Sid Meier's Civilization V

Sid Meier's Civilization V

415 ratings
[G&K] Alliance Civilization
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.100 MB
19 Jun, 2013 @ 10:49pm
20 Aug, 2013 @ 2:32pm
5 Change Notes ( view )

Subscribe to download
[G&K] Alliance Civilization

In 1 collection by Pluvia
Mass Effect Collection
20 items
Description
Adds the Systems Alliance as a Civilization, led by Admiral Hackett.

Hackett was born in Buenos Aires in 2134. When his mother died in 2146, he was placed in the Advanced Training Academy for Juveniles, where his affinity for science and leadership quickly became evident. Hackett enlisted in 2152, volunteering for high-risk missions to colonize space beyond the Sol Relay. He was commissioned as a second lieutenant in 2156 and participated in the First Contact War the following year. His rare ascent from enlisted man to admiral remains an Alliance legend.

Trait: (First Contact) +10% combat strength for Gun, Armor and Naval Ranged units outside friendly territory. 25% decreased land unit maintenance.

UU: N7. Replaces Marine. Requires Planetary Combatives Training and 1 Aluminum. 2 range. Ignores terrain cost. Can move after attacking. Penalty when attacking cities.

UB: Planetary Combatives Training. Replaces Military Academy. +20 experience for all units trained in the city. Gun units built in city are 5% stronger against units in rough terrain. +1 happiness.

This is the twelfth of our planned Mass Effect civs, the Systems Alliance. Humanity is feared and admired in equal measure but, above all, respected. With their powerful desire to advance and improve themselves humanity has quickly made a name for itself. Even in the darkest of times humanity will fight for it's survival, despite the odds. The Systems Alliance represents all that is great about them, showing that only a fool would underestimate them.

So here's the Systems Alliance, who were added due to popular demand, and they were an odd one for many reasons. First we had to think of a way to fit humans in without disrupting the balance, despite the fact the rest of the civs had already been planned, and second we had to think of a trait that would represent humanity as a whole. This was, of course, nigh impossible. And then we realised, instead of trying to represent humanity, we should create a civ that represents the Alliance, which is humanities military and the representation for humanity in the Mass Effect universe. By representing their military it became clear that they were going to be a combat civ.

Their trait came about due to various things. Throughout the series the Alliance was, whether intentional or not, shown to be rather ineffective at defending their space. All their success arrived in retalitory strikes, which can be seen in things such as the First Contact War and even the Crucible project. The reason why it's restricted to later game units and their navy is for balance mainly and to help represent the fact they're humanity's future military, and because they're also technically a navy. It was also, intentionally, made to seem somewhat "generic". In amongst all these fantastic traits you have humanity who have a good, but rather "safe", trait. Their UB is based off the Interplanetary Combatives Training, and is somewhat of a reference to the Turians trait, just like the Turians UB is to theirs. The UU is the famed N7, which is expensive to create due to the all-round power it brings to the battlefield.

This is a dual project and we plan on creating and releasing all these civs (in no particular order) in the near future, and hopefully you'll enjoy them. :)

Volus - released
Hanar - released
Turians - released
Asari - released
Krogan - released
Quarians - released
Drell - released
Salarians - released
Elcor - released
Batarians - released
Collectors - released
Geth - released
Cerberus - released
Vorcha - released
Rachni - released
Protheans - released
Systems Alliance - released
Reapers - released
Terminus Systems - released

Mass Effect and all related names are tm and (c) to Bioware, obviously.

Troubleshooting

  • This mod requires Gods and Kings.
  • If you have Gods and Kings and don't know how to download or activate this mod, please follow this step-by-step guide by clicking here[forums.civfanatics.com].
  • If some, but not all, of the civs downloaded, then try exiting the game and unsubscribing and resubscribing through Steam Workshop, outside of the game. Steam just acts weird sometimes.
  • If you have a Mac then Steam Workshop wont work for you. Please click here[forums.civfanatics.com] and follow the instructions.
  • If the step-by-step guide or the troubleshooting still never fixed your problem, it's a common cache issue, which can be fixed by these steps:

    1) Unsubscribe from the mod. Exit Steam and Civ 5 completely
    2) Empty your mod folder (create backups) located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart Civ 5.
124 Comments
GantonStepfire 17 Apr, 2019 @ 4:31am 
What if you ad a special great general to this civ, as a bonus to it's special ability maybe, called great commander. Basically a great general but harder to get and able to engage in combat. One super unit so to say.

I just feel it's a shame commander Shepard isn't in the mod somehow, it would make sense for him to fly the Normandy (have the normandy as the unit, like an airship) aswell.
Usernamehere 26 Oct, 2018 @ 8:35pm 
No Mako unique unit? I'm surprised you wouldn't go for everyone's favorite APC.
Roadhouse699 27 Apr, 2018 @ 8:22pm 
Shepard should have his own civ that's just a giant orgy
Maximum Broly! 20 Oct, 2014 @ 12:03pm 
Any chance of adding this to Beyond Earth?
Shark Slayer 17 Sep, 2014 @ 4:07pm 
I must be stupid because I cna not get this mod to work
Pluvia  [author] 30 Jun, 2014 @ 11:34pm 
@Heavychief01 - Build the required buildings for the Military Academy.
Smiling Friend 30 Jun, 2014 @ 8:19am 
How do I produce Planetary Combative Facilities?
✧Starshadow Melody✧ 16 May, 2014 @ 6:23pm 
Too lazy.
Pluvia  [author] 16 May, 2014 @ 5:29pm 
@Hawkpath - That'll be a conflicting mod. Check for one with the same city names.
✧Starshadow Melody✧ 16 May, 2014 @ 2:55pm 
Names are broken for me.