Revolutions (v.9) 2016-10-05
The Revolutions mod add a stability value to each city, based on global happiness and your relation with each culture groups in that city.
The Cultural Diffusion mod is required to calculate stability, and the Custom Advanced Setup Screen is required to reserve CS for revolutions. All mods are also available in the Revolution Modpack collection on Steam workshop.
«Culture» in this mod is not the same «Culture» that allows the player to unlock social policies. The «culture» from the mod is spreading from cities (based on the city output from buildings/wonders) and «mark» the surrounding land, raising in value each turn if close enough from the city or other plots with higher culture value.
Neighbors civs have their culture mixed on some plots, and during wars the conquered land is still marked by the culture of the previous civ (even if values can be lowered/converted to new culture when a city is conquered)
Cities that are away from the Capital will create separatists. The allowed distance from capital raise with each new era and when the city is connected to the capital by road or harbor (but roads are better). Separatists create unrest faster than normal citizen.
Unrest raise faster in conquered cities until a Courthouse is build, and raise slower in puppet cities.
Revolt (city enter resistance), Rebellion (rebels unit spawning nearby) and Revolution (city flipping to rebel faction) can occurs if a city unrest is too high.
Cities in Revolution can decide to join another Civilization after a few turns, or create a new City State (check the option in the setup screen)
v.9 (July, 09 2013)
— Bugfix: A city with a courthouse was still considered «occupied»
— Optimization: use MapModData to share Culture Map with Cultural Diffusion (the mod now require v.17 of Cultural Diffusion)
— Feature: Add a new option «Raging Rebels» to allow more Revolutions.
— Balance: tweak the value and mechanism used for choosing a Civilization to join after a Revolution.
— Balance: Rebels start with a large negative amount of influence from every civs.
v.8 (May, 29 2013)
— Feature: Rebel City-States get appropriate names (English language only)
— Feature: Rebel CS can join another civilization that have a cultural influence on the CS plot after 10 turns, or the closest Civilization after 20 turns.
— Option: If no civilization are influencing the rebel CS, then it can declare independence and create a new (neutral) City-State between turns 10 and 20.
— Feature: change rebel unit type by era.
v.7 (May, 23 2013)
— Small change to MapModData sharing with Cultural Diffusion
v.5 (Oct, 21 2012)
— Level happiness for all difficulties from warlord to deity
— AI use Prince difficulty level for hapiness
— Separatist are converted from all culture group in a city, not only the owner culture group (prevent conquered cities to produce more foreign culture than your when separatist are produced)
v.41 (Jun, 17 2012)
— Add policies effect (Liberty, Tradition)
v.4 (Jun, 17 2012)
— Upload to Steam Workshop
v.1-v.3 (Xxx xx, 2012)
— Alpha version
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Revolutions
This mod adds a stability value to each city, based on global happiness and your relation with each culture groups in that city.
The Cultural Diffusion mod is required to calculate stability, and the Custom Advanced Setup Screen is required to reserve CS for revolutions. All mods are also available in the Revolution Modpack collection (link above the description).
‘Culture’ in this mod is not the same ‘Culture’ that allows the player to unlock social policies. The ‘culture’ from the mod is spreading from cities (based on the city output from buildings/wonders) and ‘mark’ the surrounding land, raising in value each turn if close enough from the city or other plots with higher culture value.
Neighbors civs have their culture mixed on some plots, and during wars the conquered land is still marked by the culture of the previous civ (even if values can be lowered/converted to new culture when a city is conquered)
Cities that are away from the Capital will create separatists. The allowed distance from capital raise with each new era and when the city is connected to the capital by road or harbor (but roads are better). Separatists create unrest faster than normal citizen.
Unrest raise faster in conquered cities until a Courthouse is build, and raise slower in puppet cities.
Revolt (city enter resistance), Rebellion (rebels unit spawning nearby) and Revolution (city flipping to rebel faction) can occurs if a city unrest is too high.
Cities in Revolution can decide to join another Civilization after a few turns, or create a new City State (check the option in the setup screen)
1/ Click the «subscribe» button and go back in game, in the mod section, it will be downloaded automatically.
2/ Once downloaded, click the checkbox on the right of the mod line to enabled it, but you must have enabled the 2 other required mods first : Cultural Diffusion and Advanced Custom Setup Screen (see the Revolution Modpack collection for links).
3/ After you’ve enabled all the mods you want to play with, click «next»
Тема: Революция!
Опции темы
Отображение

Ни одна великая держава не избежала Революции. Проведите свой народ через горнило гражданской войны, чтобы он закалился и стал сильнее прежнего. Сражайтесь с сепаратистами и бандитами, укрощайте восстания националистов. Распространяйте влияние своей культуры в мире, получайте выгоду от поклонников вашей цивилизации в других странах. И осуществите мировую революцию!
