Super Power Mod: A Total Conversion Mod for a better late-game experience and modern warfare

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A Total Conversion Mod for a better late-game experience and modern warfare

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Game Concepts:

Check the Civilopedia\Game Concepts for new concepts of this
MOD for more details and strategies! They are titled as “SP MOD:************”

1, Entering the super new world!

(1)Balanced and more realistic civilizations:

Every civilization starts with a free technology according
to its unique characteristics.

Agricultural civilizations (China, India, etc.) start with
Agriculture.

Nomadic civilizations (Mongol, Hun, etc.) start with Hunting.

Naval civilizations (England, Japan, etc.) start with Fishery.

Every civilization has a better combination of their unique
elements and closer to the real world.


(2) Fully new Technology tree:

Totally rebuilt Tech Tree with 16 new Techs.

The relationship between every Tech is more realistic and reasonable.
You must discover oil before you can build airplanes.

To enter a new era, you must discover most Techs of your
current era. No rushing into new eras by focusing on only one branch!

Early Technologies are cheaper, late Technologies are more
expensive serving for a better late-game experience.


(3) Fully new Social Policy tree:

All Policies are redesigned to have a deeper and long-term
influence on your civilization.

Tradition and Liberty serve as “Early Ideology”. They are
exclusive but have significant and long-term effects on your nation. Choose
your path wisely!

Ideology tenets are designed for late-game performance and
they are not so over-powered during mid-game. You need 6 factories to unlock
it. No need for rushing for ideologies!


(4) Fully new resource system:

Balanced resource:

Every resource has a certain building/improvement/belief to
increase its output.

Luxury resources are different: Some “exotic” resources (Gems, Jade, etc.) offer you more happiness. Some “common” resources
(Salt, Tea, Coffee, Citrus, etc. ) offer you less happiness but more
Food/Production bonus which will proves to be even more helpful in the early
development.

All strategic resources are useful into the end of the game,
many late units and buildings need strategic resources, even Iron or Horses.

7 new resources, all come up with related buildings and
beliefs:

(Thanks Barathor’s More Luxuries MOD for new resources
graphics and AssignStartingPlots.lua)

You will get 1 extra happiness for every two different
Luxury resources! This is effective for all difficulty levels.


(5) Balanced religion:

The max number of religion is increased by 1 for larger map scales.

8 New effective beliefs for you to choose.

Many “unpopular” beliefs are improved.

Religious units and buildings are cheaper and more
effective.


2, Construct a super city!

(1) Large and prosperous cities:

The distance between cities increased from 3 to 4. Save your
time and energy in late games and improve the system performance.

The working distance for citizens increased from 3 to 5, make
every plot in your territory useful!

The cost (Both gold and culture) for a city to acquire new
plots are halved.

The food growth are much faster with certain Techs, buildings
and policies, you can build up a populous city in less time!

One settler unit equals to one citizen. Building settlers
will reduce the population in your current cities. However, settlers are
allowed to join your existing cities to become a new citizen.


(2)City corruption:

Every city you built or annexed has a City Hall building to
allow you to control the city but it will cause corruption.

Your city's efficiency fades with the distance from your capital
due to corruption. Corruption will cause
the output of Production, Gold, Science lost in those cities by a certain
percent (up to -60%).

Build route to connect your cities to your capital, choosing
the suitable policy or building anti-corruption buildings can help you to
reduce the corruption.

You are allowed to “sell” the City Hall building to make
your city a puppet. Sometimes a puppet can produce more than a normal distant
city.

The Tech and Policy cost increased by new cities are lowered
to compensate.


(3)New beakers and culture rules:

No longer one beaker per citizen. You must keep your citizen
educated by educational buildings and keep cultivating scientists specialists
to speed up the researching speed.

Scientists are the main source for beakers but they need
gold cost for research funds.

Every cultural building can offer certain writer, artist, or
musician slots and the three guilds are removed.

Cultural specialists (writers, artists and musicians) are
the main source for culture and they are the only way to generate artistic GPP.

You will be challenged by how to keep a balance between
cultural, scientific and economic growth, especially in the late-game.

You can transfer production into science or gold at the
beginning of the game.

Research Agreement is unlocked by Philosophy.


(4)Balanced buildings
and wonders:

Many “unpopular” buildings and wonders are improved to be
more useful. No weak buildings and wonders!

Happiness buildings are more effective and cost less but
require certain resources.

Military buildings are much more effective but require
resources.

Many wonders used to be “useless” in the late game now can
be effective through the whole game. For
example, the Great Wall will grant you extra tourism output after it is obsolete.
All religious wonders will also grant you extra tourism output after the
industrial era.

Advanced building maintenance cost: Many buildings have a
low base maintenance cost but will charge you with extra cost according to the
population in the city. You won’t be impoverished in the early-game but you
will fight with economy crisis in the late-game.


(5) 19 new buildings:

These new buildings are designed to be practical and useful.

