a great prophet appears. When you get a pantheon, the pantheon effect is doubled in your capital.  

Carthage -
Added to Phoenecian Heritage:  Cities can’t get blockaded.  Can work occupied tiles.
Hannibal’s Legacy:  (remove Hannibal Barca from unit list) Start out able to cross mountains.  Harbors give an extra level after all experience effects to ALL units.   If unit stacked with great general/admiral, and attacks a hex one space away, the great person will do an extra ranged attack which only counts as the non-great unit attacking and killing.  

China -
Art of War:  Get a great general when discover civil service. 
New UB/National Wonder:  Shaolin Monastery:  Replaces Heroic Epic-same cost:  Gives an additional 4 faith.  Gives 2 culture per level of the unit garrisoned in the city.  Also increases city hit points by 50.
Filial Piety:  1/2 unhappiness from population.  If working a tile with three or more food, the city gets one more gold.  Only one per city, and the gold is added after everything else (so at the end of the game, it still gives 1 gold more per city.
Civil Service Exam:  Get science when you get a great person.
Existing UB also gives 2 food, with additional 1 food in each age.  

Denmark +
Added to Viking Fury:  Additionally gives double gold from plundering trade routes.  
Berserkergang:  When a unit of yours with critical health dies or lives after an attack it initiates and it’s not against a city, you get faith.  Great generals protect themselves slightly.
Northern Survival:  Your cities and routes still count as connected by road/railroad if one road hex connecting them is pillaged.  Deer and fur resources are automatically improved, even before you learn the techs that teach them.  Fish, crab, pearls, and whales are automatically improved when you discover sailing.

Egypt +
Suez Canal:  Get 1 gold per turn for each other team that you open your borders to.  2 in renaissance, 3 in industrial, and 4 in modern.
Added to Monument Builders:  Quarries on stone also count as if they’re marble for wonder construction. Marble quarries give 1 more production.  Your units get the full defensive bonus from forts in allied and neutral lands and half of the regular bonus in enemy lands’ forts.  Your units in forts on top of resources in any land provide your units with +10% defense more.  Your archaeologists get 1 more movement in your and neutral lands.
Changed War Chariot:  Can now melee attack and gets a 15% bonus against other chariots.

England +
Lakes count as oceans for positive effects.
Added to Sun Never Sets:  Once you have a city on a landmass, you get a 12.5% combat bonus against cities there.  Your capital doesn’t count.  
MI6:  Your offensive spies move instantly and work 20% faster.
New UU;  Redcoat:  Replaces musketman:  Gets 15% bonus against gunpowder units.

Ethiopia +
Added to Spirit of Adwa:  Attrition against enemies is twice as effective.  When you get a worker, get 1 faith.  Can repeat with captured workers.
Ethiopian Orthodox Church:  When a world religion happens, you get the benefit if you have any pantheon or religion.  If it’s your religion that’s chosen, you get an inquisitor and a missionary.  AI tolerates you being a different religion more.
UB also has:  If you have an armory and  stele, units you make in this city when you’re at war with an enemy with a capital and more cities that you can trade for than you get a 10% bonus permanently.
10% bonus in own lands if fighting an enemy with a capital, but not for Mehak Sefari units.  Doesn’t stack against multiple enemies or with enemies with multiple capitals.

France +
Lingua Franca:  Asking for tribute is easier and hurts your reputation less.  Cannons, pikemen, and musketmen/musketeers are 10% stronger in enemy and neutral lands.
Added to City of Light:  Great people who can make great works give a boost of great people generation when they are expended in ways that don’t create great works.  This also doesn’t count killing the unit, having it stolen, etc.

Germany +
Changed Furor Teutonicus: Converts barbarian camps 100% of the time.
Rocketry Harbingers:  Academies give +1 production and manufactories give +1 science.  Missiles, bombs, and aircraft have extra range.  Air units take 10% less damage.
Deutschland Ueber Alles:  Get three golden age turns if you pick Autocracy Ideology.  If you’re in a golden age, you get three more turns added on.

Greece +
Metaphysics:  Get a great writer when you discover Philosophy.  Academies and landmarks give +2 production.  Once you can buy a great person from completing a policy tree, you can buy any kind of great person instead.  
Added to Hellenic League:  If you found a city that overtakes a barbarian unit and/or camp, that city gets a worker.  
UU Hoplite changed:  Get 20% bonus if next to an allied melee unit or a great person of any type  from any team.  Not if great person stacked with self.  Doesn’t stack with self, but the bonus stacks w/ flanking, etc.  10% bonus if near, but not in, any city.  This stacks with the previous ability, giving a total of a 30% combat bonus .

India -
Religious Diversity:  Choose extra pantheon belief that only appears in your cities only once they get a pantheon or religion created by you.  This exists in your cities in addition to any other pantheons and/or religions.  You have to choose a different one from the one you already made with your pantheon, but the new belief doesn’t take away from other players’ choices.  
Ganges Delta:  All cities you found count as being on rivers.  Still gets food during settler production.  Cities on rivers have half unhappiness from number of citizens.
New UB/National Wonder: Grand Temple:  Sri Harmandir Sahib:  Available as well as Grand Temple at the same time.  Another building that has the same costs as Grand Temple and provides 8 faith per turn.  This wonder doesn’t increase religious pressure like Grand Temple.  However, foreign religions are less influential in this city (even from missionaries).  May be built in the same city as Grand Temple.
Mughal Fort is removed.  
New UB Rajput Palace:  Replaces castle.  Lessens foreign religion spread to and from the city in which it’s built.  +2 culture and +1 faith.  After flight, +1 tourism and an additional 1 culture.
Retains UU
*Now uses a South Asian building set*
 
Indonesia -
Spice Islanders:  First 3 cities founded each get a unique luxury resource.  The capital gets two copies.  If the second and third cities are on different landmasses from each other and from the capital, they get an extra copy and they can’t be razed.  If the the second or third city is on the same landmass as the capital and only the third or second city is on a new landmass, only the city on the different landmass gets an extra copy and can’t be razed.  Internal trade routes generate some gold.  Water resources give +1 food.  Ignore resources being banned.
Keeps UB
Changed Kris Swordsman:  Combat unit that can be expended to make all religions spread more in your city you expend it in or near.  If city has a religion, the unit starts with an additional level after barracks, etc. If the city had two or more religions, the unit gets an extra free level.  Gets no combat experience.  

Japan +
Kamikaze:  Units that leveled up from combat have a chance to do extra damage when killed or shot down.  
UB Dojo:  Replaces Barracks- same cost.  City gets 1 (ONE!) more defense.  Cities with mountain and coast in borders get +2 culture.  +1 culture and faith at Chivalry.
Samurai can’t turn into freaking fishing boats anymore.  COME ON
Changed Bushido:  Fishing boats no longer give culture.  Atolls no longer give culture but now give 1 more production.
        
Korea    +
Legacy of Yi Sun-Shin:  (Remove Yi Sun-Shin from the unit list.)  Great admirals are earned 25% faster and are 25% better.  Don’t need to set up siege engines when they’re in your borders.
        
Mongolia +
Added to Mongol Terror:  All units get +10% bonus once you’ve destroyed a c-s.  Doesn’t stack.
Mongolian Steppe:  Unimproved flat terrain gives +1 production.  +1 gold, culture, food, production in a city that are not on oceans or lakes and that don’t have any worked tiles adjacent to oceans or lakes.  +1 religion and production on cities not on oceans, lakes, or rivers or working tiles adjacent to oceans, lakes or rivers once you enter the Industrial era.

Morocco +
Added to Gateway to Africa:  Get two extra trade routes once you build an East India Company.  These can’t be plundered.  Luxury resources count as having roads/railroads on them. 
Added to UI Kasbahs:  Allied units get a 10% combat bonus when in or when attacking into kasbahs.  Units from civs you’re at war with take small damage from ending a turn on a kasbah in your borders.

Persia +
Added to Achaemenid Legacy:  Capital has two desired resources on the same cooldown.  If you get one or both, you get a ‘we love the king’ happen for the usual amount of time and benefit and you have to wait until the bonus is over until you can get it again like normal (getting two at once doesn’t stack anything.)  If you satisfy a wonder resource and a normal resource at the same time, you get the wonder resource effect.  When the ‘we love the king’ is done, both resources in the capital are reset independently (so one could become the resource the other one just required.)  Any turn you’re unhappy, if you were at 0 or more happiness the turn before, you only go down to 0 happiness, but this can’t cause the effect again next turn.
Parthian Conquest:  First great general made from combat gives a free great admiral in the largest city you have on lakes or oceans (doesn’t happen if you have no access to lakes or oceans), and first great admiral from combat gives a free great general in your capital.

Poland +
Added to Ducal Stables:  Once you build 1 winged hussar in a city, as long as it’s working ducal stables, it adds the UU push effect to all units that require horses in that city from then on.
Added to Solidarity:  Units get 10% combat boost for three turns after you adopt a policy or tenant.

Polynesia +
Added to UI Moai:  Moai give +1 production to adjacent water tiles and +1 food to adjacent water resources.  Doesn’t stack with other moai.
Aloha ‘Oe:  +10% tourism in cities with adjacent unimproved jungles starting in modern era.  +4 gold in your capital with two of the same, improved, worked resources starting in the medieval era.  +4 gold in your other cities with two of the same, improved, worked resources starting in the Renaissance era.  Cities surrounded on all sides by ocean/lakes get +1 culture, faith, tourism, and +20% growth rate.

Portugal +
Added to Mare Clausum:  Buildings that require certain tile types or that require no tile types in or near the original capital can be built there, except water tile buildings.  Can build resource-requiring buildings in the capital for no resources and even if you have no copies or negative copies of the required resource.  Enemies get no gold from plundering our trade routes.
Transfer of the Portuguese Court:  You can trade your capital.

