recursal/Fanatic-Fandom huggingface dataset:
JFD's The World According to Modders

The World According to Modders tells the tale of the world according to modders.

## Civilizations

     **Celestial** **Airship (Scout)*** Ranged Attack.
* +4  Movement.
* Can move over impassable terrain.
     **DLL Seminary** (Temple)
* 1 Scientist Specialist.
 **Civilopedia - Whoward**
Whoward the Beneficent, the Lord God of the Fifth Era, is the Creator Deity of Civ V Modding and one of the Ancients of Modding - one of the so-called 'Arms of Sid Meier.' He is credited with the creation and diffusion of the Holy DLL - a source tool by which mortal kind could enjoy the fruits of DLL Modding. As such, He is one of the few Ancients to have bestown His knowledge of DLL Modding to mortals and is therefore one of the few Ancients to be openly venerated.
**Civilopedia - Various Mod Components**
The Various Mod Components is the domain of the Lord God Whoward, founded upon his scripture: the Holy DLL. The Various Mod Components (VMC) is an esoteric civilization forbidden to most mortals. It is unknown if the Citizens of the VMC are more than pieces of code.
It is said that the Lord God Whoward resides at the Palace of AssignStartingPlots.lua, in Holy DLL City

     **Bug Tracker (Worker)*** Ignores terrain costs.
* Damages Barbarian Units ending their turn within two tiles.
     **GitHub Library (Library)*** +33%  Production when training Bug Trackers
 **Civilopedia - Gazebo**
His Codeliness, Gazebo, Supreme Pontiff of the Sovereign Community Patch Project, Lord of the Community Balance Patch, and Saint of the Empire of JFD and Janboruta, is the head and prophet of the Gazeboan branch of Whowardism - a splinter faith of Whowardism. He is accredited with the ordination of the Empire of JFD and Janboruta and with bringing enlightenment to the Avatars of Sid Meier.
It is said that Gazebo has summoned the Ancient, Putmalk, in order to initiate his apotheosis into Ancientdom and challenge the throne of the Lord God Whoward.
**Civilopedia - Community Patch Project**
The Community Patch Project is a civilization within Civ V Modding. It is the seat of the Codeifical See and home to Supreme Pontiff, Gazebo, head of the Gazeboan branch of Whowardism. It is often considered the successor to Thalassicus' Communitas Expansion Pack.

## Minor Civilizations

 Pazyryk
 Putmalk
 R8XFT
 Thalassicus

## Full Credits List

 Last Updated:

* JFD: Author
* ViceVirtuoso: Utilities
* Whoward: Utilities

## References

1. ↑ Dynamic 2D Leaderscenes
2. ↑ Border and Area plot iterators
JFD's Cultural Diversity

Cultural Diversity is a mod aimed at emphasizing the variety of civilization. It does this by assigning base "Culture Types" to each civilization (including City-States), which allows for greater distinction between them, whilst maintaining a level of familiarity and consistency throughout. Where possible, each Culture Group has a unique soundtrack, a unique starting bonus, a unique event (with Sukritact's Events and Decisions), unique colonial city lists (with JFD's Exploration Continued Expanded), unique government preferences (with JFD's Sovereignty), unique era splash screens, unique embarkation graphics, unique unit dialogue, and unique unit graphics.

Certain civilizations also belong to "Sub-Culture Types," which further diversify soundtracks, splash screens, or unit graphics, whilst retaining the same overall theme of the culture group.

## Ideals

Ideals are a special Social Policy Branch exclusive to your civilization's Culture. However, unlike regular policies, these policies have specific conditions that must be met before they can be adopted. Most of these conditions have to be met before the end of a certain era, otherwise the policies will become permanently locked.

## Full Credits List

 Last Updated:

* *JFD*: Coding, Design, Research, Graphics
* *COF*: Research (Various splash screens)
* *Janboruta*: Research (African/Arabic/Bharata/Central/Northern/Western/Mediterranean/Totalitarian/Turkic splash screens), Artwork (African/Arabic/Bharata/Oceanic/Tribal-American/Turkic splash screen border, Central/Eastern/Western Crowns).
* *Kesler:* Research (various Music).
* *Leugi*: Graphics (African/Arabic/Bharata/Turkic Embarkation Graphics), Research (High-American/Latin Colonial/Tribal-American/Andean splash screens), Artwork (High-American aplash acreen border).
* *Reedstilt*: Research (Oceanic/Sahul/Tribal-American splash screens)
* *Regalman*: Research (Semitic splash screens)
* *sss64sss:* Research (various Music and splash screens)
* *Sukritact*: Research (Mandala/Oriental splash screens), Artwork (White Elephant Icon, Mandala/Oriental splash screen border, Culture Group Icons).
* *Sun Ce of Wu the Musician:* Research (various Music, Splash Screens).
* *Sword of Geddon*: Research (Oceanic, African music)
* *Tomatekh*: Artwork (Various Culture Group Alpha Icons)
* *TPangolin*: Research (Various splash screens)
* *Hangman*: Graphics (High-American Embarkation Graphics)
* *Wolfdog*: Graphics (Mandala/Oriental Embarkation Graphics)

### References

1. ↑ Market in the Capital with the CBO.
2. ↑ Only a Walls with the CBO.
3. ↑ Requires CiD: Health.
4. ↑ Source of Ivory with the CBO.
5. ↑ +10 XP with the CBO.
6. ↑ Two nearby sources of Fish with the CBO.
7. ↑ 1 nearby source of Wine with the CBO.
8. ↑ 8.0 8.1 8.2 With Enlightenment Era.
Demak (Raden Patah)

