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

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SuperPower Complete Edition
V5.0 Update
----Attention: NOT compatible with older version’s saved files!----Important: Please check the Civilpedia before playing! This is a total-conversion Mod with many deep-tweaks! There are too many false “bug report” due to not understanding those new settings!!
----Compatibility:Now supports the latest official patch of Civ5 (1.0.3.279) and Korea DLC.Now the Mod is a 4-in-1 Edition (Balance+Units+Buildings+Misc) No longer to load 4 separated mod parts every time!
----Bug FixedPlease upgrade DLL - Various Mod Components by whoward69 to v60 or higher versions. The trade route “overflow” bug has been fixed after v60.A thoroughgoing check in almost every single code in this mod has been done. Many issues are fixed. It should be helpful for reducing the chance for CTDs, Corrupted Saved Data and Technology Tree error!Fixed a Bug of a false “Free Policy” display at the beginning of the game if playing certain civilizations.Fixed a Bug with policy discount setting, so buildings or policies which have “policy discount” effects now work fine.Fixed a Bug may crash the game when the last city of an AI player is captured with "complete kills" checked A new game set-up UI is built which makes this mod no longer blocking the Upgrade 1 DLC. This may solve some texts display issues and improve the stability.(Thanks CaptainCWB for the codes)Fixed many other balancing issues.----New Features & Balance TweaksElite Units and Prototype Units:Elite and Prototype Units: They are the best units of their era for their strength and special abilities and they can tip the balance of a war if used wisely. Some of them are elite forces in the real history while some of them are designed with human's best imagination. There are 20 Elite and Prototype Units in this mod, for example: The 300 Spartans (Elite Infantry), Yamato (Super Battleship), Panzer VIII Maus (Super-heavy Tank), Hydra (Underwater Carrier) and so on.These units must be built through certain Projects and those Projects are unique in the world just like World Wonders. Only the first civilization finishing the Project has the right to build the unit.For details, please check the Civilpedia!Move your Capital:You are now allowed to move your Capital to other cities you own at a high cost.Automated Cities:Feeling tired of controlling too many cities? Now your cities can choose their production queue automatically. However you can still intervene anytime.One-click Orders for all UnitsFeeling tired of ordering too many units? Now you can give those orders by one-click: all idle units will enter “sleep”, “fortified”, “intercepting” only by clicking one button. Also, you are allowed to upgrade all your units available for upgrade at once only by clicking one button.. Specialists “Upgrade” System:Specialists can be “upgraded”. You are allowed to build certain foundations and guilds to increase their output at a cost of more gold investment. For example, “Science Foundation Lv1” will make each scientist produce +2 Science, but you must pay 2 Gold for each scientist for research funds.Policies:6 new policies, also, many tweaks to the Policy Tree. Please check the details in the game. Now over-powered policies are separated and you don’t need to worry to unlock all policies too early.Many tweaks to the Ideologies for balance, Ideologies are designed for late-game use. You no longer have to rush for Ideologies.The second level tenets for every Ideology are reduced to four. You don’t need to make the sacrifice for choosing 4 from 6.Technologies:3 new technologies: Advanced Engineering, Materials Science, and Integrated Circuit. For details, please check the Civilpedia!The number of International Trade Route slots earned by Technologies is reduced. You must gain additional International Trade Route slots from certain policies or buildings. New Units:3 new units: WWII Paratrooper, EMP Bomb, Cog. Also some balance tweaks to the units are made. Please check the details in the game.You can now purchase guided missiles directly on Missile Cruisers and Nuclear Submarines if they are inside friendly borders. (No discount!)For details, please check the Civilpedia!Historical BuildingsMany of the early buildings, like granary, watermill, walls and castle will become obsolete in the late game, but they will become historical sites and can provide additional Tourism after discovering certain technologies. Only the civilization with a carefully protected history can be more attractive to the tourists to achieve the Cultural Victory.Military Production BuildingsAdvanced military Units must be built in cities with military production buildings (Barracks, Armory, Arsenal, Military Base). Cities without military production buildings can only produce civilian units and recon units.New Buildings & Wonders:2 new buildings and 4 new world and national wondersSome tweaks of buildings’ effects for balance are made.For details, please check the Civilpedia!Special Terrain Improvements:After researching “Military Science”, you are allowed to build the Pontoon Bridge to make land units cross the water tilesAfter researching “Advanced Engineering”, you are allowed to use workboat to clear the ice plot to let your naval unit cross. Also, workers are allowed to cross the mountain and build railroads on mountain plots. Once the railroad is built on a mountain plot, the mountain will become “hill” and let other land units cross.New resources:Two new resources: Lapis lazuli and Coral from the mod More Luxuries by BarathorCity State BonusCity States can produce their own strategic resources: 4 Horses, 4 Iron, 4 Coal, 4 Oil and 4 Aluminum to let them build buildings and units requiring such resources. Your City State allies will also provide those strategic resources for you once you have researched the certain Technologies.
----Others:Difficulty Levels are re-designed. 8 difficulty level from “Microstate” to “SuperPowers”. Both new players and experienced players can find their fun.Game speed options are re-designed. All units receive +1 MP in “quick” mode. Research speed are slowed down greatly but building speed won’t be too slow in “epic” and “marathon” mode.Since the 276 patch has fixed the “science overflow“ bug, the great scientist’s ability is brought back to vanilla game’s effect. Some tweaks for AI to make them smarter, for example, AI will annex a city if its population reaches more than 10 for its better benefit. Other minor tweaks - please check the Civilpedia!