Rome +
Via Appia:  Cities start with or get free roads in all adjacent hexes after discovering the wheel.  These roads have no maintenence.  Railroads and high speed rails (game needs these) must be build but retain the no maintain cost.  
Added to Glory of Rome:  Killing barbarians gives science.
New UB:  Roman Aqueduct, replaces aqueduct:  Gives one food and is built faster.

Russia +
KGB:  Spies kill enemy spies more.  All your spies start out at level 2.
Added to Siberian Riches:  Strategic resources count as roads/railroads.  Resources on tundra give +1 gold, food.  Snow tiles are bought at a 25% discount.  Tundra tiles are bought at a 50% discount.  Ice tiles are bought at a 90% discount.
Russian Winter:  Cities on tundra get 30% more hit points and cities on snow get 30% more defense.
Leninism:  If you choose Order ideology, you get a three-turn golden age or you get three turns added to the one you’re in if you’re in one.

Siam +
Added to Father Governs Children:  The bonus applies to happiness, too.  Double resources distributed from trade routes between your cities.  We love the king lasts 50% longer.  Pay half for research agreements.  Trade deals with other civs gives both Siam and the other civ 1 science per turn for as long as the trade lasts.  Max one per other team and one at a time per team.

Songhai +
Added to River Warlord:  Cities on rivers get two ranged attacks.  Embarked units take less damage from being attacked while embarked. 
Mud-Building Tradition:  Religious wonders add a free Mud Mosque in the city in where they’re built.  If you have a mosque or a mud mosque already or if you could build one now or later, you can still get that one, too.  You can get as many free mosques as wonders allow in any number in a city or spread across any number of cities.
Change the Mud Pyramid Mosque picture from the wikipedia picture for Askia’s tomb : /

Spain +
Reconquista:  Missionaries and inquisitors cost half the faith.  Cities that don’t yet have walls get walls as soon as they get the religion that’s most prominent in the capital. Faith costs for everything else are 20% less.
Changed Conquistador:  Now gets 10% bonus against melee but loses the city making ability.
Added to Tercio:  If an allied siege unit is set up and adjacent to a tercio, the tercio gets a 10% combat boost.

Sweden +
Nordic Model:  Get two horses when you discover horses.  Get two iron when you discover iron.  Get two coal when you discover coal. Get ONE uranium when you discover uranium.  Civs you have trade agreements with give you an extra delegate.  Pledge to protect gives 20% more profit with the c-s, rounded up.
Midnight Sun:  Cities on snow or tundra get +1 gold, production, culture and food.

The Aztecs+
Garland Wars:  Units get 15% bonus in forest and jungle.  Military world wonders you make reduce unit maintenence by 10% each.
Added to Sacrificial Captives:  Get a temporary flat boost in production and faith in a city when you delete a unit with combat experience in that city.  More experience means a better boost.

The Celts +
Added to Druidic Lore:  Applies to jungles, as well and mixes of jungles and forests.  +1 culture in a city with two adjacent unimproved forests, two adjacent jungles, or an adjacent jungle and an adjacent forest.  
Trade routes bring in 50% less foreign religion points.
Units and cities take 16% less damage on the turn you’re invaded or invade another civ until your third turn at war.  Doesn’t stack and only applies only if you weren’t already at war.
Iron Makers:  Start out able to see iron and able to build mines on iron, but you can’t obtain iron until you learn the tech.  Your mines give double iron at Industrialization.

The Huns +
Added to Scourge of God: Get half the penalty for not protecting a c-s.
Once per game, you can choose to move your capital to the second city you founded.  Nothing happens if you have only one city.  If your second city is already taken over, your capital counts as being under the new controller.

The Inca:
No change.

The Iroquois +
Iroquois League:  First city-state you encounter starts with higher influence with you.  If you’re the first player a c-s meets, you get a better ‘first encounter’ bonus.  If c-s embargo is in place, you can still trade with allied c-ss.  Pearls automatically are treated like a wonder resource.
Added to Great Warpath:  Units fortified in and forts and Iroquois Forts get +10% more strength.  Units in a forest or attacking into a forest get 15% combat boost.
New UI:  Iroquois Fort:  Available at same time as regular forts, but both are available to build.  Iroquois Forts in your borders count as roads, too.  If it replaces a forest, get double the production from cutting down the forest.  Allied units with the promotion “Drill” or allied Iroquois units regardless of promotions get an additional 15% combat boost when defending inside.  This doesn’t stack.
Jogah Guides:  Start out with extra area on map seen.  Doesn’t make contact with any player or c-s until they get in sighted view like normal.

The Maya +
Added to The Long Count:  Long count great people give/add three golden age turns.  If you’re actively working on a wonder (as in it shows up under the city name) you get triple gold from being beaten to it.  Doesn’t work if a teammate beat you to it.  
Hidden Cities:  Jungles adjacent to cities give 1 more science.  Units move through jungle and forest like The Incas do through hills.  Jungle food and luxury resources are automatically improved.  Can see, collect, and use rubber immediately (new resource).
The Netherlands+
Tulip Traders:  Cities working polders get more gold from trade routes to and from there.  Polders also give 1 Tulip resource each.
Changed UI/Polders:  Polders can now be built on any flat, non-marsh land adjacent to lakes/oceans.  They can also be built on flood plains.  They also turn adjacent water/coast tiles into marshes as long as there is some of the lake/ocean remaining, but tiles with resources aren’t changed.  Can’t build on land reclaimed by another polder.  If a polder is destroyed, the new land turns into marshes that turn and back into water the next.  If the new land is already marshes, it is immediately turned back into water.

The Ottomans +
Added to Barbary Corsairs:  If a ship of yours would be captured, it is destroyed instead.  
Fiscalism:  The one c-s of each type (mercantile, etc.) you have a trade route with counts as a foreign civilization.  
Devşirme:  If your capital’s majority religion has its holy city in allied lands, cities of yours with that religion build gunpowder units faster.
Ottoman Caliphate: Get faith whenever a unit suffers attrition within your borders.  Cities with trade routes that count as going to foreign civilizations get a small production bonus.

The Shoshone +
+1 Happiness for one turn in a city when that city connects its border to a c-s or other civ’s border for the first time.  Only happens once per city in that city.

The Zulus +
Added to Iklwa:  Barbarians don’t spawn from you being unhappy.  No unhappy debuff for units when your happiness is low.  
Safari: Each city can have one unimproved resource worked that then receives  an extra gold.  It also gets 1 tourism once you get any amount of tourism in that city.  Resources on plains give 1 more gold.
Gumboot Dance:  Mines on resources improved by mines give +1 culture in the industrial era.

Venice +
Added to Serenissima:  Units in cities heal 20% more.

Part II:  New Civilizations

Part IIA:  Actual Civs

MINOA=
    Light Yellow on Light Lime
    Coast start bias
    UA:  Pax Minoica:  Enemy units get only half the normal experience, great general points, faith, et cetera, from fighting/killing your units.
Imported luxury resources give double happiness, gold, etc., including mercantilism’s bonus, etc..
    UA:  Thalassocracy:  If you can get and improve a water resource tile in your borders, it counts as improved and gives the yield it would if it was improved if you have any unit of yours(even embarked) on it.  
Internal and external trade routes are more effective if they connect different landmasses.  
  UB:  Kouloura, replaces Granary:  Has no maintanence cost.  If you have an improved stone, marble, or copper resource being worked in the city’s borders, this building generates 1 production.
  UB:  Coastal Palace, replaces Palace:  Sea resources directly adjacent to the city get +1 food.  Outgoing sea trade routes from this city generate 1 culture.  Provides extra unhappiness if taken by an enemy.
 
LITHUANIA=
    Light Green-Cyan on Dark Red-Purple
    Coast start bias
    UA:  Rzeczpospolita Obojga Narodów:  Roads of yours on tiles that border different civs or c-ss are free.  Tiles can be made or unmade to be free from this any number of times and the change is instant. 
If a city tile of yours is adjacent to land of another civ or c-s, that city gets +8 science.
All b-as start off with better relations with you.  If you peacefully create a b-a, you have extra good relations with it.
    UA:  Liberum Veto:  Resist tourism and ideology pressure from your enemies.
    UI:  Folwark, available in medieval era: Like a farm, but doesn’t increase beyond 1 added food and doesn’t improve resources how a farm does.  Tiles of yours that are adjacent to your folwarks and that border different civs or c-ss get 1 more production and gold, and yet another gold and production in the industrial era.  Multiple folwarks don’t stack values onto tiles.  Folwarks also for the first pillaging attempt per turn become harder to pillage based on the surrounding land:  The more adjacent tiles that are non-pillaged, but improved tiles under your control, the more the folwark resists being pillaged (11% per tile, up to 66%.)  
    UU:  Iron Wolf, replaces Mechanized Infantry:  This unit gets a permanent bonus against the combat type of the unit it first kills as well as the civ/c-s of the first killed unit.  Barbarians count as their own civ for this.  If an iron wolf of yours becomes under the control of a team fighting against you, it loses these bonuses permanently.  Heals faster when the unit is under its original controller’s control (your control) while it’s in allied lands or within the borders of cities your team has controlled at any time in the past.

CHOLA DYNASTY=
    Dark Yellow on Light Orange
    Coast start bias
    UA:  Three Crowned Kings:  A trade route of yours that connects to a different civ or a c-s generates extra gold if that city has a trade route also going to a city of your b-a, or just if it has an internal trade route of yours going to it.  Doesn’t stack.  
Cities of yours with sea trade routes going out to foreign cities generate 1 faith and 1 culture.
Using missionaries in foreign cities gives you some gold and happiness.
    UA:  Kazhai Kothu:  Can make circuses in all cities even with no resources.
If you export two or more luxury resources, your circuses produce production.
    UB:  Adula Sulai, replaces Aqueduct:  Provides one culture and 50% of food is carried over after a new citizen Citizen is born.
    UB:  Chola Temple, replaces Temple:  Provides 3 faith.  During golden ages, also provides great writer points.