A mod by SonofGreatKoya, kul, and Troller0001

The Demak Sultanate was a Javanese Muslim state located on Java's north coast in Indonesia, at the site of the present day city of Demak. A port fief to the Majapahit kingdom thought to have been founded in the last quarter of the 15th century, it was influenced by Islam brought by Muslim traders from China, Gujarat, Arabia and also from Islamic kingdoms in the region, such as Samudra Pasai and Champa. The sultanate was the first Muslim state in Java, and once dominated most of the northern coast of Java and southern Sumatra.
Despite its short period, the sultanate played an important role in the establishment of Islam in Indonesia, especially on Java and neighboring area. ~Wikipedia

## Uniques

#### Unique Ability: Dawnbringer of the Islamic Era

Double Tourism bonus from a Shared Religion. +2 Faith for every expended Wali, to which +1 Tourism is added after having reached the Renaissance Era. Gain +3 Faith and +2 Tourism for every expended Great Prophet.

#### Unique Unit: Wali

Unlike the Missionary which it replaces, a Wali that is stationed in a City also increases the Religious Pressure emanating from that city by 25%.
There are two types of Walis: The Cultural Abangan and the Faith-boosting Putihan. An Abangan-Wali provides +5% Culture when stationed within a city and grants a small burst of Culture (that scales with Era and GameSpeed) whenever it spreads its religion.
A Putihan-Wali may spread its religion a 3rd time and increases Religious Pressure by another 10% when stationed within a city.
Walis have custom names, like Great People.

#### Unique Building: Pesantren

+1 Science and +1 Faith for every 3 Citizens, which is doubled when a Wali is stationed within the City. Religious Pressure emanating from this city is increased by 15%. Contains 1 Great Writer Slot (3 Culture and 3 GPP per specialist)

## Mod Support

* Historical Religions (Preferred Religion: Sunni Islam)

## Mod Compatibility

* Compatible with the CP if the Demak CP compatibility files are downloaded and enabled as well.
* Compatible with DLL mods since this mod does not use a DLL mod
* Incombatible with other mods that modify/replace ProductionPopup.lua. (This file may be deleted from this mod at the loss of UI)

## Known Bugs

* The Unique Wali Names reset upon game reload.
* When an Abangan-Wali that has more than one Religion Spread left spreads its religion prior to pressing 'Next Turn' and when reloading the game, then the bonus culture will not be granted.
Inquisitor

Unitflag inquisitor.png

The **Inquisitor** is a Civilian unit available through Faith purchase.

## Overview

Inquisitors were widely utilized throughout Europe as part of a broad effort to eliminate enemies of the Catholic Church. Those branded as heretics by the Inquisition were oftentimes tortured and executed for their alleged crimes, and there was typically little room for defense against the inquisitor's accusations.

## Strategy

Inquisitors are your defense from other religions. They can be placed inside a city to protect it from Missionariesand Prophets trying to spread other religions into that city, or they can remove other religions from *only your* cities (expending the Inquisitor). This will leave only the followers of your religion in the city, if there were some before the act, and may cause a few other citizens to convert as well.

Note that an Inquisitor doesn't stop religious pressure from converting your citizens.

A useful tactic for Inquisitors is to allow a player to permanently remove a competing religion from the game. This can only be done after capturing the Holy City for the religion. Once it is captured, move the Inquisitor to the city and remove the religion. This will permanently destroy this religion and allow you to replace the religion in other cities without having to worry about the constant pressure from the Holy City.
List of Wonders

A Wonder is a building or terrain feature of which only one may exist. Wonders have larger bonuses than average buildings, so civilizations will often compete to obtain them.

There are three types of wonders:

* World Wonders may only exist in one city. If a civilization finishes a wonder that other civilizations were building, they will receive Gold equal to the amount of Production they had spent on it.
* National Wonders may be built once in each empire, and most require that all cities have a specific building.
* Natural Wonders are terrain features instead of buildings. They provide Happiness bonuses upon discovery.
Georgia (David IV)

The Kingdom of **Georgia** led by David IV is a custom civilization by the Sixteen Nation Project, with special thanks given to danrell and bane\_.

This mod requires Gods and Kings and is compatible with Brave New World. It replaces the city-state of Tbilisi with Zagreb.

## Strategy

 File:GeorgianIcon Wiki.png
Georgia's unique ability revolves completely around founding a religion. Keeping up in the race for religion is imperative. Georgia is custom built to spread its religion far and wide, and quickly at that, thereby conquering the world by might of its piety. Both founding a religion and spreading it are aided by the Eklesia, so faith-producing buildings must not be overlooked. How to leverage your religious influence for victory depends on the beliefs you choose; if you're in a conquering mood, the Just War and God of War beliefs may be in your best interest, or if you'd rather win by diplomacy, Papal Primacy and/or Holy Texts may be more favorable.

## Unique Attributes

  File:MetsikhovneIcon Wiki.png  **Metsikhovne** (Pikeman)
  File:EklesiaIcon Wiki.png  **Eklesia** (Temple)
Generates one additional  faith and +50% religious pressure for the city it is built in.

