Sid Meier's Civilization V

Sid Meier's Civilization V

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UN Security Council Resolution
   
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694.743 KB
9 Sep, 2020 @ 5:42am
27 Sep, 2020 @ 2:33pm
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UN Security Council Resolution

In 1 collection by RetroA
RetroA's Buildings & Wonders
12 items
Description
OVERVIEW
Adds the Security Council as a new World Congress resolution and project with a new World Wonder, the United Nations Headquarters, as its top reward.

SPECIFICS
The Security Council is a new resolution that can be passed at the World Congress once one civilisation has researched Combined Arms, triggering the Security Council international project with the following rewards:

- Top reward (Security Council President): Receive the United Nations Headquarters wonder in the capital, which allows all units to enter rival territory without an Open Boarders Agreement but they can no longer heal in enemy territory. Also grants 2 additional Delegates and +2 Merchant GPP.

- Second reward (Permanent Member): 2 additional Delegates.

- Bottom reward (Peacekeeper): 4 free Paratroopers.

DESIGN NOTES
Always felt the World Congress could do with another international project and the UN Security Council felt like an ideal choice for a military/diplomatic option and any excuse to bring back assets that were removed in the expansions. The design of the UN HQ needed some balance because units that can enter territory without open borders aren't ejected if war is declared. This means you could waltz your army into another nation, surround their capital and declare war, which is hard to repel so by not being able to heal, it's harder to maintain sustained campaigns in enemy lands. Instead it gives you the focus of helping to defend other nations' territories and liberating city states as units don't receive trespassing penalties either.

OTHER NOTES / UNINTENSIONAL ISSUES
- If you lose your capital after completing this project, you will lose the 2 delegates granted by the 2nd reward and the conqueror gains them instead as it is effectively a building.
- Technically units receive -10HP when healing in enemy lands to counteract the +10HP they would normally get so they can heal a little bit with units that have the medic promotion or similar mods that increase healing in some way.
11 Comments
RetroA  [author] 15 Nov, 2022 @ 9:55am 
@Mr.Blondie
Does it show up without any mods? If so, it'll be a mod conflict I wouldn't know how to resolve.
Dubb Xpert 13 Nov, 2022 @ 1:17pm 
Mine doesnt show up in "Noel's Earth" mod. Simulation of WWII. Any ideas?
nothing 11 Oct, 2020 @ 6:10pm 
It's a great reinterpretation of reality.
MF 3 Oct, 2020 @ 6:16am 
Great, thank you!
RetroA  [author] 27 Sep, 2020 @ 2:35pm 
@MF
Easy win then! Had a look into this and spotted the issue, all a learning curve. Mod updated and tested to confirm the AI will now contribute to this project. Thanks for reporting.
MF 27 Sep, 2020 @ 12:11pm 
And that in a game with 10 other civs
MF 27 Sep, 2020 @ 12:10pm 
The KI doesnt work on the project. I'm the only one who invested workforce, so no 2th and 3th place...
CaseyAnthony 19 Sep, 2020 @ 7:18pm 
lol just dont cheese it then
Bastian Freeman 19 Sep, 2020 @ 6:03pm 
This is... a bit op, but ok
Iska and Ismet 9 Sep, 2020 @ 8:21am 
Excellent mod, I see no reason not to add this to my permanent list.