Каждый гражданин принадлежит к той или иной культуре. Принадлежность определяется в результате борьбы разных культурных влияний, через накопление очков разных культур (похоже на то, как работают религии).
Получаем, что на каждый город будут оказывать «влияние» все эти фракции. Итого как только город построен, изначально в нём 100% лоялистов. Постепенно в нём будут нарастать другие «влияния» при выполнении определённых условий. Если город далеко, то сепаратисты, если рядом другая цивилизация, то чужаки. Допустим при наступлении какого-то порога, например, когда в городе 49% лоялисты и 51% сепаратистов, то город отделяется в отдельный ГГ. Но! Просто так порог прописывать наверное жёстко нельзя, потому что может возникнуть ситуация, когда в городе 25% лоялистов, 25% сепаратистов, 25% чужаков и 25% анархистов, и что тогда? порог не будет достигнут, хотя стабильности в городе по сути всего 25% осталось. С этим надо что-то делать.
3) Сепаратисты. Их популярность растёт, если город не имеет торгового сообщения со столицей + к этому добавляется коэффициент, если город находится на слишком большом расстоянии от другого ближайшего города своей цивилизации. Чем дальше, тем быстрее растёт популярность.
4) Анархисты. Их кол-во растёт, если уровень счастья слишком низкий. Надо иметь ввиду, что в игре уже есть механизм появления варваров в этом случае, поэтому я пока не знаю какую роль они смогли бы играть.
4) Революционеров предлагаю сделать в последнюю очередь, чтобы не запутаться в механизме мода. Привязка может быть к технологиям, и по всей видимости к технологическом отставанию от других цивилизаций. Как пример: декабристы, они выступили на площади, потому что увидели как заграницей живут лучше.
Военные юниты в пределах города должны помогать увеличивать популярность лоялистов, популярность остальных фракций должно снижаться. Большое счастье в державе должно помогать снижать популярность сепаратистов и чужаков.
Можно просто увеличивать степень их недовольства, если отношения с их родной страной плохие (война даёт самое большое недовольство). Соответственно при хороших отношениях с их родиной, и отношения с этой фракцией хорошие (в зависимости от дружбы, нейтралитета, неприязни или вражды). Это будет реалистично.
Civilization 5 revolutions мод
Calypso’s Colored Religion Icons (Civ V G&K or Civ V BNW)
(Basic): No new religions. Recolors existing religions. «Basic» denotes that this is the simplest version of the Calypso Colored Religion mods, and is required for my expansion mods.
Link Updated, please let me know if it goes down again.
NOTE: This mod could be used to INCREASE or DECREASE minimum city distance.
Does the situation from the picture happen to you every sing.
If you are going to ask a questions about the mod algorithm, name specific, localization, etc., read the full description before.
Special thanks to SaintDaveUK for many additions to naming system.
Shows actual values for AI opinion modifiers. Gives you a more accurate idea of just how much the AI hates your warmongering/religion spreading/wonder stealing ways.
For Brave New World.
Gods and Kings version here.
Mod changes the CvGameCore_Exp.
Custom Setup Screen: more options, allows hotseat with mods and saved settings.
Scenarios can’t be used with this, to activate hotseat on a scenario, it must be done by the mod creator in it’s own custom setup screen.
THIS IS THE NEW AND IMPROVED «DIPLO MARRIAGE MOD»
Some of the strongest alliances in history have been formed by the marriage between two great people. This mod allows all Civilizations to Annex City States through diplomatic marriage.
Slows down research: every technology will cost 160% more beakers, in all game speeds.
If you would rather have a more subtle change (30% increase instead of 160% increase), check this other mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=8.
COMPATIBLE WITH ALL VERSIONS AND MODS.
An in-game editor to alter the map and many other things on the fly.
— Edit or paint terrain, features, natural wonders, resources, improvements, rivers, fog, etc.
— Change cities’ religion followers, population.
Have you ever thought that Firaxis couldn’t have chosen a worse unique, both in terms of history and gameplay, than the Japanese Zero? We all have.
What this mod does:
-Removes the Zero
-Adds a Japanese UB to.
Militia units automatically rise up to defend against foreign invasions.
Mod Mechanics
* When an enemy unit first enters hostile territory, the defender raises at least one Militia near their capital.
* The number of Militia raise.
Increases the number of possible Religions for each map type.
Duel: 2 Religions (no change)
Tiny: 4 Religions (+1)
Small: 5 Religions (+1)
Standard: 7 Religions (+2)
Large: 8 Religions (+2)
Huge: 8 Religions (+1)
Allows you to move the Capital to any of your cities.