4.1 Update Note(7/26/2014)

4.1 Update Note(7/26/2014)

Feature

Fixed many crash-related Bugs Now working fine with IGE (Ingame Editor) Fixed a bug that AI settlers won’t found cities if starting in non-Ancient eras...

Special Thanks

Special Thanks

Feature

Special Thanks List Give Credits to those people whose works cited in this Mod.

Super Power Modpack Features

Super Power Modpack Features

Feature

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

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Super Power Modpack v5.1 Update

Super Power Modpack v5.1 Update

Patch 4 comments

V5.1 Update Some Bug Fixes and Minor Balance Tweaks Compatible with older version’s saved files!

SuperPower Complete Edition (v 5.0)

SuperPower Complete Edition (v 5.0)

Full Version 2 comments

The Complete Version of SuperPower Modpack (Balance+Units+Buildings+Misc) for CIV5 BNW 1.0.3.279

4.2 Update

4.2 Update

Patch 1 comment

Fixed many CTD and research-overflow related Bugs left in the 4.1 version. Since it is fully functional, you don't need the 4.0 or 4.1 Modpack before...

4.1 Update

4.1 Update

Patch

Fixed many crash-related Bugs. Since it is fully functional, you don't need the 4.0 Modpack before installation.

Super Power Modpack

Super Power Modpack

Full Version 3 comments

The full version of Super Power Modpack with all its four parts. Please READ the MANUAL included in the .rar first before playing!

Comments  (0 - 10 of 32)
Karlos_Kostaneda
Karlos_Kostaneda

Please help.
The mod does not start.
Transferred files from the mod to the "Mods" folder in "my documents".
Downloaded and carried in the same folder DLL - Various Mod Components (v 89)
I downloaded the game and in the section “modifications” I ticked off the DLL - Various Mod Components (v 89) and SuperPower Complete Edition (v 5)
I have a version of the game
1.0.3.379, BNV is worth it. Please tell me what is wrong?

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zzanggu091
zzanggu091

******* hard

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clovesj2012
clovesj2012

there are a couple mods that tell me missing rquired depensencies. what am i missing

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NIKI87
NIKI87

Can you give us a list of compatible mods please? I tried using other mods with this but it always crashes.

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LucianoStarKiller
LucianoStarKiller

This is a great mod

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reeses
reeses

how do i install this plz ?

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OptikalWinter
OptikalWinter

For some reason I cannot produce anything, clicking the production button does not bring up the production screen nor can I manually select the cities production screen. Any fix for this would be appreciated.

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Guest
Guest

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i like the nice job you have done so far. if i could rate this as a mod of the year its like a 70/100. its a good rating for this mod but for the best mods require the most hardest work to be seen. just as m&b clash of kings had been devoted into work.

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Guest
Guest

I have still the problem of techtree with the v5.0. I can not scroll it and it seems to be broken during industrial era. Does anyone have a solution for this?
I play with nearly all official DLCs and no other mod excepted Various Mod component v66 which is needed

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