Sid Meier's Civilization V

Sid Meier's Civilization V

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Super Civs - Wolverine
   
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File Size
Posted
Updated
4.380 MB
8 May, 2016 @ 2:23am
11 Oct, 2016 @ 3:01pm
3 Change Notes ( view )

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Super Civs - Wolverine

In 1 collection by luei333
Super Civs
48 items
Description
This mod adds the X-Men Empire as a civilization, lead by Wolverine. Requires BNW and G&K.

UA: The Best There Is
Units fight as though they were at full strength even when damaged. Gain one copy of a unique Strategic Resource, Adamantium, for every five Social Policies earned.
UU: Weapon X
X-Men Empire unique unit. Available from the start, and has an upgrade every Era. Uses 1 Adamantium. Starts with the March, Blitz, and Mobility Promotions, and gains access to a number of unique Promotions.
UB: Jean Grey School
X-Men Empire unique replacement for the Opera House. Gains no flat Culture, but gains +2 Culture per Civilization that the X-Men Empire has a Declaration of Friendship with, and grants +1 GPP towards Great Artists, Musicians, and Writers in the cities that contain their respective Guilds for every 4 Jean Grey Schools in the Empire. The City must have an Amphitheater. 1 Maintenance.

Unique Promotions: (available only to the Weapon X)
Fastball Special: (3 ranks) +10% Combat Strength. +23% extra Combat Strength when next to a friendly Civilization's military unit.
Animal Senses: (3 ranks) I: Double movement rate through Hills and Marsh. II: Double movement rate through Forest and Jungle. III: Ignore terrain movement penalties.
Covert Ops: (2 ranks) I: +30% Combat Strength vs Cities. II: When next to an enemy city, other units within 2 tiles get a 50% bonus when attacking the city. Requires Fastball Special I or Animal Senses I.
Healing Factor: (2 ranks) Heal 5 additional HP per turn. Requires Fastball Special II or Animal Senses II.
Ferocity: Heal 25 HP upon killing a unit. Requires Fastball Special III or Animal Senses III.

Version History:
v2 - Probably a couple small changes/fixes. Added a standalone Religions mod, and updated some existing civs' religious preferences.
v1 - The very first release! Yay!

This mod is just one of many mods based on superheroes and villains from both the Marvel and DC universes. Check out the packs this mod is included in:
Super Civs - Complete Pack
Super Civs - Marvel Pack
Super Civs - Marvel Heroes Pack

Compatability
Support provided for: Civ 4 Traits; JFD's User Settings, Civilopedia, CiD, Cultural Diversity, ExCE, Mercenaries, and RtP; R.E.D.; Map Labels
All of my mods should be perfectly compatible with other mods. Let me know if there are any conflicts.

Credits
Whoward69 for the PlotIterators Lua code.
JFD and the More Civilizations team for various Lua code.
Adrian Castillo and Jason Metcalf for the Leader icon image - http://swave18.deviantart.com/ and http://jman-3h.deviantart.com/, respectively.
Drake Tsui for the Unit icon image - http://quirkilicious.deviantart.com/.
All other images are taken from official Marvel materials, such as comics, video games, movies, or promotional materials. I do not own any of the art in this mod or any others.

Huge thanks to:
Marvel Comics Database
Civilization Fanatics (and countless members who provided tutorial materials and informational materials)
Civilization Wiki
And thanks to you for playing my mod!
11 Comments
snowdawn 31 Oct, 2016 @ 8:38pm 
@luei333 yay that is really good to hear. I'm hoping that Civ 6 is going to be more modable and more tools available. Would be really interesting to see your mods and other Civ 5 mods come over to Civ 6.
luei333  [author] 31 Oct, 2016 @ 8:09pm 
@snowdan, oh, I'd love to. We'll see when it comes out, and what the tools are like.
snowdawn 31 Oct, 2016 @ 7:39pm 
Really nice Civ. It would be nice when Civ 6 has Workshop ready would you re-create your Super hero/villains Civs for Civ 6?
luei333  [author] 7 Jun, 2016 @ 4:53pm 
@Ralfil, yup, forgot to set a property for a file, so that didn't load in this particular pack. Fixed now though. Thanks for catching the bug!
Ralfil 6 Jun, 2016 @ 6:26pm 
While using the Marvel Super Civs pack, I encountered Wolverine, but he didn't have a picture for his diplomacy screen. It was just a blank gray background. No functionality was missing that I could tell, just this thing.
luei333  [author] 24 May, 2016 @ 5:20pm 
Continued from previous post.

Failing that, try disabling literally every mod other than mine. Start a new game in an end game era as above, and if you can build them then it is a conflict or something not to do with my mod. If you can't, then try verifying the game cache on steam. If that still doesn't work then..... no idea. It works completely fine for me, and no one else has reported a problem like yours.
luei333  [author] 24 May, 2016 @ 5:20pm 
@thenasmax, wow that is still a lot of mods. I've tested things on my end, and it all works just fine. With that many mods still active, I'm not convinced it's not a conflict between one of those mods, or maybe more than one. I don't have, or even know about pretty much any of those, so it would take me probably hours to test and just find where the problem is coming from, but since you already have the mods, maybe try a couple things real quick:

Have you been starting new games, or just working off of one save file? Maybe your problem isn't actually a bug, but just some requirement you forgot about or something; I know that in the base game the Archaeologist doesn't appear in the production window until you have a University in the city, so maybe one of your mods adds a required building (Saga of Man, maybe)? Try starting a new game in the Atomic or Information eras, get some oil, and see if you can build your planes.

...continued in next post.
thenasmax 23 May, 2016 @ 8:01am 
Now I do see the unites in the tech tree but not in any of my cities production menu, yet captain america already has a fleet. I literally cannot see them.
thenasmax 23 May, 2016 @ 8:00am 
Ok, I have radar researched, i have 40 oil, and no other mod I have active should be interfering with this one (ancient ruins expanded, barbarians - unlimited, city limits, civ5 gold rush, civilain movements, free builds when reserached, half price workers, like moese, more cities, ocean cities, saga of man, strange relgions, super civs, terrain - poor titles tweak, water tils enchanced, wonder race, working workboats, xp from forts).
luei333  [author] 21 May, 2016 @ 9:42pm 
@thenasmax, I just tested it and everything works fine for me. Have you made sure you've researched the right techs, and have enough oil? maybe htere's another mod you're using that is causing the problem? If none of that is the case, maybe elaborate on your problem, like do you see the units in the tech tree, and also in the city production menu when you have those techs researched? If they are in the production window but you can't build them, when you hover over them, do they have any red text in their tooltip saying what the problem is?