Features
* Move your capital as often as you like.
* Increases in cost with each owned city, like other National Wonders.
* Plunges Empire into a short period of anarch.
This mod will speed the game up, for peolpe who want to play a really quick civ 5 game.
-This mod adds one move to every unit in the game,
-This mod puts the Scout unit as 4 moves
sry for the bad pics.
This minimalist mod adds a simple button at the top right corner of the screen that allows you to skip the current music playing as many times as you like.
Replaces some of the annoying leader screen popups (where decisions don’t have any effect on the game) with notifications above the minimap. This results in much faster AI turns since you don’t have to click them to resume turn processing.
Slows down research: every technology will cost 30% more beakers, in any game speed.
If you would rather have a more drastic change, check those other mods:
Increased by +160%: http://steamcommunity.com/sharedfiles/filedetails/?id=106484540
Increased.
Includes my other mods:
Less Ice on Maps
Optimized World Sizes
This script adds an entirely new map script, Small Continents Deluxe. Small Continents has always been my favorite map to play on (with a bit of tweaking). The maps are varied and I thi.
Each culture is unique, and their influence on other cultures is also unique.
If you think Arabia, Japan and Zulu aren’t supposed to sell blue jeans and pop music, then this mod is for you.
With «Unique Cultural Influence» the effect of becoming «inf.
This is an old vesion that has been discontinued. Please get the new version from http://steamcommunity.com/sharedfiles/filedetails/?id=656292791
Thank you all for your support over the years.
This mod modifies the compensation for losing a Wonder Race. [BNW compatible only]
The hammers lost, instead of being converted into gold, remain as hammers and get «stored».
These stored hammers will be given immediately back if you are already buil.
Earth maps with True Starting Location and custom options featuring advanced setup screen, optional realistic resources placement and hotseat.
Compatibility: Civ5 vanilla, Gods+Kings, Brave New World and all DLC
Please rate this mod up!
Immigrants are attracted by happiness and productivity of your empire from foreign cities. Ideologies affect migration in different ways.
What’s new in v6:
* migrants carry religion
* part of conquered population escape as refugees
* emigration s.
This mod add new promotions choices when leveling your units and also change the promotion tree system to improve customization possibilities.
It roughly triple your promotion choices for every unit, adding many new promotions, and rearranging depen.
This mod replaces the starting ‘Warrior’ with a ‘Scout’ instead.
This mod adds the luxury ressource : ‘Copper’ to the Mint’s benefits and requirements.
This mod adds the new bonus resource introduced in Civ 5 lastest patch: ‘Bison’ to the list of resource already improved by the ‘Granary’.
This mod extend the ability to choose the bonus you receive from ‘Ancient ruins’ to Scouts from all civilizations.
Accordingly, The Shoshone Pathfinder receive New free promotions instead: Scouting I-II
This mod removes the maximum experience that you can get from barbarians.
Adds nine more luxuries to the game and an additional Mercantile city-state luxury. Overall, they function the same as the existing luxuries and utilize the same placement and balancing methods.
Also, this mod fixes a few.
This mod allow any civilization to choose a bonus belief to give you more choices when you found a new Religion. (Just like the Byzantine). Accordingly, Byzantine civilization’s trait has been changed.
This mod largely expands the pantheon/beliefs choice for more customization when founding your religion.
It adds roughly 90 new Beliefs, completly overhauling (but including) vanilla beliefs.
This mod makes the ‘Piety’ branch in ‘Policies’ available at start along with ‘Tradition’, ‘Liberty’ and ‘Honor’, enabling you to choose the religious path earlier and make use of that shrines reduced construction cost.
This mod adds a stability value to each city, based on global happiness and your relation with each culture groups in that city.
The Cultural Diffusion mod is required to calculate stability, and the Custom Advanced Setup Screen is required to reserve C.
This is a very basic mod that speeds up the «Quick» Game Speed even further.
Features
————————
— All values now set to exactly 50% that of a standard game instead of 66.6%
— Experience required for each promotion is decreased by 20%.
All players’ starting settler has 10 movement and ignores terrain cost, giving you more options in where to found your capitol. This only applies to the initial settler. Those you build afterward are normal.
Compatibility: BNW and G+K
This mod aims to enable the full palette of early game choices. Foremost by taking away AI start bonusses, secondly by putting a capital population threshold on shrines rather than a tech prerequisite. In detail:
This mod includes all of the standard options normally found in the Advanced Setup screen. It also adds new features which allow you to modify game play significantly. Works with Brave New World and all earlier versions of the game.