AMAZON CIV=
    Blue-Cyan on Green
    Jungle/river start bias
    UA:  People of the River:  If work all tiles adjacent to a city, get +1 culture.  Mountains and Ice count as unworked tiles.  If working all the tiles adjacent to the first ring, get +2 culture, and +3 for the next.  Start with bridges.  Adjacent to rivers, lakes, oases counts as roads.  Chopping jungles gives production.
    UI: Terra Preta Site: Lumbermill that can be built on jungles and gives +1 food, production.
    UU: Poison Blowgun:  Replaces Archer:  After it damages a unit that unit takes damage next turn, too.  If it would heal that turn, it instead just doesn’t heal.  Not against horses, tanks, air, ships, siege units.

HARAPPAN CIV=
    Yellow on silvery blue
    River start bias
    UA:  Indus River Valley:  Start with +1 food adjacent to rivers.  The existing ability that gives +1 food adjacent to rivers gives +1 gold adjacent to rivers instead.
    UB:  Early Sewer:  Replaces Aqueduct:  +1 happiness, gold.
    UB:  Great Bath:  Replaces Garden:  Can get built in any city.  +1 production from each trade route originating from here.  Can be internal trade routes.

PUEBLO CIV=
    Maroon on Gold
    Hill start bias
    UA:  Three Sisters:  Starvation doesn’t lose population.  Improvements that give access to land food resources give +1 food, gold.  
    UB Kiva:  Replaces Shrine:  +1 production, no maintenence.  Get one for free if you have a granary and you can build shrines.
    UI Cliff Dwelling:    Requires Masonry:  If a tile is next to a mountain, you can make a Cliff Dwelling.  Only one cliff dwelling per mountain.  Tile gets +2 food, production, and culture.  1 more food in Medieval era, 1 more production in Industrial, and 1 more gold and faith in Atomic.  Gets a free road/railroad that can’t go away like a city’s.  Can only get destroyed by your units or by any worker.  Can still get worked if an enemy is on it.

SWITZERLAND=
    White on Red.  Make one of those dark magenta if it looks too similar to another civ’s colors.
    Hill start bias
    UA (Part One):  *Cities on hills get 15% combat bonuses to Garrisoned units and your units adjacent to your cities also get this bonus.  City ranged attack +25% and cities can attack as if they had the indirect fire promotion.  All units get 25% combat boost.  Resources next to mountains give +1 culture.  Unit that takes over swiss capital dies and damages adjacent enemies.  +3 happiness if making 0 or more gold per turn.  Sheep, cattle, horses give +1 food, and they also give +1 gold if adjacent to mountain.  A city gets +2 production if it works any combination of these resources that adds up to 2 or more.*
    UA (Part Two):  Neutrality:  Obtain the Neutrality buff once you find another player.  Lose the above bonuses if you start/join a war, pledge to protect, threaten, declare friends, denounce, open borders, or enter a defensive pact.  If you remove Neutrality, you have to basically undo whatever you did and then wait 15 turns (on normal).  If you declare peace in a war you started or joined into, you regain Neutrality after 30 turns, but if you started a war and have an enemy city, you need to give the city back to start the countdown to get neutrality back.  Taking over foreign cities gives them extra unhappiness for you and courthouses take twice as long to build, but you don’t have to give them up if you were declared war against. 
    UU Halbardier:  Replaces Pikeman:  45 Production/120 Faith. 16 strength/2 movement.  10% combat bonus if next to mountains.  10% combat bonus on hills.  Stacks with promotions.  If you don’t have Neutrality, the production/buying costs go up to that of a pikeman’s.
    UB Swiss Bank:  Replaces bank- same cost:  Gives +3 gold (and +25% total), +1 production. 1% more total city gold each turn, up to 67% the longer Neutrality is active.  Starts at 0%
*Replace Zurich with Taibei/Taipei*
*Replace Geneva with Islamabad*

NIGERIA=
    Light Gray on Dull Green
    Coast start bias
    UA:  Giant of Africa:  As long as you have a working oil well or offshore platform giving you oil, you get an extra oil for each oil tile.  Worked oil tiles also get +1 food.  Trading away one or both copies of Cashews, Cassava, or Yams gives you culture per turn, but trading two of the same gives you the same as trading one.
    UI:  Cashew Plantation, Cassava Plantation, Yam Plantation, available alongside plantations:  Can work 1 in your civ of each Cashew Plantation, Cassava Plantation, and Yam Plantation on resources that can get improved with plantations.  Anyone but you or other Nigerias who gains your tile with a unique Nigerian plantation has it turn into a regular plantation.  The plantation gives the usual resource, but also two copies of the bonus resources related to the special plantation type it is.  Cashew plantations give extra science and gold, cassava plantations give happiness and gold, and yam plantations give food and gold.  
    UA:  Junta:  If you surround a city of yours on all sides it can raze in one turn, it can construct a courthouse in one turn, it kicks out other civs’ spies and disables spies entering the city (but you don’t know if any actually got kicked out), it lowers war-related unhappiness, it lowers puppet-related unhappiness, and it lowers annexation-related unhappiness.  Tiles with natural wonders, mountains, or ice aren’t counded against you.  Cities affected by this also have cashew, cassava, and yam plantations’ tiles production yield increased.
    UU:  Iron Fist, replaces Infantry:  If it is stationed in a city, applies some of the Junta effect without needing other units.

ISRAEL=
    Light Blue on White
    Desert start bias
    UA:  Site of the Temple Mount:  In your original capital only, you can construct three shrines.  The second two have no maintenance cost.  If you have all three, you generate great prophet points.  
    UA:  Holy War:  You can fight your and your allies’ break-away states with none of the usual hindrances.  
    UU:  Merkava, replaces Modern Armor:  Same as modern armor unit, but can receive defensive bonuses.
    UNW:  Mossad Headquarters, replaces National Intelligence Agency:  Further increases spy defense in all cities and adds defensive strength to its city.

MALI=
    Dark Gold on Light Red
    Desert start bias
    UA:  Opulent Hajj:  Cities of yours that connect to the holy city of their majority religion generate extra gold, even if a city is its own holy city.  Stacks with similar.
If you’re at war with a civ that has your cities’ holy cities, that civ loses some gold per turn.
Manden Kurufaba:  When you gift a unit, it shows up in only one turn.  
Get better rewards for defeating units for a city-state quest, taking barbarian encampments for a city-state quest, for donating units for a city-state quest, and for donating gold for a city-state quest.  Gifting units gives better rewards for you at all times, too.
    UB:  Treasury, replaces Mint:  Can be built in a city with salt tiles, as well, and salt tiles get +2 gold.  Gold and Silver resource tiles in the city borders also get +1 culture.
    UB:  Griot Association, replaces Writers’ Guild:  This building’s specialists are Griot Specialists, which provide more faith and science than writers, but who count as writers for other effects.  Or they’re just writer specialists and the building is just a writer’s guild with faith and science if that’s too complicated.

KINGDOM OF KONGO=
    Dull Dark Red-Purple on Green
    Jungle start bias
    UA:  Heart of Darkness:  Enemies get war weariness and warmongering penalties that increase based on how many of your cities work Ancestral Altars and the longer any given city has been working an Ancestral Altar.  Get a Sorceror upon reaching the Classical Era.
You can convert your Great Prophets into sorcerors.
Get culture per turn (scales over time) based on how many Raffia Cloth resources you produce, and get gold per turn (scales over time) based on how many Raffia Cloth resources you make but aren’t exporting.
    UB:  Kuba Market, replaces Market:  Has 1 more production and worked Silk, Dyes, and Cotton tiles also provide 1 Raffia Cloth resource each.  Kuba Markets generate up to one Raffia Cloth resource for their city if that city works a lumber mill. 
    UU:  Sorceror, replaces Inquisitor: Can expend self to make an Ancestral Altar improvement that adds 1food, culture, and faith to any improvable land tile.  If the city that works an Ancestral Altar has a technology stolen, and the culprit civ is determined, that civ generates less science than usual for a time. If worked, enemy units in the city’s borders take 15% more damage from your (and not your allies’) attacks.  Can have only one worked per city.

Part IIB:  Creative Civs

ROCK AND ROLL CIV=
    Orange on Black
    Coast start bias
    UA:  Metal:  Gold, Silver, Copper, Iron, Aluminum, Uranium Provide give +1 happiness each when they’re in your trade network, limit 1 happiness for each type (not each unit).  Those resources also provide +1 culture on their tiles.  Gain a free great Rock Band upon discovering radio.
    UU:  Lead Zeppelin- requires Advanced Flight:  Airship that has megaphones and big light displays on it.  Stations itself above any workable tile.  Can go into other civ’s/c-s’s lands without causing war.  Spreads tourism to civs it is stationed near. The closer it is to a city, the more tourism it spreads.  Must set up over several turns.  Can be shot down.  If shot down after set up, it may damage units, improvements and or reduce population if near a city, or it might rarely even create a fallout tile.  
    UU:  Rock Band:  Replaces Great Musician:  Unit names chosen from a pool of real bands.  Their songs are chosen from songs by the band the unit represents.  Music works Created by these units provide double culture.  Can go on a tour like great musicians.  When expended, a golden age starts.

ELEVENTH MARTIAN REICH=
    Colors are the same as one of the other players’
    No start bias
    UA:  Insane:  Chance to get the wrong type of great person whenever you’d get a great person.  Sometimes keep stolen units after you get the reputation for returning them to a c-s.  Also sometimes get no reputation for returning a unit to a c-s.  Gain happiness when you injure a unit.  Lose happiness when you kill a unit.  Music is totally random.  Wonder paintings and tech quotes are mixed up.  Advisors’ messages are random dialogue and/or childish complaints about other advisors.  Denouncing and declaring friendship do the opposite for you but not the other civ.  Spies and diplomats from other teams have no effect on you.  Get a 15% attack bonus for 15 turns against units from the civ you declared war on if you just had a ceasefire agreement run out between you.
    UB:  Escherian Staircase: Replaces Castles:  Once a turn, if a unit would take over a city of yours, there’s a chance it just faces away and loses all movement for that turn.
    UU:  Raging Semi: Replaces all siege units:  Truck with very high attack strength, but can only attack one space away.  
    UU:  Unicycle Clown:  Available alongside Pikemen:  Has no strength.  When destroyed from combat, pillages all improvements in the same tile and all adjacent tiles.