## List of Cities

1. Tbilisi
2. Kutaisi
3. Mtskheta
4. Kars
5. Dvin
6. Ani
7. Yerevan
8. Erzurum
9. Shamakia
10. Rustavi
11. Poti
12. Zugdidi
13. Batomi
14. Atskuri
15. Telavi
16. Baku
17. Gandza
18. Khlat
19. Gori
20. Shamkor
21. Daruband
22. Belakani
Fighter

Unitflag fighter.png

The **Fighter** is a fighter unit available in the Atomic Era.

## Overview

Fighter aircraft were developed in World War I. The earliest "fighters" were little more than self-propelled kites with machine guns on them. By World War II both technology and doctrine had greatly improved, making the now single-winged and armored aircraft deadly killing platforms. The primary role of the fighter is to achieve air superiority over the battlefield, killing enemy aircraft or driving them away, allowing friendly bombers to rain destruction on enemy ground or naval forces unimpeded. Some fighter aircraft also carry bombs to be used against ground units, but even those without bombs can still strafe enemy ground or naval units with deadly effect.

Modern jet fighters are faster, better-armed and armored than those from World War II, but the principles of air combat remain, and the force with air superiority has a tremendous advantage over its enemy.

## Strategy

The more advanced version of the Triplane, the Fighter has greater combat strength (thanks to improved weaponry) and greater operational range (thanks to improved hull design) than its predecessor. To cut the long story short, use it as you would a Triplane - it's just more effective at what it does than the older unit. It can defend against enemy aircraft with Interception mode, Air Sweep enemy targets to eliminate defending anti-aircraft weapons, and keep an eye on the enemy's border regions, as well.

## Unique Unit Replacements

* Does not require Oil
JFD's Progress in Time

Progress in Time is TBD.

## National Wonders

* Requires Banking.
* Requires a Bank in all cities.

## Wonders

* 1 Free Social Policy.
* Requires Railroad.
* If you already have a Reformation belief, grants 1 free Great Prophet instead.
* Requires Printing Press.
* Can build the Galleass without Compass.
* Requires Coast.
* Requires Steel.

 Last Updated:
Castle

Unlocked at

The **Castle** is a building available in the Medieval Era.

## Game Info

Building a Castle requires Walls or any of its replacements.

* +7  City Strength
* +25 City Health

With Social Policies / Tenets:

* Fortified Borders (Autocracy): +1  Happiness

With Neuschwanstein:

* +3  Gold
* +2  Culture
* +1  Happiness

## Overview

A castle is a building designed to protect a military force (and perhaps some civilians, too) from its enemies. Primarily constructed of stone (wood being unfortunately flammable), castles usually contain an outer wall and a separate fortified inner building, or "donjon." A castle should also contain an independent water source and storage for a lot of food.

A well-designed castle should provide its defenders with a way to kill the attackers during their approach, and while they're attempting to scale the walls or break through the gates. Arrow slits and crenellations (battlements with portions cut out at regular intervals) are required, while "murder holes" to shoot arrows or pour boiling oil on attackers' heads are a nice addition.

Castles were the largest and most expensive sign of a country's military and economic might until the advent of gunpowder artillery made them into elaborate and expensive deathtraps for those within.
Earth Kingdom (Vincent Mackay)

"The people of the Earth Kingdom are diverse and strong. They are persistent and enduring."
— Iroh to Zuko on the nature of the Earth Kingdom

The **Earth Kingdom** led by Hou-Ting is an Upcoming custom civilization by Vincent MacKay, part of the Avatar's World Mod Pack.
This mod requires Brave New World.

As of Now I am an amateur at Modding so any help will be greatly appretiated!

## Overview

### The Earth Kingdom

The Earth Kingdom is one of the world's four nations. Spanning an entire continent as well as several subsidiary islands, it is the largest and most populated sovereignty in the world and encompasses much of the eastern hemisphere. The kingdom is ruled by a monarchy which operates under the rule of a king or queen. The Earth Kingdom is characterized by significant ethnic and cultural diversity, a consequence of the country's vast territorial expanse. As a result, it suffers from high levels of local autonomy and ethnic conflict, both of which began accelerating as the central government grew weak. Despite this division, the people's recognition of the Earth Kingdom as a single political entity is largely strengthened through the communal belief in a shared history and identity.

### Hou-Ting

Hou-Ting was the 53rd sovereign of the Earth Kingdom and daughter of Earth King Kuei. Wielding absolute power over the Earth Kingdom, Earth Queen Hou-Ting was more concerned with her personal comfort and possessions than with the welfare of her people. Her reign was marked by revisionist, conservative, and absolutist politics.[1] She employed the Dai Li to round up dissidents and detained them without trial in her dungeon.
In an effort to capitalize on the changes brought on by Harmonic Convergence, Hou-Ting ordered the capture of Ba Sing Se's new airbenders and conscripted them into her army, training them in a base underneath her temple. When this was discovered, Team Avatar freed the airbenders, leading the queen to label the team as wanted criminals throughout her kingdom. She was assassinated in 171 AG by Zaheer during the insurrection of the Red Lotus, resulting in the collapse of the Earth Kingdom

## Unique Attributes

 File:Daili.png**Dai Li** (Swordsman)
* 16  Combat
* +3  Attack/Defense when on land
 File:Ba-Sing-Sewalls.png**Ba-Sing-Se Walls** (Walls)
* Provides +6  Defense
* Provides +50 City Health
* Provides 4%

## List of Cities

1. Ba-Sing-Se
2. Zaofu
3. Omashu
4. Abbey
5. Cave of Two Lovers
6. Chameleon Bay
7. Chin Village
8. Farming village
9. Full Moon Bay
10. Gaoling
11. Garsai
12. Great Divide
13. Harbor town
14. Jeong Jeong's camp
15. Kaya's town
16. Kyoshi Town
17. Lake Laogai
18. Makapu Village
19. Merchant town
20. Mining village
21. Plains village
22. River village
23. Scorched forest
24. Seaport village
25. Seedy merchants pier
26. Senlin Village
27. Serpent's Pass
28. Yi
29. Yu Dao

## Full Credits List

* *Vincent MacKay*: Design, Civilopedia
Knight

Unitflag knight.png

The **Knight** is a Mounted unit available in the Medieval Era.

