Sid Meier's Civilization V

Sid Meier's Civilization V

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Even More National Wonders
   
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5 Jun, 2022 @ 4:31pm
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Even More National Wonders

In 3 collections by RetroA
RetroA's Units
10 items
RetroA's Buildings & Wonders
12 items
RetroA's Tweaks
14 items
Description
OVERVIEW
Adds four new National Wonders: the National Treasury, Domesday Book, Grand Lodge and Navy College. These National Wonders differ from standard ones as they only require a certain number of buildings in the empire rather than in every city. Also adds a new associated unit, the Grand Master, and improvement, the Lodge as well as introduce Scurvy into the game that can cause attrition damage to all naval units outside friendly territory.

SPECIFICS
This mod adds the following National Wonders:

- NATIONAL TREASURY
- Tech: Currency
- +1 Gold from all Merchant specialists
- Provides a source of Jewelry
- Should this city be captured, the amount of Gold plundered by the enemy is doubled
- Requires 3 Mints in the empire

- DOMESDAY BOOK
- Tech: Civil Service
- +4 Gold from every Courthouse
- Prebuilt Great Writing Slot (The Domesday Book)
- Requires 3 Courthouses in the empire

- GRAND LODGE
- Tech: Printing Press
- +1 Culture
- Allows Grand Masters to be built in the city
- Requires 3 Stone Works in the empire

- NAVAL COLLEGE
- Tech: Biology
- +1 Culture
- Removes Scurvy from all newly built naval units
- +15XP to newly built naval units in the city
- +4 Science if the Navigation Schools social policy has been adopted
- City must be on Coast
- Requires 3 Harbors in the empire

This mod also adds the following other components:

- SCURVY (Promotion)
- Added to all naval units, adds a 10% chance the unit will take 5HP damage every turn outside friendly territory (technically applied upon discovering Sailing).

- GRAND MASTER (Unit)
- Tech: Printing Press
- Movement: 2
- Can be expended to build Lodge improvements
- Cannot be purchased
- Can only be built in the city with the Grand Lodge

- LODGE (Improvement)
- +1 Gold, Culture, Production and Science
- Can be built on Forests and Jungles
- Can be built in City-State lands (to help their development)
- Cannot be built adjacent to another one

DESIGN NOTES
I wanted to implement Scurvy and an associated national wonder as part of another mod to increase the importance of port cities and overseas alliances but then had ideas (and unused art assets) to add other national wonders for buildings you can't normally have in all cities. For more National Wonders, see my previous pack: https://steamproxy.net/sharedfiles/filedetails/?id=970741868.

UNINTENTIONAL ISSUES
- The Naval College was also meant to remove Scurvy from units that begin their turn in the same city like in the Conquest of the New World scenario but couldn't get this feature to work so it only applies to new units.
- Starting a game from the Industrial era or higher makes you start with Grand Masters rather than workers so less helpful but kind of useful at the same time? Can't figure out how to change this right now.
3 Comments
KiwiSteve 12 Jun, 2022 @ 5:42pm 
I like it.
The scurvy doesn't worry me. It would take 20 turns of scurvy to lose a ship. As it only has a 10% chance of happening this means, on average, it would take 200 turns. It adds that little bit of reality where you think about getting that ship back into friendly waters.
brometheus 9 Jun, 2022 @ 10:02pm 
love the amount of new stuff you added, cheers mate! :wololo:

gotta +1 the previous comment too though, I would REALLY love to try this mod without the Scurvy mechanic...taking 5HP damage every turn outside friendly territory from Sailing until Biology is a bit too much for my liking.

PS. As a workaround, and an FYI to anyone interested, you can safely remove the 5 HP damage by manually editing the Promotions.xml within this mod, line 13 and 14, from value "5" to "0". Screenshot: https://i.imgur.com/0qyECIx.png
kensw 9 Jun, 2022 @ 3:10pm 
Any chance to add an option to disable the Scurvy altogether ?
Personally dislike things like plagues - disasters - scurvy in my games