UNDEMOCRATIC REPUBLIC OF CAKE=
    Brown on Violet
    River start bias
    UA:  Corpulus Maximus:  Palace gets Food, Production, Gold, Culture, Faith, or Science at the beginning of each age.  Can choose only ones you haven’t chosen before.  Initial unit value is 1.  Each successive age gives one more point (age 2 gives you 2 points for either of those unchosen stats, etc.) Get more production and +1 happiness (only if you have under 0 happiness) for 30 turns if you demand stuff from another civ.  Doesn’t stack.  Get a few of the resources of c-s or other civs that border you.  C-ss give in to threats more.  Each world wonder you build gives +1% more wonder construction speed.  If you lose a city, the entire planet loses happiness equal to the population of that city until it is razed or until it is returned to you. 
    UA:  Ice Cream Trucks:  Your internal trade routes between connected cities that are also connected to the capital give extra food per turn, even on top of production.  Graphics are changed to trucks.
    UB:  Chocolate Factory: Replaces Factory:  Provides 1 Chocolate resource each.  Can be traded like resources or the chocolate factory can be toggled to switch between providing the Chocolate resource and filling its unique specialist slot, which becomes filled by the Chocolateer specialist.  The chocolateer specialist increases food, growth rate, and happiness, but production, gold, and culture goes down.  You can toggle this during a trade agreement to cheat the other civ out of a deal, which makes them hate you a lot.  There, of course, is a confirmation notice after selecting this action.

CONEHEADS=
    Light Yellow-Green on Dark Indigo
    Hills start bias
Note:  This civ represents a humanoid alien race of beings of a society superior to any human society.  Not even being from this planet presents opportunities  to implement some fun cultural flavor and concepts.  The sort of early-game play style that would tend to develop represents simply their physical and mental superiority over humans, since their space tech has yet to develop.  As the game approaches the space age, the special powers they gain make this civ a force to be reckoned with to reflect their society maturing into what I decided would be the space-faring master of the galaxy.  All these UAs are in caps, to maintain the theme of this civ.
    UA:  CONSUME MASS QUANTIES:  Specialists require double food but generate +1 production each.  Civil Society or the tenant version in Freedom reduces each specialist’s food consumption by one. Get 1 happiness for each 9 (4.5 after Civil Society) food consumed by specialists, counting only the extra food that exists because of this UA.
Civil Society is also applied to Five-Year Plan not as a tenant, but as an additional effect.  This also explains Coneheads inclination to Order.
For tiles with improvements that add food, roads add one food to their tiles if they are adjacent to three or more roads that you’ve built.  You can break roads then rebuild them to get this benefit, and two Coneheads players exchanging territory could intentionally get weird because of this.
In-game civ-specific intro is written entirely in caps. 
    UA:  NWAVERING GLORY OF THE CONE:  Home-grown unit models are bald and have pointed heads.  Great people look science-fictiony and have civ-specific pools of names.  Rightly so, a brave few of the great generals have names related to narfling garthocs out of displays of prowess(not from the method of execution.)
If any non-Coneheads civ or cs has a city or unit of theirs of a name in the Coneheads pool of city/unit proper names(these names’ll tend to be ...odd, to say least, and the player will get a warning message referencing each instance once a Coneheads civ is discovered), all damage caused against those or units inside of cities of those by effects of Conehead origin is increased by an added “CONE SLANDER” combat modifier.  AI Conehead civs will not like other teams, even allied entities(if it’s applicable), who slander the cone.  Once the names are changed to appropriate ones, the negative opinion will be as if it never existed.  Conehead things, conversely, that are named after any human name deal reduced damage reminiscent of that other effect by a modifier named “CONE TREASON..” If a situation occurred where a Condeheads civ came to find itself in control of a human great person, they would respect their personal rise to higher office and not change the name and not apply treason.  Slander units and treason units that fight each other have both effects happen.  Conehead AI might alter captured city names to reflect subjugation or even the city’s fortune to have become part of the glorious Coneheads civ.  I, personally consider any AI to be... an idiot?  Considering incompetence or irrational personalities, will they-- can they make the effort to stop having a gifted unit or captured cities from having disadvantegeous names?  Difficulty levels and mods that done improvify AI smartification-ness probably should consider this . ...by the way, Hunnic cities are not exempt from this UA.  How dare they brazenly steal and defile the names from civs all willy-nilly!  THEY’LL FINALLY GET THEIRS. 
    UA:  SUPERIOR WARP ENGINE TECH:  Gained once you’ve established the Remulac Galactic Domination  Initiative.  All missiles and air units of yours get three extra range, have 5% less chance of getting intercepted, and do 5% more damage.  This buff applies to all affected units you build from then on or you can upgrade existing units to gain the effects. They gain new sci-fi models, effects, and the explosions are cooler.  Units open up wormholes to their destinations.
    UB:  Flendar, replaces monument:  Also makes your workers in this city’s borders build improvements 33% faster when adjacent to other improved tiles(not counting city tiles) of yours.
    UP:  Remulac Galactic Domination Initiative, replaces Apollo Program:  Enables Superior Warp Booster and Superior Warp Engine Tech.
    UU: Superior Warp Booster, replaces SS Booster.  Only one is required for your spaceship and  the launch animations is slightly different.  Requires only 40% the materials of normal boosters, it makes the spaceship travel faster, and you can choose to give a particular ally or a number/all of your allies this UU replacement as a unit they can make as a trade.

Part IIC:  Game-Based Civs

GTA4=
    Yellow on Black
    Coast start bias
    UA:  Niko, Let’s Go Bowling!:  Sometimes get called to move one particular unit to a particular tile.  Likes to target things like fighting military units, working workers, and distant archaeologists and ships.  Gain no golden age points until the unit is moved to that spot.  If you move the unit to the spot, a golden age begins.
UA:  Busted!:  When a civ steals a tech from you, their spies all stop working for a time.
UA:  Wasted!:  The turn after a unit of yours dies, you get increased production towards the same kind of unit.  Doesn’t stack.
    UB Fence: Replaces bank:  Every 30 turns, if this city has had the same ‘we love the king’ desired resource for 30 turns, the city reacts as if it got the resource.  All resources count as Wondefied Resources to you internally.
    UI:  Highway/Super Highway/:  Better roads/railroads.  

BORDERLANDS HYPERION=
    Yellow on Dark Yellow
    Coast start bias
    UA:  Mine, All Mine:  Get one Eridium Point for each worked Eridium Mine you have directly adjacent to your city tiles.  Every four Eridium Mines’ points gives one Eridium resource.  Each Eridium resource gives 20 gold per turn to you or whomever you trade it to.   
Corporate Warfare:  Can send spies to cities you’re at war with, but only up to the number of Eridium resources you have.  They can’t spy, but they attempt to cause slag explosions (PURPLE!) that can lower city defense, do high damage to units in the city, do moderate damage to units near the city, hurt growth rate, set back production, or trap a unit in the city.
    UA:  Monopoly:  Can have three times the usual amount of missiles in all places/units.
    UI:  Eridium Mine, available alongside mines:  Can be built on any land tile.  Adds 1 production.  Resists being pillaged/destroyed 20% of the time by enemies.
    UB:  Digistruct Terminal, replaces library:  Build units 10% faster and be able to build gold and science in the city right away.

BORDERLANDS VAULT HUNTERS=
    Dull Light Green on Red-Orange
    Plains start bias
    UA:  Get Off My Planet!:  Enemies in your lands lose terrain-based buffs.
Cult of the Vault: Gain Badass Points whenever you take a barbarian camp, plunder a trade route, pillage an enemy tile, steal units, and get many when you take enemy great generals/admirals.  Also get a small number of points for initiating combat.  Your original capital gives you some Badass Points each turn.  When you get enough points, you get a Vault Hunter.  
Vault Hunters and Great Generals can get points from the same things and appear independently of each other.
    UA:  Scavenger:  If a unit of yours beats a unit that you can not yet produce, you get some science added towards that technology.  This can even teach you the technology.  
    UU:  Vault Hunter, has similar strength to contemporary melee/infantry units you can make.  Has no maintenance cost.  Deals double damage to barbarians and units of civs with no cities.  When attacking, takes reduced damage  After leveling up from combat once, deals more melee damage to units the more health it’s missing.  After leveling up from combat another time, can perform a long range attack that has one extra range.  The more levels this unit has, even from barracks and stuff, the more combat bonus nearby allies get.  This can stack with multiple Vault Hunters.  Vault hunters also get a 20% combat bonus (up from -15%) on fallout tiles.  
    UB:  Missile Shield, replaces bomb shelter:  Has the same damage reduction, but additionally, hydrogen bomb effects on the city itself are downgraded to A-Bomb
 strength, A-Bombs are reduced to guided missile strength, and guided missiles do heavily reduced damage.  Your units on tiles adjacent to the city take less damage from missile-type attacks, and tiles adjacent to your cities resist being deimproved or changed into fallout zones.  Units in your city have a chance to take no damage from missile attacks, and your units adjacent to the city have a chance to take less damage from missile attacks.