## Overview

Almost always comprised of a nation's nobility - the only people who could afford the equipment, horses, and extensive training required - knights were the heavy cavalry of the medieval army. During much of the Middle Ages knights dominated the battlefield. Their superior armor provided good protection from arrows and spears, and their great mobility made them able to exploit an enemy's weakness anywhere on the battlefield. It took a great deal of courage to face a knight's charge. A wall of pikemen might be a match for onrushing knights, but only if they had the discipline and guts to stand their ground. If they flinched, they were dead.

## Strategy

The Knight is a fast and powerful unit, the undisputed king of the medieval battlefield. He is the concept of medieval armor brought to the back of a horse - a mountain of steel plates and helmets waving a long sword and bringing his lance to bear against his enemies. The Knight retains the features of earlier cavalry, and is able to move after it attacks, allowing it to make holes in the enemy lines and then ride straight through them. Lightly-armored units can rarely withstand a Knight's charge, so units of the Classical Era rarely stand a chance against them. Pikemen, however, are deadly with their long weapons, so keep your Knights away from them.
Giant Death Robot

Unitflag giantdeathrobot.png

The **Giant Death Robot** is an Armored unit available in the Information Era.

## Overview

The "mech" is a giant bipedal mechanical robot armed with a variety of missiles, Gatling gun arms, laser-beam eyes and a deadly kung-fu punch. Although not currently found on the modern battlefield, no doubt across the world governments and evil corporations are secretly developing these metal behemoths even as we speak. When these mechs come into service, all of the world's other weaponry will become obsolete, and humanity's fate will be decided by a climactic battle between armies of good and evil mechs in the streets of downtown Tokyo. (Assuming that the giant radioactive monsters don't get us first.)

## Strategy

The Giant Death Robot is the battle machine of the future and the toughest unit in the game - a towering mass of guns, rockets and futuristic death-rays. It is one and a half times as strong as the next-strongest land units (the Modern Armor and the XCOM Squad) and can attack anything, including cities, with little fear of being outmatched. In addition, the Giant Death Robot can move after attacking, making it one of the most strategically flexible units in the game. Although it doesn't benefit from defensive terrain, its simple brute strength is compensation enough.

Despite all these perks, the Giant Death Robot is most certainly not invincible. Being a melee unit, it is susceptible to focused ranged attack (especially aerial bombardment). A large enough group of units of any kind will also suffice in defeating it. With all this in mind, it would be unwise to rely on a single robot as if it were a whole army.

Finally, keep in mind that you need Uranium to build the Giant Death Robot. If you intend on having it in your army, you should build Nuclear Plants and nukes sparingly in order to save more Uranium for the robots.
JFD's Exploration Continued Expanded

Exploration Continued Expanded, or ExCE, is a mod aimed at deepening the
 experience of exploration. It is composed of, at present, three distinct
components, each focusing on a particular aspect of exploring new lands. For a general overview, please see **here.** For installation, see **here.**

This page collages this mod's changes.

*Some of these changes may not be present with the Community Balance Patch*.

## Exploration

#### Civilizations

Units ignore terrain costs when moving into any tile with Hills. Improvements cost half maintenance, and no maintenance if in hills. Units may move and settle on Mountains and, when settling on Mountains, provide a free Mint in the city.

#### Wonders

* Trained units receive additional Sight and Defense while embarked.
* Unlock Exploration.
* Coastal city.

## Attrition

Certain kinds of terrain may inflict attrition damage upon units when outside friendly territory.

Units trained in cities adjacent to Snow, Jungle, or Desert will be immune to the respective attrition. This also applies to starting units. Recon units may be upgraded with immunities to these terrains.

At Ecology, all units become immune to Desert and Snow attrition. At Steam Power, all units become immune to Scurvy. At Penicillin, all units gain Disease immunity. At Satellites, all units gain Jungle immunity.

Certain civilizations receive various immunities:

* The Aztecs' Jaguar starts with Jungle Immunity
* Morocco's Berber Cavalry starts with Desert Immunity
* Denmark's Norwegian Ski Infantry starts with Snow Immunity
* Sweden's Carolean starts with Snow Immunity
* Portugal's Nau starts with Scurvy Immunity
* All Polynesian units start with Scurvy Immunity
* Spain's Conquistador starts with Full Immunity

#### Policies

* +2  Movement and immunity to attrition from Ocean Tiles for all Great Admirals.
* Great Admirals are earned 50% faster.

## Tribes

 Tribes are communities that may exist within another civilization. Having a  Tribe within your territory allows you to build a National Consulate, granting that city unique bonuses. However, you are unable to improve the Tiles within a  Tribe's borders unless you first annex them with a Great Recon Unit.

## Miscellaneous

* Farms cannot be built in Deserts unless adjacent to fresh water.
* Oases and Flood Plains grant +10% Defense to units.

## Full Credits List

 Last Updated:

* JFD: Author
* Gazebo: the Community Patch and its features
* Sukritact: Artwork (Grand Canal, New Resources, Tribes, Ninja, Great Recon Unit icons, Attrition Promotions), Research (Colony Lists)
* Janboruta: Artwork (Explorer, Great Recon Unit icons, Belem Tower, Czambul)
* Pouakai: Research (Pedia: Cedar), Artwork (Grand Canal splash)
* Viregel: Research (Pedia: Opium, Colony Lists)
* Reedstilt: Research (Tribes, Great People name lists)
* Tomatekh: Artwork (Sofa)
* DJSHenninger: Graphics (Tribes)
* Walter Hawkwood: Graphics (Tribes)

## References

1. ↑ With JFD's Rise to Power: Piety.
2. ↑ Sailing with the Community Balance Patch,
3. ↑ 3.0 3.1 Requires JFD's Cities in Development.
List of City-States

City-States are essentially small civilizations that cannot settle additional cities or achieve any victory condition. Each civilization has an Influence level with each city-state that determines relations. Having high Influence with city-states can cause them to become Friendly or Allied, granting that civilization bonuses.

Many civilization mods use city-states in their own city lists, and as a result must also replace the city state.
Catapult

Unitflag catapult.png

The **Catapult** is a Siege unit available in the Classical Era.

## Overview

The exact date of the invention of the catapult is uncertain, butGreek armies were known to have employed them as far back as the third century BC. Catapults use energy stored in twisted rope or bent wood to hurl missiles a great distance. They are quite inaccurate, but can be deadly against big or slow targets - forts, for instance (which are fairly large and don't move at all). Generally catapults were transported in pieces, then assembled at the field of battle. Occasionally they were constructed on the spot by engineers. The last catapults to see battle appeared in World War I, used by the French to hurl grenades at the enemy trenches.

## Strategy

The Catapult is the first siege weapon available, extremely useful when assaulting early enemy cities. It fires large projectiles (usually stones) which shatter upon impact and lay waste to enemy stationary defenses, although they're not that effective against moving smaller targets.

Like all but the most advanced siege machines, the Catapult is slow to set up and fire, losing 1 Movement Point in the process. Also, it is extremely vulnerable to enemy melee attack and too bulky to use natural terrain defenses, so it always should be supported by other units when it's in the field. Use it exclusively for sieges, and never move it into range of the enemy city by itself. One city ranged attack, plus one shot from a garrisoned Archer unit may destroy it.

## Unique Unit Replacements

 **Demon's Head** - The Beothuk (Nonosbawsut)    * Does not need to be set up
* Unlocked at Masonry
* Has up to 3 ammunition that regenerates over time
 **Siege Tower** - Assyria (Ashurbanipal)    * Grants a 50% combat bonus vs cities to units within 2 tiles
* Starts with the Cover I promotion
* +70%  Combat Strength (12 vs 7)
* +1 Sight
* May only melee attack cities
Infantry

Unitflag infantry.png

The **Infantry** is a Gunpowder unit available in the Modern Era.

## Overview

As the 20th century opened, the world experienced two of the deadliest and most destructive wars in human history. It was a time of remarkable advancement in the technology of killing, and as the decades passed ever more deadly ships, planes and land vehicles were introduced. Through it all the infantryman marched into battle, grimly facing every horror that the greatest minds on the planet could conceive of to throw at him.

The infantryman of World War II was typically armed with a bolt-action rifle similar to the ones carried by his World War I counterpart, like the German K98, or a semi-automatic rifle similar to the M1 Garand and might carry one or more grenades. His only protective armor was a metal helmet which was mostly ineffective against direct gunfire, providing at best limited protection against shrapnel. The men on all sides were tough and resourceful and they died in the hundreds of thousands fighting for their homes and countries.

## Strategy

The Infantry is armed with modern automatic weapons, grenades and the cunning and mobility necessary to survive an increasingly mechanized battlefield. It's stronger than its predecessor, the Rifleman (or Great War Infantry). Modern combat is increasingly complex, and on its own an Infantry unit is vulnerable to air, artillery and tank attacks (although its decent strength allows it to withstand quite some beating). When possible, Infantry should be supported by artillery, tanks, and air (or anti-air) units.
Lancer

Unitflag lancer.png

The **Lancer** is a Mounted unit available in the Renaissance Era.

## Overview

Lancers were the cavalrymen of the Renaissance era. In an era of the increasing use of cannon and other gunpowder-based weaponry speed and maneuverability trumped armor, which was increasingly useless against the modern projectile weapons, so the Lancers abandoned much of the heavy plate mail of their knightly predecessors, retaining only the metal breastplate, if that. Even as weaponry improved, the lance remained a terrifyingly effective weapon in the hands of trained horsemen. As late as the Napoleonic Wars the French believed that the lance was a superior cavalry weapon to the sword. In the 19th century both would be supplanted by the carbine rifle, of course.

## Strategy

The Lancer is a mixed purpose unit: it's more powerful than the Knight or the Pikeman and it can better perform most of their functions. Thanks to its long spear it is also a dedicated anti-cavalry unit, deadly with its speed and ability to catch retreating enemy cavalry after their hit-and-run attacks.

However, the Lancer is strictly an offensive unit; the same spear that allows it to perform powerful charges when attacking is too unwieldy for defense and nets the unit a combat penalty when defending. It can also be quickly destroyed by ranged units. Use it wisely.
Colosseum

Maintenance
 Unlocked at

The **Colosseum** is a building available in the Classical Era.

## Overview

A colosseum is an outdoor venue where the public can watch sports events. Depending upon the time and place, the events might be gladiatorial contests, American football games, or soccer matches. Of the three contests mentioned, the gladiatorial battles were perhaps the hardest on the players involved, the soccer matches (occasionally) just about as dangerous for the participants.

## Unique Building Replacements

* Half of  Great General points generated in the last turn are added as XP (up to 30) for newly trained land units.
Composite Bowman

Unitflag compositebowman.png

The **Composite Bowman** is an Archery unit available in the Classical Era.

## Overview

Widely considered the most sophisticated of all bow designs, the composite bow differs from other traditional models in that they are constructed of layered strips of bone, horn, or other materials glued together to form an extremely strong and powerful bow. The composite bow is thought to have originated with the tribal nomads of Asia sometime in the first or second millennium BC.

## Strategy

The Composite Bowman is armed with an improved model bow, and thus much more powerful than the Archer. It can deal significant damage to other units throughout the Classical and early Medieval Eras, after which developments in armor make him obsolete. Put Composite Bowmen in your city for defense, and guard them with melee units when on the move - they're vulnerable to melee attacks.

## Unique Unit Replacements

* Adds 2 turns to a We Love the King Day upon kill while garrisoned
* -1  Combat Strength
Artificial Intelligence Human Strategy

This mod allows the AI to adopt common human strategies and compete much more successfully. These include prioritizing science, building National College as soon as possible, finishing the Rationalism Social Policy Tree, and having a comprehensive understanding of the Technology Tree. Using this mod, the player will be able to have a competitive playing experience even at lower difficulty levels.

This mod comes with DLL changes, so it is not compatible with any mods which alter DLL.
JFD's Claims & Colonies/Code

Each Civilization is accorded a unique Colony List. Please see my Master Support File. If a civilization does not have a unique Colony List, it will pull from a Culture-specific List (if possible), otherwise it will pull from the existing city list.

## Modding Loyalty

The mod adds the following tables in order to allow buildings or policies to modify Loyalty.

```
CREATE TABLE IF NOT EXISTS
Building_JFD_LoyaltyMods (

BuildingType        text REFERENCES Buildings(Type) default null,

CostModifier        integer                         default 0,

GlobalLoyaltyMod    integer                         default 0,

LoyaltyMod          integer                         default 0);

```

```
CREATE TABLE IF NOT EXISTS
Policy_JFD_LoyaltyMods (

PolicyType          text REFERENCES Policies(Type) default null

LoyaltyMod          integer                         default 0);

```
Granary

Unlocked at | Pottery

The **Granary** is a building available in the Ancient Era.

## Game Info

* +2  Food
* +1  Food from Wheat, Bananas, and Deer
* +1  Food from Bison (ExCE)

## Overview

A granary is a building constructed to store grain for human or herd animal consumption (or both). The earliest granaries yet discovered were found in a pre-pottery Neolithic settlement in the Jordan Valley of the Middle East, and date back to approximately 9500 BC. These first granaries measured about 10-foot by 10-foot square. They featured raised floors which allowed air to circulate more freely and provided some protection for the grain from mice and other menaces.

## Unique Building Replacements

     **House Garden** - The Kuikuro (Anetü)* +1  Production on Bananas, Cocoa, Spices (instead of +1  Food on Wheat, Bananas, Deer)
* Civilian Units trained in the City start with the Woodsman promotion
  File:KoyIcon Wiki.png  **Köy** - Çatalhöyük (Çete Reisi)* Each turn will randomly produce either +1  Faith, +1  Culture or +2  Production
 **Mala'e** - Tonga ('Aho'eitu)* +1  Food per sea tile adjacent to the city
  File:Nuraghe icon wiki.png  **Nuraghe** - The Nuraghians (Sardus)* +33%  Production cost (80 vs 60)
* +1 additional  Food from Sheep and Cattle
 **Tidal Trap** - The Calusa (Caalus)* Yields no base Granary yields
* Reveals Fish in coastal Marsh
 **Yaranga** - Sibir (Kuchum Khan)* Tundra and snow tiles yield +1  Food
* Available at Agriculture
Landsknecht

Unitflag landskneckt.png

The **Landsknecht** is a Melee unit available through the Mercenary Army social policy.

## Overview

The landsknecht were German mercenary pikemen of the 16th century. Created in imitation of the legendary Swiss mercenary pikemen, the landsknecht would eventually supplant them as the best mercenary infantry available in Europe, fighting in almost every major engagement in the 16th century – often on both sides. In battle landsknechts generally carried pikes of up to twenty feet in length. Some few also carried huge two-handed swords or halberds; these were used to chop the heads off of the pikes of their opponents.

## Strategy

In *Brave New World*, the Landsknecht becomes available only after adopting Mercenary Army in the Commerce Social Policy tree, but it is now available to all civilizations once they research Civil Service. This unit still retains its half price compared to a normal Pikeman, but in addition, it possesses unique promotions that allow it to pillage improvements at no movement cost and to pillage twice as much Gold from cities. These features make the unit an interesting representation of actual real-life mercenaries, only interested in war as far as it enriches them.

More importantly, however, is that the Landsknecht is one of the only units in game (if not *the* only unit) that can move and attack on the same turn it is purchased.

This unit is great if you need a unit immediately, especially for defense.

## Unique Unit Replacements

* +20%  Strength when defending
* Heals 50 damage if it defeats an enemy adjacent to the  Capital
* Does not obsolete
 **Pesilat** - Malaysia (Parameswara)    * Does not require the Mercenary Army social policy
* Is purchased with  Culture instead of  Gold
* May be upgraded from Workers
* May move immediately after purchase in a city
Cannon

The **Cannon** is a Siege unit available in the Renaissance Era.

## Overview

A cannon is a big tubular gun that uses gunpowder or other explosive to send a projectile a long distance at a high rate of speed originally invented in China in approximately the 12th century AD. The Mongols were early adaptors of the cannon, using them to great effect in China and Korea. It's likely that the Mongols introduced cannon to the Islamic world, and the Europeans learned of it from the Muslims. The earliest cannon were huge, unwieldy dangerous affairs that often exploded when fired, making them as big a menace to their firers as to their targets. But by the Renaissance the quality of metal casting had advanced enough to create smaller and far more reliable guns that could be pulled into battle by teams of horses or mounted aboard ships.

King Gustavus Adolphus of Sweden revolutionized the use of field artillery, employing large numbers of smaller and lighter pieces that overwhelmed slower and heavier enemy guns. He also pioneered the use of canister shot against infantry, for which foot soldiers everywhere probably cursed his name.

## Strategy

The Cannon is an important mid-game siege unit, the first one to use gunpowder as propellant. Their power is significant, and their cannonballs are sufficiently strong to punch through the strongest medieval-era city defenses with ease. Although its technological principles are radically different from earlier siege units, Cannons are still heavy and bulky to move, still need to prepare before firing, and they prove unreliable against moving targets, so they suffer from all negative sides of their earlier predecessors.

Use Cannons primarily in sieges, or as Ranged weapons from well-defended fortified positions.

## Unique Unit Replacements

* +40% Ranged Strength (28 vs 20)
* Can only move when at full health
* Starts with the Cover I promotion
* Receives defensive terrain bonuses
* No combat bonus vs Cities
* Starts with the On Guard for Thee! promotion
* -20% Combat Strength (11 vs 14)
* +28% Production cost (237 vs 185)
* +1 Range (3 vs 2)
* +50% Combat bonus vs Land units
* Defensive penalty
* Starts with the Bombardment I promotion
* Can acquire Air unit promotions
Battleship

Unitflag battleship.png

The **Battleship** is a Naval Ranged unit available in the Modern Era.

## Overview

Battleships are large, heavily armored warships equipped with multiple guns of the largest caliber. They are direct linear descendants of the ships of the line of the Age of Sail, equipped to do battle with the enemy's largest warships. In the days before air power and submarines battleships ruled the waves, able to sink anything else afloat. Their extremely powerful guns can be used as artillery as well, sending huge missiles miles inland. Despite their size, speed, armor and firepower, battleships were extremely vulnerable to both air and submarine attack. At Pearl Harbor Japanese planes flying from aircraft carriers sank four American battleships and heavily damaged four more. This convinced the Allies of the primacy of the aircraft carrier as an offensive weapon, and battleships were relegated to shore bombardment and carrier escort duties for much of the rest of the war.

## Strategy

The Battleship is the main ship of the modern fleet, mighty both when attacking with its long-range cannons, and when defending in melee. Its batteries use the same principle as the Artillery, allowing it to launch shells 3 tiles away and to bombard far inland, as well as attack cities outside their defensive perimeter. Also, its indirect fire ability allows it to bombard targets it cannot see (as long as other friendly units can see them). As such, the Battleship is your main damage-dealer in the seas until the Information Era.

The Battleship is vulnerable to air and submarine attacks (althoughBombers that attack it do get a penalty versus naval units). These weaknesses may be minimized by accompanying the Battleships with Submarines or Destroyers and a Carrier, equipped withFighters. This practically creates a naval task force, very similar to real life.

Use the Submarines and Destroyers to see and attack enemy subs (the Battleship can hit the submarines if they are seen by another unit, because of their Indirect Fire) and the Fighters to intercept enemy Bombers. Move the group to the enemy coast, then use the Battleships and Bombers to lay waste to its cities from a safe distance!
Barracks

Maintenance
 Unlocked at

The **Barracks** is a building available in the Ancient Era.

## Game Info

* +15 Experience

With Social Policies / Tenets:

* Militarism (Autocracy): +2  Happiness

## Overview

Barracks are military buildings that house a country's professional soldiers. In addition to providing food and shelter for the soldiers, they provide training and medical facilities, as well as military jails, vehicle maintenance, and so forth.

Barracks are important to a civilization's happiness and well-being. They promote cohesion among the ranks, improving the soldiers' chances of success in combat, and they control direct contact between civilians and soldiers, limiting the friction that is almost universally caused when the two groups intermingle overmuch.
Horseman

Unitflag horseman.png

The **Horseman** is a Mounted unit available in the Classical Era.

## Overview

The first horses used effectively in battle pulled chariots. The nomadic people of Central Asia were riding horses by 2000 BC, perhaps earlier. While certainly horsemen were employed to carry messengers and scouts, they did not become effective fighting platforms until the development of dual stirrups combined with a solid saddle (to distribute the rider's weight when standing in the stirrups). The earliest effective dual stirrups/saddle combination is found in China and dates from approximately 300 AD, and over the next four centuries it spread across Asia and into Europe.

The earliest fighting horsemen were armed with spears and swords. As technology advanced and bigger and stronger horses were bred, horsemen were equipped with ever more powerful weapons and heavier armor, culminating in the classic knight of the Middle Ages, the king of the medieval battlefield.

## Strategy

The Horseman is the first true melee cavalry unit, combining speed with a powerful attack. It has 4 MPs like all cavalry, but unlike the Chariot Archer it can use its full movement in rough terrain. The Horseman packs a punch with decent weapons combined with the speed and strength of the horse; it can move after attacking, making it ideal for hit-and-run tactics, and also for attacking badly positioned enemy ranged units, then retreating before the enemy can retaliate.

A civilization that has Horsemen can quickly cut through Barbarian encampments, scores of Warriors, Archers, and even Swordsmen. You can also use the Horseman's mobility and decent combat strength to explore the land and deal with any dangers single-handedly. However, like other mounted units, it can't use natural terrain defenses (although terrain combat experience acquired via promotions is still applicable), and its weapons are quite useless against the solid ramparts of cities. Also, as a mounted unit, the Horseman remains vulnerable to attacks from Spearmen, Pikemen, and the like, so keep it away from these!
Armory

Maintenance
 Unlocked at

The **Armory** is a building available in the Medieval Era.

## Game Info

Building an Armory requires a Barracks or any of its replacements.

* +15 Experience for units trained in this city

With Social Policies / Tenets:

* Militarism (Autocracy): +2  Happiness

## Overview

An armory is a military building which stores and maintains weapons during peacetime. Unless on duty, soldiers do not usually carry their weapons with them at all times (especially if their weapons are machine guns or rocket-propelled grenades).

Armories are generally heavily armored and guarded, and may resemble a full-fledged castle more than a warehouse. A military's weapons need to be protected from theft, be it minor pilferage or a rampaging mob bent upon insurrection.

## Unique Building Replacements

* Has 1 slot for a  Great Work of Music
	+ When filled, +15 additional XP
(When Tojo's Japan is installed)
	+ This amount is increased to 30% if the city also has a Temple
	+ +10%  Production towards military units
	+ +20%  Production towards military units when bought from another civilization
	+ Maximum is 80%
Colonialist Legacies (Modding Project)

**Colonialist Legacies** is a modding project originally started by TPangolin and Neirai which primarily focuses on producing civilizations with some relation to the common theme of colonization, including both pre and post-colonial examples. Since its foundation, it has grown to include contributions from several individuals. The first release under the Colonialist Legacies banner was the Australian civilization, released in January 2014, which featured Sir Henry Parkes as a leader.
Holy Roman Empire (Frederick Barbarossa)

The **Holy Roman Empire** led by Frederick Barbarossa is a custom civilization by TarcisioCM.

This mod requires Brave New World.

## Overview

#### Dawn of Man

All hail the Holy Roman Emperor, Frederick I, the legendary Barbarossa! This Empire of yours is a patchwork of 1600 loosely controlled states, each one of them highly autonomous and trying to gain power at the expense of another; being the Emperor was merely a symbol of status, possessing little power. Even then you aspired to rule as the great emperors of old, with rulers before you having failed to maintain the power of a Roman Emperor, and you managed to overcome the adversity of jealous dukes and wicked popes to rule over your vassals as a true emperor.

Barbarossa, the Empire needs a ruler with skill and determination to lift this divided realm into greatness! Will you make this Holy Roman Empire be worth of its name? Can you build a civilization that will stand the test of time?

**Introduction**: I'm afraid I don't recognize who you are. My pardons though, I'm sure you rule a great country. I am Barbarossa, Holy Roman Emperor.

**Introduction**: What a fine occasion that we happen to meet, noble stranger, although I have little time for small talk - Those darn Italians aren't ruling themselves! Tell me why have you come.

**Defeat**: Very well then, you have bested me and my Empire... I think need a whole barrel of beer.

**Defeat**: I don't think you realize how much I sacrificed for this Empire. My only regret is to not be alive to see when your puny kingdom falls apart.

## Unique Attributes

 **Appoint Antipope**
* May support an Antipope by consuming  Faith per turn
* While an Antipope is active, receive  Gold equal your Faith generation, and +1  Happiness for each 80 Faith stored
* Tile puchasing costs in cities is lowered by 25%
 **Grant Fief**
* May not be built in the Capital
* The city will become a Puppet, and should it be annexed this building will be destroyed
* This city will provide units each 10 turns of war, and during peacetime increases Production of military units at the capital by 5% (max 30%)
* Increases local  Happiness

## List of Cities

1. Aachen
2. Prague
3. Vienna
4. Nuremberg
5. Augsburg
6. Mainz
7. Ulm
8. Florence
9. Pisa
10. Luxemburg
11. Strassburg
12. Lubeck
13. Brandenburg
14. Heidelberg
15. Trier
16. Regensburg
17. Madgdeburg
18. Worms
19. Constance
20. Basle
21. Zurich
22. Salzburg
23. Innsbruck
24. Trent
25. Genoa
26. Lucca
27. Sienna
28. Arles
29. Besançon
30. Metz
31. Wirten
32. Brussels
33. Antwerp
34. Luttich
35. Stettin
36. Kolberg
37. Breslau
38. Olmutz
39. Pilsen
40. Bamberg
41. Mannheim
42. Goslar
43. Spires
44. Paderborn
45. Passau
46. Hagenau

## Full Credits List

 Last Updated:

* *TarcisioCM*: Author
* *Firaxis*: Music