Sid Meier's Civilization V

Sid Meier's Civilization V

179 ratings
National Wonder Collection
   
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744.677 KB
19 Aug, 2014 @ 9:44pm
28 Feb, 2015 @ 6:10pm
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National Wonder Collection

In 1 collection by framedarchitecture
Accurate Maps
26 items
Description
Adds six new National Wonders to the later Eras.

v.3 not compatible with v.2 saved games.

Compatibility
* Vanilla; Gods and Kings; Brave New World; all DLC
* Most mods, except those that fundamentally alter the Tech Tree.

National Wonders
Central Bank: For every Mutual Open Borders agreement, earn 2% (up to 8%) interest on current Gold Income. Must be built in the Capital. Requires a Bank in every city. (Available at Scientific Theory)
Central Terminal: Factories: +1 Gold and Production. Owned tiles with a Road are instantly upgraded to a Railroad. Requires a Factory in this and one other city. (Available at Railroad)
Hydroelectric Power Company: All cities on this continent receive Electric Power. Electric Power increases Science, Gold and Production in its city. Must be built in a city on a river. (Available at Electronics)
National Military Academy: Great Generals spawn 20% faster. Free Arsenal in this city. +15 XP and +15% Production for all Land Units. Requires an Armory in every city. (Available at Gunpowder)
National Naval Academy: A free Great Admiral appears in the city upon completion. +15 XP and +15% Production for all Sea Units. Grants the Seamanship Promotion to each naval unit produced in this city. Requires a Seaport in the city. (Available at Navigation)
National Air Force Academy: +25% Production for all Air Units. Grants the Evasion Promotion to each air unit produced in this city. Requires a Military Academy in the city. (Available at Flight)

I have borrowed Bevel Lemelisk's idea for the Naval Academy, the original of which is available as a stand-alone mod here.

How to Remove National Wonders
Any of the additions you don't like can be easily removed.

1. Navigate to: C:\Users\UserName\Documents\My Games\Sid Meier's Civilization 5\MODS
2. In MODS navigate to: National Wonder Collection (v 2)
3. Delete the folder with the name of the Building you want to remove.
4. Restore deleted files by re-subscribing.
32 Comments
WolfCrossing 27 Feb, 2021 @ 7:51pm 
This mod is great and it's almost impossible to remember playing without it. The central terminal saves you so much time in railroad construction. But what is hilarious is the naval academy. I feel it's -too- ridiculous. Ships gain a -ridiculous- amount of movement over ocean tiles. Combined with exploration/great lighthouse/england/treasure fleet mod it can make your ships be able to cross a huge map in just a few turns.
Still, I love it.
kih30564 27 Feb, 2021 @ 9:35am 
After the completion of the construction of the central terminal, it will be built in a city built by a unit called the "Central Terminal" and roads within the national territory will not be changed to railways.
marynowana.lasica 30 Jun, 2019 @ 5:45am 
no downloading via steam, is there direct link?
BrJason 20 Dec, 2016 @ 10:26am 
Coming from a guy who plays a huge world and is what former games would describe as "an expansionist" the Central terminal brings a tear to my eye! But all of the National Wonders are great here - thanks!
Sir Patrick de Graham 26 Jun, 2015 @ 2:22pm 
Seems cool, and I like how it makes everything happen a lot faster, as it would in real life. One question, however: do these same things apply to AI civs? I don't want it to be OP for me, and give me too much of an advantage.
framedarchitecture  [author] 21 Dec, 2014 @ 2:21pm 
@Sherwood374 I think the Power company provides 2 Gold/Science/Production in its city.

As to "taking criticism", feel free to offer suggestions or even a kind of pathetic, psuedo-insightful comment as StigmaticFlame25 did. And I will repeat what I have been saying to users for years now:

If you don't like a mod, change it! It's really the only way to get the mod you want...
TheA1abamaGamer 1 Dec, 2014 @ 8:22pm 
Hey man, every one needs a kick in the ass now and then, ha even me
framedarchitecture  [author] 1 Dec, 2014 @ 4:08pm 
@StigmaticFlame25 You certainly read a lot into my responses! Thanks for the concrete suggestions -- much more useful than most I get.
TheA1abamaGamer 1 Dec, 2014 @ 3:36pm 
Dude, just take criticism. If someone gives you advice,take it in to consideration. Because there are a lot of mod makers out there yet people come to you because of your ideals. And this is my advice, maybe put Central Bank with Banking? Put the Hydroelectrics Power Company with Elctricity(because you unlock dams in the tech), Military Academy in Military Science or Combined Arms, and keep the Naval Academy in Navigation. Now you can be a man about this and take criticism or whine saying "oh poor pitiful me" because youre not muture enough to handle this.
framedarchitecture  [author] 3 Nov, 2014 @ 9:55am 
@Balancetraveller Seems I just cannot win here... further down the comments I'm called "inspired" for placing Central Bank on Sci Theory but an idiot for putting the Electric Company on Electronics. Now Central Bank on Sci Theory is a "sad design choice" ... I'll just repeat what I have said repeatedly in the past three years of providing free mods for the community: If you don't like a mod, change it! It's really the only way to get the mod you want...