WoW=
     Gold on Blue (Allience); Red on Brown (Horde)
     Coast start bias
    UA:  For the Horde!:  Buffs your units in enemy lands.  Buildings look like horde buildings.
    UA:  For the Alliance!:  Buffs your units in your own lands.  Buildings look like alliance buildings.
Can toggle these two once every 30 turns.
    UU:  Paladin: Gets +30% combat boost during For the Alliance!
    UU Shaman:  Gets +30% combat boost during For the Horde!
Both available alongside any melee unit and once a better unit is producable, your future Paladins/Shamans will be made as good as the new unit and you can upgrade your existing ones. 
    UU:Lord Kazzak: Replaces unhappiness barbarians:  Low happiness doesn’t spawn barbarians, but a giant death robot named Lord Kazzak, who attacks all units indiscriminately.  Also has a small chance to spawn in occupied cities that used to be yours or that are newly yours.  The unit will disappear after a short time and can’t capture cities.  Only one of these units from each WoW civ can exist at any time.
*City names are a mix of Alliance, Horde, and other place names, influenced mostly by which “For the Alliance/Horde” is active.  Upon founding your first city, you pick a “for the” effect which determines your capital’s default name. *

GENERIC RPG CIV=
    White on Blue
    Plains start bias
    UA:  For Glory!:  Great general bonuses your units benefit from also cause them to do considerably more damage against unique units and units affected by great general bonuses.
    UI:  Dwarven Mine- Replaces Mine, but only on iron and aluminum:  If a mine has iron or aluminum spawn in the same tile as it, you have to rebuild a mine to get a dwarven mine. Units requiring iron or aluminum in this city may convert it into a mithril resource in a process that’s like entering into a trade agreement with yourself.  You can use this as iron or aluminum to make a Mithril Swordsman or a Mithril Stealth Bomber, for instance.  This trait increases power and lets them heal faster.  If another civ takes a Dwarven Mine over, it turns into a regular mine.  You can trade mithril away, and the AI values it highly.
    UU:  Elven Archer:  Replaces Composite Bowman:  Has better melee strength on unimproved land, and in forests and jungles, heals faster and has more ranged power.

FINAL FANTASY VII=
    Blue on Cyan
    Grasslands start bias
    UA:  Cry of the Planet:  Your cities have a resource-based, religion-like quality that deals with creating Mako Reactors.  Each city you found gets 1 Mako resource that can be traded.  Get happiness each turn based on the number of Mako resources you use and export and get gold and  faith each turn based on the number of Mako resources in the world.
    "U"B:  Mako Reactor:  Replaces factory:  Requires Mako in addition to Coal.  Shuts down tiles over time but boosts stats in the city.  Provides an extra copy of Mako.  Any civilization with Mako can build this.  Tiles shut down from Mako Reactors turn into dead land, which is useless and only suitable for building roads
    UU:  SOLDIER:  Replaces great war infantry:  Gives great general bonus to self and nearby ally units, but doesn’t count as a great general bonus.  Combat bonus on dead land and fallout.

FFVIII=
    White on Gray
    Coast start bias
    UA:  The Forest Owls:  Getting declared war on stops your aggressor’s UA for 15 turns.  C-ss that declare war on you no longer provide anyone resources.
    UA:  Lunar Cry:  Your groundward-focusing satellites bring bad luck to enemy lands.
    UU:  SeeD:  Replaces paratrooper:  Can buy for less or can produce as normal.  Can drop from neutral lands.  Can attack after dropping.
    UB:  Garden:  Replaces military academy.  Allows purchasing of SeeDs once paratroopers become available.  No maintenance cost.  2 more culture, +10% city hp.

FFIX=
    Gray on Blue
    Hill start bias
    UA:  We Are Thieves!:  Get gold from nowhere after you accept a lump sum from a civ.  Spies rig elections faster.  Trading posts on roads that connect your cities produce an extra gold.  
    UU:  Mist Ship:  New Unit- Available in renaissance:  Basically a very weak, early helicopter.  Can only go in your borders and one space beyond that.  Can act as a land, sea, or air internal trade route, but still occupies a trade route slot for as long as it acts as one.
    UU: Black Mage:  New Unit- Available at gunpowder:  No maintain cost.  Doesn’t get unhappy.  can’t buy with faith, gives nothing to civs who fight/defeat it (gold, culture, great general points, culture or experience...)

FFX=
    Yellow on Cyan
    Coast start bias
    UA:  Teachings of Yevon:  Your religious pressure lowers science of enemy teams.  You can expend great generals to do high damage nearby.
    UA:  Overkill:  The unit of yours that kills the first unit in a turn of yours heals based on by how much extra damage would have been inflicted had the unit enough health to survive the attack.
    UB:  Cloister of Trials, replaces University:  Generates faith and great prophet points if you don’t fill its scientist specialist slots.
    UU:  Blitzer:  Replaces Swordsman:  Can perform Sphere Shot, which attacks from up to two spaces away.  Damages enemy units in both spaces ahead.  Gets more attack against cities.  If a city is defeated, the Blitzer takes over the city and takes position in the city.

FFX-2=
    Magenta on Cyan
    Coast start bias
    UA:  Machine Faction:  Palace gets +1 production.  Get +1 science from all religious buildings upon discovering replaceable parts and 1 more in information era.
    UU:  Sphere Hunter: Replaces Archaeologist:  Great works found by this unit can be put into any kind of slot, and their type is changed to Sphere.  If another civ gets them, they go back to whatever they normally are.  Can defend  itself slightly.
    UB/UNW:  Luca Concert Stadium: Replaces Circus Maximus:  All colosseii also give +1 culture.  This culture counts as being from a world wonder for effects like hotels.

FFXII=
Blue-Cyan on Orange
    Desert start bias
    UA:  License Board: Units can choose from a more diverse range of promotions.
    Unique Promotion:  Sky Pirate- Available to all units as a choice at any rank.  Enemy air units you destroy have a chance of joining your side.  These units don’t take up any limited air unit spaces. 
    UB:  Hunting Clan, available at Guilds.  Provides one culture and has a one gold maintenance cost. Not for each Hunting Clan, but empire-wide for each city with a hunting clan you have, you get +1% to great general production that is added at the end of all other effects.  If a unit of yours destroys an enemy unit and then later ends a turn in a city with a Hunting Clan, money is generated.  More units destroyed means more money and a unit can return after winning more battles.
    UU:  Judge, replaces Great General.  Nearby allied units get an extra boost when fighting enemies if the allied unit has one or more promotions that the enemy unit doesn’t have.  Can expend to make Skyports.  
    UI:  Skyport, replaces citadels that would be made by Judges.  Can only be built by Judges.  Adds 1 science to its tile.  It attempts to damage enemy air units that come near.  Can house air units up to the number of air units your capital can support, but if there is no land unit in the Skyport, you’ll lose the air units when an enemy takes the tile.  Enemy workers who end their turns on or adjacent to a skyport suffer attrition with a base value equal to 100% of their health, so some attrition-related effects can make the units not die completely.

FFXIII=
    Green-Cyan on Dull Light Violet
    Plains start bias
    UA:  Cocoon: Sometimes when a military unit is created in a city that has a building enhanced by a Fal’Cie, they will get a L’Cie Focus debuff such as “L’Cie Focus:  Barrage II” that would just require it to get specifically the promotion “Barrage II.”  If the unit doesn’t achieve this after a certain amount of time, they turn into Cie’th, getting destroyed and turning into one or more Cie’th barbarian-style hostile units based on the unit’s type, experience, etc..   If the focus is achieved, the unit turns into crystal, disappearing, but granting many Fal’Cie points.  When a unit gains a focus debuff, the unit’s personal name is changed to L’Cie.”
Also get Fal’Cie points each time you make an improvement with a great person.
The number of cities you have increases tech cost by less than usual.
    UA:  Pulsian Pioneer: After Information era is reached, any military unit of the modern era or higher can create great works from sites (but can’t make landmarks.)
    UA:  Ravager: Your units do more damage the more of your units attacked the target that turn.
    UU:  Fal’Cie: New great person type.  Totally extra/no equivalent.  Gained from Fal’Cie points acquired from making a great person’s special tile, achieving L’Cie units’ focuses, and from Eden each turn.  When in the borders of one of your cities, expend to give the first non-palace building made in that city better stats.  The building gets an extra specialist slot that must be filled to get the bonus, and if you had a turn you ended with the slot filled, but ended the next turn with it empty, for some time the city loses the all benefits of that building and gets extra unhappiness.  The building still costs maintenance.  Successive Fal’Cie upgrade more buildings in the order in which the buildings have been constructed in that city.  If a city has a building enhanced by a Fal’Cie, other Fal’Cie can be expended on improved tiles to increase the yield at the cost of one more population.  Like with buildings, if you had a turn you ended with the slot filled, but ended the next turn with it empty, for some time the tile loses the all benefits of that improvement and the city gets extra unhappiness.  If a Fal’Cie tile is destroyed, the city gets very unhappy.
    UB:  Eden, replaces palace:  Provides better yields and gives Fal’Cie points each turn.  Provides more during golden ages and if you don’t have open borders.

LEGEND OF LEGAIA=
    Grasslands start bias
    UA:  Mist:  Can upgrade your units even if they’re not in your borders.  Occasionally generate Brute-like seru units to use.
    UB:  Genesis Tree:  Available at bronze working:  Enemy units take damage at the end of their turns if they’re adjacent to cities of yours. +2 faith. +1 culture per turn as soon as a Ra-Seru visits the city after a genesis tree is made.
    UU:  Ra-Seru:  Isn’t affected by any effects that lower effectiveness from enemy teams and is immune from many harmful effects.  Replaces Swordsman.

Part III:  New Universal Gameplay Mechanics

Part IIIA:  Changes to Ideology

Ideology World Wonders:
Available as soon as you pick a tenant of the most advanced tier.  All have very high production costs.  All start golden ages when completed.  Increases pressure on civs with other ideologies so they want to be yours more.  You can only make the wonder that corresponds to your ideological choice.  Get 5% more culture in all cities. Get 50% more tourism in its city.  Also has +5 gold, production, culture.  If a player with no ideology takes over a city with one of these wonders, they only get +5 gold and production.  If they later pick a different ideology, the wonder stays as it is.  If they pick the corresponding ideology, they get the full benefit.  If a player takes over a city and becomes in possession of one, two or three of these, of if a player switches ideologies, only the ideology wonder of the ideology practiced by the now in control player has the full effect, with the other(s) merely giving +5 gold and production.  Only one ideology wonder is allowed per city.
Freedom:  Rockefeller Center:  Get a free Great Merchant when completed.
Autocracy:  Volkshalle:  Get a Great General when completed.
Order:  Palace of the Soviets:  Get a Great Engineer when completed.
Also even if you don’t have any of these: Start a golden age and get 10 more delegates when you learn all the tenants.
 