New cultural buildings tree: more realistic and useful.

Some buildings can offer you additional certain strategic
resources.


(6) 14 new national wonders
and 12 new world wonders:

Almost every kind of building has its related national
wonder, which greatly improves the output of the local city.

Three Ideologies have their unique national wonder, which is
incredibly powerful but extremely expensive. Make the final battle breath-taking!

Tweaked AI’s flavor for wonders: AI will have less interest for the wonders
which are useful for humans but useless for AI, such as the Colossus, Machu Picchu,
Forbidden City, Big Ben. You can now build them safely!

However, AI is very aggressive to build the wonders which
are useful to them, like all cultural wonders and military wonders. Be ready
for a wonder race!



3, Build a super military force!

(1) Fully new combat system - based on 2-unit-per-plot:

Less traffic Jam, larger battle scene and better AI
performance

No worries for breaking the balance! Many tweaks to the unit
statistics and many new combat effects ensure you a balanced and interesting
combat system!

Strategy weights more than number, the combination of the
two units in ne plot is extremely important.

New attack effects: Area of effects damage, collateral damage,
charge damage, ranged units counter-attack, sunder and slow down. You must
learn to cooperate your units and keep a flexible formation.

Realistic modern warfare based on air-superiority. Strategic
bombers can destroy buildings and kill population in the city, attack aircrafts
can easily wipe out land and naval units. If you lose the sky, you lose the
war.


(2) Deeply tweaked unit system:

33 new units fill the “holes” in units upgrading trees.

Every unit class has its own promotion tree according to its
profession. No overpowered or all-purpose promotions.

A rock-paper-scissors relationship for all units: there is
no all-purpose units, they must work together to win the battle. Ranged units
no longer rules the game.

Every unique unit has its own unmatched and inheritable abilities
and they are obsoleted later than normal units.

All units can no longer heal outside friendly territory. You
must always have some logistical units (counter units, admirals and carriers)
in your army.


(3) War casualties:

Be careful, warmongers. War is dangerous.

War will cause population loss, which leads to a huge impact
on your economy, especially a long and brutal war.

Every two units KIAs will cause one city in your empire to
lose one citizen. The city is chosen randomly.

Avoid involved in unnecessary war. Even a superpower nation
will fall by its warmongering.


(4) Nuclear Winter:

Nukes are bad. If there are too many nuclear detonations in
the game, the nuclear winter will fall.

Nuclear winter will gradually drop the food and production output
to 0, of all tiles in the whole map.

If the nuclear winter gets to its worst condition, it will
be the end of all civilizations in the game.


4, Become a superpower!

(1) Realistic victory requirements:

The title says it all. Only the superpower country with a
solid Comprehensive National Power can win the game.

Tired by winning the game by launching the spaceship or simply
buying out all city-states?

Spaceship parts require a huge amount of resources and can
never be built so easily. Only the real superpower countries are able to launch
the spaceship.

Dollar diplomacy is less effective for buying out
city-states. What’s more, you need much more delegates to win a World Leader
vote.

However, cultural victory is more doable than the vanilla BNW
game and it is no longer a no longer a subsidiary victory for science or domination
Victory.


(2) Adaptive difficulty level:

AI’s bonus in high difficulty levels are depended on your
performance in the game.

AI NEVER gets free Techs in all difficulty levels. However,
AI will get more and more food growth, science, culture, production and spy
bonus, or even free Techs and policies discount every time YOU enter a new era.

As a result, AI won’t be so overpowered in the early-game
but will become much more powerful and quickly catch up with you in the
late-game. In Deity,

Deity is changed and 4 new difficulty levels are added for
those who are the best Civ5 players in the world:

Lv8 Deity: AI starts with only one settler, no free combat
units, no free Techs, but receive bonus when YOU enter a new era.

Lv9 Beyond God: AI starts with two settlers, free combat
units, no free Techs, but receive more bonuses when YOU enter a new era.

Lv10 Deicide: AI starts with three settlers, many free
combat units, no free Techs, receive lots of bonuses when YOU enter a new era.

Lv11 Super Warmonger: AI’s bonuses are the same with Lv10,
but starts with four settlers and AI’s willing for war is increased by 1000%.

Lv12 Super Pacifists: AI’s bonuses are the same with Lv10,
but starts with four settlers and AI has little willing for war. However, AI
has great bonus in building wonders!


(3) Tweaked game speed:

Early technologies costs are reduced to shorten the length
of early-game to spare you more time and energy for the late-game performance
and modern warfare. However, if you
prefer early-game experience, you may choose Epic Speed and Marathon Speed.

Epic Speed and Marathon Speed mainly increase the technologies
costs other than unit costs and building costs. You don’t need to wait 40 turns
to build a granary in Marathon Speed.

Worker units are much cheaper, require no maintenance fee
and their efficiency is improved. In all speed options, it only takes one turn
to build the route or chop down the forest.

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