Part IIIB:  General New Units, Resources, Wonders, Projects, Buildings, and Improvements

New Improvement:  Mountain Tunnel, available at Ballistics.  Worker must be adjacent to a mountain and choose it.  Tile turns into “Mountain Tunnel," and units in inside the tunnel get no terrain bonuses and actually lose 50% strength.  Trade routes can move through tunnels, and workers can make more tunnels for adjacent mountains when they’re inside a tunnel at reduced speed.  

New Improvement:  Canal.  Available at Engineering.  Built on open terrain. Used to connect bodies of water so that ships may cross the land.  If one or more ends of a canal are connected to a body of water or rivers, the canals count as a river, which can allow access to buildings in cities.  Canals’ maintenance is twice that of railroads, and roads/rail/hs rail can be built on top of canals, which could generate some expensive  tiles from stacked costs.  The Inca’s UA make canals very good.  Canals have workers remove forests/jungles, and don’t allow access to resources they’re on top of.  At Accoustics, you can attack over canals in your borders without getting the river combat penalty.  If you cross over a canal and a river in the same one tile’s move, you still get the penalty.  

New Improvement:  Lock.  Available at physics.  built on open or rough terrain.  Functions like a canal, but uses up all a water unit’s movement when it enters.  Costs even more than a canal to maintain and takes longer to build.

New Building:  Postal Service, available at Modern Post.  1 maintenance and adds one production.  City gives and gets more internal trade production/food.

New Building:  Mall, requires replaceable parts:  Get gold for each wonder resource you have.  Gives two happiness and two great merchant points if you have both automobiles and consumer electronics.

New Building:  Disaster Center, requires Ecology:  Natural disasters do less damage to this city and its tiles.

New Wonder:  Mount Rushmore.  Requires a nearby mountain and Ballistics.  +20% tourism during golden ages.  Allied units get a strength bonus when fighting on land in this city’s borders.

New Building:  Brewery, available at mathematics:  Can only be constructed in a city near an improved sugar or wheat resource.  Gives 1 happiness, has 2 maintenance.  Worked wheat resources also provide 1 tradable beer resource each.

New Building:  Cinema, requires replaceable parts.  Gives two culture.  Has different specialist slots, and each one is very good at making one kind of great person, but only one can be filled at a time.  Contains one space for a great work.  

New Trade Unit:  Cargo Plane, requires Radar.  Doesn’t get any of the bonuses that apply only to land trade or sea trade, but can ignore terrain, is only limited by how many spaces away places are, and can cross hostile borders and mountains.  Can get pillaged by any anti-air unit or flying units.

New Buildings:  Zoo is split up between separate zoo and aquarium buildings, each with half the maintenance of existing zoos.  Zoos add happiness to ivory, deer, cattle, and bison and aquariums add happiness to crab, fish, clams and whales.

New Building:  Automobile Factory, requires combustion tech and a regular factory in the city:  Requires 3 coal, 2 oil, or 1 uranium.  City loses two happiness from powering with coal, and one for powering with oil.  10 Maintenance.  One engineer slot.  Based on city’s production, makes more Automobiles if the engineer slot is occupied.  Trade from the city to other civs or just keep it in your civ without trading.  

New Resource:  Automobiles.  If you have a specialist occupying an automobile factory, made from iron, rubber, aluminum, or oil.  Gives happiness to civs the more copies you trade, but happiness only counts depending on the population of the civ’s market.  You get the same bonuses for copies that stay in your borders.  Gets more efficient and more desired with tech level.  More production makes more efficient.  +1% production for each Automobiles.  Can also be used like a regular luxury resource.

New Building:  Consumer Electronics Factory, requires Electronics tech, requires a regular factory in the city:  Requires 3 coal, 2 oil, or 1 uranium.  City loses two happiness from powering with coal, and one for powering with oil. 10 Maintenance.  One engineer slot.  Based on city’s production, makes more Consumer Electronics if the engineer slot is occupied.  Trade from the city to other civs or just keep it in your civ without trading.
 
New Luxury Resource:  Consumer Electronics.  If you have a specialist occupying a consumer electronics factory, made from iron, rubber, aluminum, or oil.  Gives happiness to civs the more copies you trade, but happiness only counts depending on the population of the civ’s market.  You get the same bonuses for copies that stay in your borders.  Gets more efficient and more desired with tech level.  More production makes more efficient.  +1% gold for each Consumer Electronics.  Can also be used like a regular luxury resource.

New Building:  Chemical Factory, requires Plastics tech and a regular factory in the city:  Requires 3 coal, 2 oil, or 1 uranium.  City loses two happiness from powering with coal, and one for powering with oil. 10 Maintenance.  One engineer slot.  Based on city’s production, makes more Chemicals if the engineer slot is occupied.  Trade from the city to other civs or just keep it in your civ without trading.  

New Resource:  Chemicals:   If you have a specialist occupying a chemical factory, made from iron, rubber, aluminum, or oil.  Gets more efficient and more desired with tech level.  More production makes more efficient.  Can make more and better automobiles and consumer electronics if you have/import more chemicals. Can also be used like a regular luxury resource. 

World Wonder:  Empire State Building:  +3 Tourism, +3 Gold, +3 Culture, +33% Gold in city.  +3 great merchant points.  Shows up in skyscraper area of city.

World Wonder:  Mont Saint-Michel- City must be on ocean or lake:  +3 Happiness, +5 Culture, +5 Faith.  Each source of Incense and Wine worked by this city produce +1 Gold.  Shows up in water.

World Wonder:  Motherland Calls:  Free barracks and armory in the city.  Great Generals are earned 20% faster.  All your armories add +1 production.

World Wonder:  Three Gorges Dam:  Must be built in a city on a natural river.  Free Hydro Plant in city.  +5 production in city.  All tiles adjacent to the river this city is on get +1 gold, and +1 production even for other cities of yours that have tiles on the river.  Doesn’t grant bonus for other civs using the tiles adjacent to the river.  +1 great engineer points.  The same city can’t have the Three Gorges Dam and the Hoover Dam.

World Wonder:  Hoover Dam:  Must be built in a city on a natural river.  Free Hydro Plant in city.  +5 gold in city.  All tiles adjacent to the river this city is on get +1 gold, and +1 production even for other cities of yours that have tiles on the river.  Doesn’t grant bonus for other civs using the tiles adjacent to the river..  +1 great engineer points.  The same city can’t have the Three Gorges Dam and the Hoover Dam.

World Wonder:  Tokyo Tower:  Counts as an additional broadcast tower in the city and removes maintenance costs from broadcast towers in this city.  Total Culture and Tourism +10%.  1 great engineer point.

Natural Wonder:  Lake Baikal:  Counts as a lake.  +3 Food, +3 Science.

World Wonder:  St. Louis Arch:  +1 Gold, +1 Production, +1 Culture.  If built in your capital, +3 Food.  If built in a city other than your capital, all cities you founded on the same turn as this city or on turns after this city get free aqueducts and +20% growth rate.  Doesn’t stack with the filled-out tradition policy bonus.

World Wonder:  Akshardham:  +3 Faith, +2 Gold, +1 Culture in city.  Provides free shrines and temples in all cities.  Shrines and temples provide +1 Tourism.  Contains 1 slot for a work of writing.

Project:  Human Genome Project- In all cities, increases food, happiness, growth rate, combat bonus, science, and faith if when you discover corresponding Future Era techs and ultra techs.

World Wonder:  Burj Khalifa:  Gives you more happiness the more tourism you generate.  Culture and Tourism in city +25%.  Oil and Uranium tiles worked by this city provide +1 Gold each.

World Wonder:  Large Hadron Collider:  Provides 6 Uranium and gives +12 Science in the city.  +2 Great scientist points.  Requires Particle Physics.

Natural Wonder:  Victoria Falls/Mosi-oa-Tunya:  +3 Food, +3 Gold, +1 Production.  Appears on rivers.  If hydro plants are in a city that works this wonder, all tiles adjacent to the river this city works get +1 production. Doesn’t stack.

Natural Wonder:  Niagara Falls:  +3 Production, +2 Gold, +2 Science.  Appears on rivers.  If hydro plants are in a city that works this wonder, all tiles adjacent to the river this city works get +1 production.  Doesn’t stack.

Natural Wonder:  Iguazu Falls: +3 Happiness, +4 Gold.  Appears on rivers.  If hydro plants are in a city that works this wonder, all tiles adjacent to the river this city works get +1 production.  Doesn’t stack.

Natural Wonder:  Ha Long Bay:  Appears on coast tiles.  +3 Happiness, +2 Gold, 1 Food, 1 Production.

World Wonder:  Disney World:  +50% Gold in city, +100% tourism in city.  +10% Tourism in all other cities.  1 great artist point.

World Wonder:  The Sphinx:  +2 Culture, +1 Production.  Provides a worker.  This worker and all workers you had before this was built can use a slavery command that gives you very good gold and production results from being deleted.

Improvement:  Trench- Requires Modern Post Technology:  Built by workers and gunpowder units from or past the modern era.  Only one unit can work on a tile at a time.  Breaks roads/railroads and roads/railroads can’t be built on it.  Trade routes can’t cross trenches.  Defense +100% and Ranged damage taken -66% except when the attacker is armor, air, helicopters, rocket artillery, missiles and space units.

Improvement:  High-Speed Rail:  Provides more movement than railroads.  Cities that connect with capital get happiness.  Upkeep is higher than railroads.  Resources adjacent to HSR get +1 gold and science.  All tiles adjacent to HSR get +1 Production.

Unit:  Hydrogen Bomb:  Destroys all units and improvements in area.  Does more damage to cities and ignores the effect of fallout shelters.  

World Wonder:  Hollywood:  +2 Gold, +4 Culture.  All broadcast towers give +2 Tourism.  Has two slots for great works of writing.  +2 Great Writer points.

World Wonder:  Dubai International Airport:  Gives a free airport.  The tourism and culture bonuses of all your airports increase by 33% and by 50% in the city this is built in.  Increases airlift capacity in cities with airports to 12.  

World Wonder:  Hartsfield–Jackson Atlanta International Airport :  Gives a free airport.  The tourism and culture bonuses of all your airports increase by 33% and by 50% in the city this is built in.  Air trade routes in all of your cities give you gold and even more gold if the destination city has an airport.

New Strategic Resource- Revealed by Railroad Technology:  Rubber:  Spawns in jungles.  Obtain with lumber mills.

New Unit:  Stealth Fighter- Requires Stealth:  Costs twice the production, buy cost, maintenance, and aluminum of earlier jet fighters.  Sustains almost no damage except from other stealth fighters and future era things.  Can ignore the defenses of stealth bombers.

National Wonder:  Very Large Array- Must have science labs in every city.  +10 Science.  +1 great scientist point, +1 great engineer point.  Lets you predict minable asteroids.

Part IIIC:  Future Tech and Related New Stuff

New era:  Future Era, replacing Future Tech

Tech Tree:
First, Globalization and The Internet are switched around.
After Globalization is Augmented Reality
After Internet is Social Networking
After Particle Physics is Quantum Computing
Nuclear Fusion is replaced by the new Biofuels, and Nuclear Fusion is After Biofuel
Nanotechnology is Replaced by Materials Science, and Nanotech is after Materials Science
After Stealth is Advanced A.I.
Continuing the Future Era, Ultra Projects are techs that require huge amounts of science, but win the game in a science victory.
After Augmented Reality is Metaverse
After Social Networking is Hive Mind
After Quantum Computing is Teleportation
After Fusion is Free Energy
After Nanotechnology is Perfect Physiology
After Advanced A.I. is The Singularity
If tech victory is on, finishing an ultra project wins the game if you also have all the other non-ultra future era techs.  If it’s not on, you then get lots of delegates, many more points, much more tourism, and your units get a buff based on which Ultra Tech is completed and you have the other Future Era techs completed.  The first ultra tech you get access to can be completed faster.  

New Quotes-
Science Victory Quote- If man can control his mind, he can find his way to Enlightenment, and all wisdom and virtue will naturally come to him.
Augmented Reality- “Reality leaves a lot to the imagination."  - John Lenon
Social Networking-  “The question isn’t, ‘What do we want to know about people?,' it’s ‘What do people want to tell about themselves?'" - Mark Zuckerberg
Quantum Computing-  “Quantum physics thus reveals a basic oneness of the universe."  - Erwin Schrödinger. 
Biofuels- “It’s extraordinary how inventive one can be with ethanol right now."  - Daniel Yergen
Materials Science-  “The next time you see a spider web, please, pause and look a little closer." - Cheryl Hayashi
Advanced A.I.- “Because I'm a robot, I don't have feelings, and when I think of that, it makes me feel sad."  - Bender, Futurama
Metaverse-  “What is real? How do you define 'real'? If you're talking about what you can feel, what you can smell, what you can taste and see, then 'real' is simply electrical signals interpreted by your brain."  - Morpheus, The Matrix
Hive Mind-  “Live for the swarm!"  - Infested Terran, StarCraft
Teleportation-  “Before they went into warp, I transported the whole kit and caboodle into their engine room, where they'll be no tribble at all!"  - Scotty, Star Trek
Free Energy-  “Nothing is lost... everything is transformed."  - Antoine Lavoisier
Perfect Physiology- “We can rebuild him.  We have the technology.”  - The Six Million Dollar Man

TECH- Augmented Reality
    Get 12.5% more total science.  After other effects, get culture based on the tourism you produce.  
TECH- Social Networking
    Get more delegates.  Your capital and cities of yours that are connected to the capital by roads or water grow faster.  Get two additional trade routes.
TECH- Quantum Computing
    Increases your defensive spies’ strength by 30% and increases your offensive spies’ strength by 20%.
    Get technology for each consumer electronics resource you have.  Start a golden age whenever you start a research agreement.
(Earlier) TECH- Biofuels
    Replaces Nuclear Fusion and pushes Nuclear Fusion one step ahead.  Oil you have from improvements and importing is doubled.  Unlocks SS Stasis chamber now.  
TECH- Nuclear Fusion- 
    Now also has cities act as if they have a copy/an extra copy of chemicals.  Mines get one more production.
(Earlier) TECH-  Materials Science, replaces Nanotechology and bumps Nanotechnology ahead.      Can turn iron and coal into aluminum. Unlocks stasis chamber and xcom squad.  
TECH- Nanotechnology
    Buildings that require resources no longer do.  Can get oil from asteroids now.    
TECH- Advanced A.I
    All factories and specialized factories get more production, automobiles resources give more happiness.

Future Era Units and Buildings and Projects:

New Project:  City Solar Projet, requires Future Era.  Allows all cities to build solar plants even if they have nuclear plants and/or are not on deserts.  Solar Plants have no maintenance but instead generate 1 gold.

New Project:  Arcology Project, requires future era:  Alows cities to make arcologies

New Building:  Arcology Ceiling, requires arcology project and Augmented Reality.  Sets up shields over sections of the city that protect from kinetic energy satellites and a specific half of the kinds of natural disasters.  Having both arcology pieces in a city reduces unhappiness from population and number of cities.

New Building:  Arcology Floor, requires arcology project and fusion.  Levitates sections of the city to add defensive strength and protect from the other half of kinds of events that aren’t protected from by Arcology ceiling.  Having both arcology pieces in a city reduces unhappiness from population and number of cities.

New Building:  Military Lab:  Requires Augmented Reality:  Gives units +30xp.

New Building:  Distribution Center, requires Social Networking:  Postal services increase air trade profits.  Working automobile factories in the city give more production to armored units and working consumer electronics factories in the city give more production to helicopter units.

New Building:  Internet Cafe, available at The Internet.  Get more culture for the more consumer electronics you have.  +1 great writer point and great artist point.

New Building:  Organ Farm, available at Nanotechnology.  Units made here get a promotion that lets them heal for 33% more.  Animal resources +1 food, production.  +10% growth rate.

New Building:  Food Lab, available at Nanotechnology.  Improvements that add food add double the extra amount gained from the improvement.  +1 great scientist point.  +10% growth rate.

New Building:  Simulated Reality Facility:  Requires Augmented Reality.  Specialists get +50% yields and military units get +10 experience.  

New Building:  SDI, requires Bomb Shelter and/or spaceship factory, and Quantum Computing:  Shoot down enemy missiles more (even when they’ll damage any tile of this city) and do more damage to aircraft (targets at the usual range.)

New Drone Unit:  UAV:  Requires advanced A.I..  Costs one aluminum.  Has no maintenance and is cheap to make.  Performs the duties of jets, but it has less combat strength.

New Building:  Cell Tower, requires Social Networking.  Broadcast towers in the city give +1 culture and +2 science, and the city gets +1 culture and +2 science for each allied satellite that has its focus on the city.

New Worker Unit:  Robot Worker, requires Advanced A.I., like a normal worker, but ignores terrain and never spends more than 2 turns to construct something.  Has a higher maintenance cost.

New Helicopter Unit:  Phantom Helicopter, unit requires augmented reality and stealth.  Strong.  Requires 4 Aluminum and 2 Oil or 1 uranium.  Uses holograms to avoid taking damage sometimes.  Can stop over mountains without taking damage.  Can cross water without disembarking and gets a bonus against railgun destroyers and railgun tanks.  Can’t get defensive bonuses.  

New Armored Unit:  Laser Tank, requires Advanced A.I.:  Requires 4 Aluminum and 2 Oil or 1 uranium. Damages aircraft and drones really well and nullifies helicopters’ anti-tank promotion.  Can damage Phantom Helicopters if their holograms proc.  Can’t get defensive bonuses.  

New Naval Unit:  Laser Frigate, requires Advanced A.I.:  Requires 4 Aluminum and 2 Oil or 1 uranium.Specializes in damaging aircraft and drones and can damage Phantom Helicopters if their holograms proc.  

New Armored Unit:  Railgun Landship:  requires fusion.  Requires 4 Aluminum and 2 Oil or 1 uranium.  Specializes in ranged attacks against laser tanks and laser ships.  Can’t get defensive bonuses.  

New Naval Unit:  Railgun Destroyer, requires fusion.  Requires 4 Aluminum and 2 Oil or 1 uranium.  Specializes in ranged attacks against laser tanks and laser ships.  Can see submarines.

New Gunpowder Unit:  Stryker Interoperable Unit (SIU), upgrades from mechanized infantry.  Available at Social Networking.  Gets a large bonus against XCOM units.

Part IIID:  Space Content and Related New Stuff

An extra field above the regular world.  Satellites take up one space tile.  If you have a Very Large Array, you will get shown where exploitable asteroids will be when they pass by on the space map.  You can send mining satellites to extract these bodies, but you can get blocked off by other players.  Satellites get automatically destroyed every 30-ish turns (randomly more or less.) Detects spy satellites above the city.
Spaceship is now a Space Colony Ship that goes to “outer space,” which means it stops existing after pausing in orbit and going away from the planet’s vicinity.  After it disappears and enough time passes for it to“set up,” you kick out all non-allied space units and ignore all space-based bans.  Satellites stay up forever, ballistic missiles against your territory are often shot down, and you get spaceship factories and space elevators for free in all cities.  Units that can attack space targets can destroy the space colony ship.  Space Colony gives much science upon setting up in space.

New Wonder:  Sputnik, requires Satellites.  Claims a huge area of space for you, kicking out enemy satellites and keeping enemy satellites out for a medium-long time.  Doesn’t affect Space attack craft or interceptors.

New Wonder:  Voyager Program, requires Apollo program and Satellites tech.  This wonder reduces the time it takes for your space colony to get set up.  You don’t need to launch anything for this.  Gives two great scientist points.  Your next two satellites (not space colony ship) require no boosters.

Space Elevator:  Requires Nanotechnology and a Spaceship Factory.  12 Maintenance.  Spacecraft launching from this city don’t need boosters.

New Building:  Weather Balloons, available at rocketry.  No maintenance.  Provides two science and warns of and defends against bad weather events on its city and the adjacent six tiles.  Gets destroyed every ten turns.

Launch Site, requires Airport and/or spaceship factory:  5 maintenance. You can’t launch spacecraft from your capital for no reason, but you can launch from any city with a Launch Site.  

Different Satellites:

A military satellite ending a turn over a neutral civ declares war.  Civs don’t like others’ civilian satellites over them.  Spy satellites are okay as long as they aren’t discovered to be spy satellites.  Satellites take time to move and set up.  All satellites require Satellites and Telecommunications.  Missiles can shoot satellites, but their range is highly reduced.  Fission and fusion missiles do aoes.  

Non-Military:  

Communications Satellite:  Requires one aluminum and a rocket booster.  Fixes onto an area of land and increases the effect of broadcast towers, the extra effects on broadcast towers from other sources, and the Internet on cities of yours that are in the aoe.  If two of your cities are both in the same aoe, they get more connection benefits.  If you link up the satellites’ aoes, all the cities in that linked aoe share the increased connection benefits.

Weather Satellite:   Requires one aluminum and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  Provides vision onto an area.  Fixes onto an area of land and detects and reduces bad weather random events.  If you pick up an event in foreign lands, you can warn them before it happens, similar to how you share intrigue.  If anyone’s weather satellite is over a city, that city’s weather balloons stay up indefinitely.  You can have agreements for another civ to put their weather satellites over your cities, but they could put spy satellites up instead.  Or agreements could happen where you know you’re getting spied on but the other side of the deal is too good to pass up.

Mining Satellite:  Requires Particle Physics.  Requires one aluminum, or four oil, and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  If an asteroid passes through a tile space a mining satellite is in, it mines for you and provides resources such as aluminum, uranium, and chemicals, and/or money.

Space Telescope:  Requires one aluminum and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  The more you have, the better the stuff you get from asteroids.  Has a good chance to oust nearby enemy spy satellites.

Military:

Spy Satellite:  Requires Stealth:  Requires two aluminum and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  Lets you see what cities are building.  Appears to be a Weather Satellite to other players.  Provides direct vision of an area and secretly has your units ignore 20% of enemy terrain attack promotion effects.  Actually counts as a non-military satellite until it is outed.  Gives you technology per satellite per turn based on how your tech is relative to theirs.

Attack Satellite:   Requires Particle Physics.  Requires two aluminum, a rocket booster, and one oil.  If you have a space elevator, you don’t need the rocket booster.  Attacks enemy satellites, space colony ships, and XCOM squad ships that come near.

Space Fighter, require spaceship factories in their city to be built/purchased.  Requires Fusion.  Requires two aluminum, two uranium, and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.
 Destroys satellites and colony ships extremely effectively and tries to shoot down missiles that target nearby allied space targets.

Space Cruiser, require spaceship factories in their city to be built/purchased.  Requires Fusion.  Requires three aluminum, two uranium, and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  Can destroy space units and satellites, but specializes in beating space fighters and tries to shoot down missiles that target nearby allied space targets.

Satellite Kinetic Energy Bomber:  Requires Mobile Tactics and Biofuels.  Requires Requires two aluminum, a rocket booster, and plus three iron or two aluminum or one uranium.  If you have a space elevator, you don’t need the rocket booster.  Expend to attack one tile for huge unavoidable (except for arcology roof)damage.  Usable after OST passes.

Satellite Missile Bomber:  Requires Mobile Tactics and Biofuels.  Requires two aluminum and a rocket booster.  If you have a space elevator, you don’t need the rocket booster.  Load up any missile weapon upon launch and you get to shoot it onto the planet’s surface once it’s near.

Payload Attack Satellite:  Requires Biofuels.  An attack satellite except you can load a missile onto it.  The attack destroys satellites much more and has the AoE related to the missile type.  

Part IIIE:  New Mechanics

New Mechanic:  Break-Aways
Partly to reflect how more countries appear over time, the concept of break-aways (b-as) is as so:  A b-a is a city or group of cities that turn into their own civ.  Different civs’ cities can secede into the same state.  Secession during hard times is more common, but you can grant autonomy peacefully (it starts with very good relations with you.) All-out culture-flipping from Civ IV won’t happen, but some culture/tourism/ideology mechanics are similar in how the area changes its opinion.  Attacking your or your allies’ b-as generates extra warmonger penalties for you, and you gain no experience or great general points for fighting its units.

New Mechanic:  River Travel.  Available at sailing.
Ships and sea trade can move through rivers on tiles that border rivers, but the spot counts as occupied like land military units.  Only military unit and one civilian unit can be on a canal/river, and sea units and land units both count towards the limit.  If two naval units fight on a river and one is upstream of the other, the uptream unit gets a combat boost.
 
New Spy Mechanics:
Spies can now steal knowing where all a civ’s current cities are.  If an enemy spy is in a city, you can set a defensive spy to make an enemy team see a city that isn’t there.  If the city is faked to be in clouded territory, it makes up terrain types, even if the spot is really in the middle of the ocean or on ice.  You don’t get true vision of or around the fake city.  Get a spy, upon researching Stealth, who is of the same level as your best spy.  

New Mechanic:  Random events for unpredictability and so weird effects can be caused by unique units/buildings/traits.  Statue of Zeus seems similar to this.  Disaster centers and such can lessen effects and space programs could deter asteroids from one team.  Tiles visually seen as flooded, erupting with lava, hurricanes actually show up on the tiles, and so on.
 
New Mechanic:  Wonder Resources:
Can specialize resources *with a great scientist, merchant, engineer, or prophet,* turning them into wonder versions, like Lamborghini for cars and Dom Pérignon for wine.  Wonderfied resources give one culture and gold to their tiles, an extra copy, and your cities get double the “we love the king” quality if you satisfy their desire with the resource.  Water resources can become wonder resources when the creating unit is embarked on top of them.
 
New Mechanic:  Can shut down buildings in your cities every 30 turns, which also causes unhappiness.  Can also have a world resolution to shut down all buildings on one type until the motion is repealed.  

New Mechanic:  Unit Change:  Stealth Bomber:  Sustains almost no damage except from stealth fighters and future era things.  Now costs 2 aluminum and 33% more production/purchase cost.
 

New Mechanic:  Golden Railroad Spike:  Get golden age points if you’re the first player to connect two of their cities by railroad. 
 
New Mechanic:  A new act called the Outer Space Treaty, when passed, restricts missiles from being shot at space targets, and you can’t shoot missiles from space.

New Mechanic:  Ecology allows seeding forests and jungles.
New Mechanic:  Change to Stadiums:  World Games production is increased by 20% in this city.
New Mechanic:  Bombers can target improvements
New Mechanic:  Helicopters can cross water
New Mechanic:  Ballistics increases the strength of units in forts and citadels. 
New Mechanic:  Radar gives access to air trade routes and also gives one more trade route.
New Mechanic:  Airports increase the range of cargo planes.
New Mechanic:  Railroads are now available at Steam Power.  Railroad tech is now called Modern Post.
New Mechanic:  Giant Death Robots are only available after completing an ultratech, and are way stronger.
New Mechanic:  Globalization also gives extra gold to East India Companies and one more trade route.
New Mechanic:  Spaceship Factories now have 8 maintenance, but cost less the more chemicals you have.
New Mechanic:  XCOM Squad can get intercepted by some space units.
*I really think China should be magenta.*
*There could be a DLC where the quotes are read by different celebrities with annoying voices.*

Part IV:  City Graphics and Architecture

Future Era has cool city graphics, but they’re still culturally flavored!
Farms turn into circles/hexes.  Mines turn into holes down the middle of hills.  Citadels have tesla coils that shock units when the aoe damage effect happens.  Trading posts are like Times Square/Shinjuku.  Lumber mills are forests with a section of a tree farm.  Fishing boats are fisheries.  Arcologies involve parts of cities float off the ground and parts of the cities are covered by sci-fi shields, but not all.

New architecture/city graphics.  There are general regions of the world that have their own building styles, and within these groups, different civs use different colors for the walls of small buildings, the roofs of small buildings, sometimes the corners of small buildings, the walls of skyscrapers, and the glass of skyscrapers.  Some new effects that show up in Future Era are also determined by civ choice.  I have the colors and examples of source architecture, plus concept art for new graphics.  The architectural styles with examples of civs belonging to them follow:

Art Deco:  Iroquois, America, Brazil, Israel
Gothic:  England, France, Germany, Spain
Soviet:  Russia, Lithuania, Hungary, Poland
Classical:  Minoa, Greece, Rome, Byzantium
African:  Mali, Congo, Zulu, Nigeria
Middle Eastern:  Egypt, Persia, Arabia, Ottoman
South Asian:  Harappa, Chola, Indonesia, India
East Asia:  China, Japan, Korea, Mongolia
Block:  Maya, Aztec, Inca, Pueblo
 
Civilization 5 Fixes/Mod Ideas
Published:

Civilization 5 Fixes/Mod Ideas

Mod Ideas and Fixes for Sid Meier's Civilization 5, owned by Firaxis Games, 2k Games, and Aspyr

Published: