recursal/Fanatic-Fandom huggingface dataset:
Landship

Unitflag landship.png

The **Landship** is an Armored unit available in the Modern Era.

## Overview

Conceptualized by British engineers during World War I as a solution to the constant stalemates afforded by the proliferation of trench warfare, the tank grew to become a crucial component of land-based warfare. Although the earliest tank designs proved to be cumbersome, both allied and opposition forces experimented with tank concepts throughout the war. Reliability, weight, and maneuverability were all major hurdles overcome only through continued trial and error.

## Strategy

The Landship is the first tank in the game - a heavily armored vehicle armed with short-range cannons whose powerful engines move its bulky form with surprising speed and maneuverability, rivaling a cavalry unit. Its development heralds the end of the horse on the battlefield, because the new machine can better perform all that the mounted units could, while also being capable of attacking cities with the same efficiency as units on the battlefield. Earlier units' anti-cavalry weapons prove completely useless against the heavy armor of the Landship, as do most hand-held guns, and evenMachine Guns. This makes the Landship very effective against ranged units and siege weapons, as well as solitary and unsupported infantry. Still, like cavalry, these tanks can't use defensive terrain features and can do nothing against air power or long-range bombardment, so don't get overconfident. Also, remember that the Landship's engines need Oil to move the massive vehicle around.

Just as the Landship represents a transition from mounted units to armored units, the "Bonus vs Mounted" ability does not increase the damage that other units do to it (as it is replaced by the "Bonus vs Armored" ability). Dedicated anti-cavalry units will no longer be useful once players begin to field Landships, so they should be upgraded to Anti-Tank Guns as quickly as possible.

## Unique Unit Replacements

* -5  Combat Strength.
* -50  Production cost.
* +20%  Combat Strength for adjacent Gun Units when they are in Friendly Territory.
Great Artist

Unitflag greatartist.png

The **Great Artist** is a Great Person acquired through Specialists or Wonders.

## Overview

"Great Artists" are the visionaries of civilization. They interpret the world, bringing beauty, brilliance, form and color where none may have been found before. They carve the statues, paint the pictures, take the photos and make the films that define our humanity. Often their work surpasses its time and place, enlightening and elevating a people, making a civilization far greater than its material possessions and power.

## Strategy

In the *Brave New World* expansion, Great Artists' functions change in accordance with the new cultural system. First, they are now created from specialists that may be placed only in the Artists' Guild. They can still start a Golden Age, but their more permanent boost ability has been changed. Instead of building a Landmark, they now have an ability to Create a Great Work of Art, which may then be placed within an appropriate building (like your Palace, Museums, or Cathedrals) for a permanent  Tourism and  Culture boost.
Destroyer

Unitflag destroyer.png

The **Destroyer** is a Naval Melee unit available in the Modern Era.

## Overview

A destroyer is a 20th-century ship designed for patrol, escort, anti-air and anti-submarine duties. The earliest destroyers were light vessels not well-suited for oceanic cruises unless accompanied by "tenders" carrying additional fuel. By World War II the destroyers were fast, maneuverable and carried enough weaponry and supplies for long-range missions across the world's oceans.

For weaponry, destroyers carried anti-aircraft guns, light anti-ship guns, torpedoes and depth charges. They often accompanied carrier groups, patrolling the waters around the more valuable and larger ships for submarines and providing anti-aircraft cover as well. They escorted supply convoys and patrolled harbors and coasts as well. Duty aboard a World War II destroyer was dangerous indeed; during the war over 220 British, American, Australian and Canadian destroyers were lost, mostly to aircraft attack.

## Strategy

The Destroyer is a Modern Era multipurpose naval melee attack unit designed to defend your fleet from all new dangers of modern combat. It is small and agile, but at the same time it packs quite a punch in naval melee combat. It is especially useful against submarines thanks to its sonar systems which allow it to detect them from afar, and its depth-charges  which can destroy them even though they're under the water. It also has radar systems allowing it to effectively intercept airplanes, although the interception range is not as big as land-based units.

It often acts as an escort to embarked units, battleships and carriers when in range of enemy planes and subs. It is quick, giving it a promotion that gives it a good chance to withdraw to the rear before an enemy naval melee attack can occur.

The Destroyer is a vital counter to the new Modern Era naval weapon - the Submarine - and should be developed ASAP (via Combustion) when your civilization is in danger of entering hostilities with a naval power. Its main use is to patrol the seas, using its fast movement to uncover and attack submarines, and to escort your main fleet of Battleships and Carriers (and later Missile Cruisers), passively defending it against air attacks. It is also the only naval unit in the late game capable of melee naval combat, and thus capturing cities.
Caravel

Unitflag caravel.png

The **Caravel** is a Naval melee unit available in the Renaissance Era. It is the first naval unit able to cross deep ocean.

## Overview

The caravel was a small, seagoing vessel used in the 15th century to explore the world. Originally created at the order of Prince Henry the Navigator of Portugal, other nations were quick to spot the caravel's qualities and created their own copies of the useful craft. Usually of some 20 to 30 yards in length and sporting two or three lateen-rigged masts, caravels were light and shallow-drafted, making them perfect for exploration of unknown coasts and rivers, boldly going where bigger craft feared to sail. They were also remarkably seaworthy ships and could survive the worst that the Atlantic could throw at them. Two of Christopher Columbus's three vessels - the Pinta and the Niña - were caravels (the larger Santa María was a carrack).

## Strategy

In the early Renaissance Era naval and orientation technology finally develop enough to allow vessels to enter open ocean. The Caravel is the first naval unit in the game capable of doing that. Depending entirely on sails, this vessel is much more stable and compact and is ideal for exploration, thanks to its larger sight radius (which, unfortunately, doesn't carry over when the unit is upgraded). The Caravel ushers in the era of geographic discoveries, allowing you to finally explore and make contact with the rest of the world.

Caravels are primarily meant for exploration, not battle; they're armed with short-range cannons which make them a melee naval unit, slightly more powerful than a Galleass. Their maneuverability allows them to retreat before enemies attacking in melee. With its large sight radius, its relatively high strength, and a special promotion that allows it to evade enemy melee attacks, the Caravel is perfectly suited for exploring and revealing as much of the map as possible while staying out of danger.

Finally, you can use Caravels to attack and take cities (although there is another Renaissance Era unit - the Privateer - that is better suited for those purposes). Still, remember that its combat strength is usually not enough for major battles, especially against later Renaissance Era ships.
Generations

## Overview of Generations

When you build a Mating Chamber for the village you will get access to the possibility to start a new generation. When starting a new generation you will be able to spend Generation Points you have accumulated throughout your game play. Generation Points can be used to buy bonuses in form of items or inherent abilities. Various factors contribute to the amount of Generation Points. Starting a new generation will completely reset the game, though the game still keeps track of the total stats of all generations played. Unspent Generation Points will be transferred to the new generation. When starting new generations after the first, the generation items you may be sold for GP amounting to 50% of the cost of each item. Generation items not sold are provided back at the same time any new items purchased are.

## Generation Points

 Gain 10 skill point
 Crafting 1000 items
 Discovering 2+? recipes
 Complete a section in the archive
Galleass

Unitflag galleass.png

The **Galleass** is a Naval Ranged unit available in the Medieval Era.

## Overview

The Galleass was a class of naval warship that grew in popularity during the 16th century, when designs based on the traditional galley were modified to include heavier armaments. A typical galleass began life as a merchant ship powered by oars, which was then upgraded to include masts for sails. With two forms of propulsion available, the galleass design allowed the ship to maintain much of the traditional galley's renowned speed, while also carrying heavy guns to fend off would-be attackers.

## Strategy

The Galleass is a powerful Medieval Era ship that was used by countries near the Mediterranean sea in the 1500s and 1600s. Still depending on the sail-oar combination, the Galleass can't enter deep ocean, and its bulk makes it slower than the Trireme; however, it possesses an on-board projectile launcher, which allows it to attack with impunity from 2 tiles away, both in the sea and on land. This makes it very dangerous for both naval and land units, and even cities. Use it to support naval and land armies (if the latter are acting sufficiently close to the sea, of course) for total control of land and sea.

Note that Galleasses are one movement point slower than the standard Trireme. While inferior at combat, Triremes will still be superior at exploration in the Medieval Era.

When promoting the unit, you may choose two distinct paths: either anti-naval, or anti-land capabilities. Consider your current enemies' strengths when making the choice.
Great Merchant

Unitflag greatmerchant.png

The **Great Merchant** is a Great Person acquired though Specialists or Wonders.

## Overview

"Great Merchants" provide the goods and services civilizations need to survive. They import food, medicines, and luxuries, and they export a civilization's manufactured goods. They provide the financing needed for great works to be accomplished. They create a civilization's wealth.

## Strategy

   Besides constructing the special Customs House improvement which, when worked, produces loads of Gold, the Great Merchant can also journey to a city-state and perform a "trade mission" which produces gobs of Gold and gains many points of Influence with the city-state. The Great Merchant is expended when used in either of these ways.

Again, you have the choice to use it for a long-term boost of the Gold production of one city (choose this city well), or use its unique ability to get a large one-time boost of Gold and Influence with a City-state. Note that the Trade mission may sometimes prove dangerous, especially if the City-state is far away.

## List of Names

1. Aretas III
2. Andrew Carnegie
3. Coco Chanel
4. Marcus Licinius Crassus
5. Anthony van Diemen
6. Jakob Fugger
7. Harkuf
8. Edward Harriman
9. Milton S. Hershey
10. Ibn Battuta
11. Steve Jobs
12. John Maynard Keynes
13. Sir James Lancaster
14. Sir Alexander Mackenzie
15. Giovanni de Medici
16. John Stuart Mill
17. Henri Nestlé
18. John D. Rockefeller
19. Sir Thomas Roe
20. Shah Jahan
21. Adam Smith
22. Levi Strauss
23. Raja Todar Mal
24. Thomas Twining
25. Cornelius Vanderbilt
26. Richard Whittington
27. Wang Anshi
28. Zhang Qian

1. Otto von Bismark
2. Fronz von Albini
3. Adam Adami
4. Kurt Riezler
5. Gustav Streseman
6. Frederick von Der Decken
7. Phillip Hainhofer
8. Walter Hallstein
9. Johann Mattheson
10. Franz von Papen
11. Hans Caspar von Bothmer

1. Gasparo Balbi
2. Giovanni Balzoni
3. Giosafat Barbaro
4. Giovanni Caboto
5. Alvise Cadamosto
6. Ambrogio Contarini
7. Niccolo de Conti
8. Cesare Federici
9. Antonio Pigafetta
10. Maffeo Polo
11. Marco Polo
12. Niccolo Polo

1. Hanno
2. Abdmelqart
3. Zimrida
4. Tabnit
5. Melqartpilles
6. Eshmunazar
7. Himilco
8. Rib-Addi
9. Abdosir
10. Hasdrubal
11. Ahiram
12. Khilletzbaal
13. Germelqart
14. Yehawwielon
15. Hiempsal
16. Baalhanno
17. Bodashtart
18. Danel
19. Eshmunamash
20. Sakarbaal
21. Philosir

1. Étienne Brûlé
2. Jean Nicolet de Belleborne
3. Médard Chouart des Groseilliers
4. Pierre-Esprit Radisson
5. Daniel Greysolon
6. Jean-Baptiste Antaya
7. Francois Ainsse
8. Ambroise Allard
9. Alexis Baudry
10. Pierre Hamel
11. Joseph LaBelle
12. Louis Laviolette
13. Joseph Leger Dit Parisien
14. Gabriel Mabrien
15. Louis Martin
16. Antoine Villeneuve
Circus

Production Cost
 Maintenance
 Unlocked at

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

## Game Info

Building a Circus requires a source of Horses or Ivory near the city.

* +2  Happiness

## Overview

A circus is a company of performers that often includes clowns, acrobats, jugglers, high-wire acts, trapeze artists, musicians, and animal trainers. Most circuses are traveling companies which move from city to city over the course of a season, while some remain in a single location year-round. In ancient Rome the circus was the name of a building where chariot racing, staged battles, jugglers, and other entertainments were held. The first Roman circus was the Circus Maximus, which at its largest could seat some 250,000 screaming citizens - roughly 25% of the city's population.
Bingles' Civ IV Traits in Civ V

Civ IV Traits in Civ V by Bingles is a mod that adds additional unique abilities to each civilization. Inspired by a similar mechanic in Civilization IV (known as "Traits"), the mod assigns 14 unique abilities to the existing 43 civilisation leaders, based upon their historical and in-game personalities. Many custom civilizations also feature support for this mod.

## Traits List

Each civilization leader is assigned two unique abilities from the list below. These traits do not replace existing unique abilities.
List of Unreleased Civilizations

This page serves as a list of every custom civilization mod currently under production, or at least that mod authors have confirmed that they will be making at some point in the future.

Please don't add civs to this page if you haven't released a civ before. This is to avoid cluttering it with mods that never came to life as has happened in the past.

## By Colonialist Legacies

* Larrakitj (Temple)
* Fire Stick Farm
* Inlet Petroglyphs (Stone Works)
* Ballawinne Quarry (Stone Works)
(Ranavalona)

## By DMS

(Penelope)
* Toxotai (Archer)
(Thomas Sankara)
(Jomo Kenyatta)
(Ranavalona)
(Hamid Idris Awate)

## By GPuzzle

* Guillotine (Courthouse)
* Salitrera (Unique Improvement)
* Tajamar (Walls)
* Iron Dome (Arsenal)

## By JFD and Janboruta

* House of Kings (Constabulary/High Court)
* -
* -
* -
* -

## By RoxyRiku94

*(Leader)*
(Unique Improvement)
(In Testing State)

## By senshidenshi

* Krewe (Great Musician / Great Entertainer)

## By TarcisioCM

* -
* -

## By Uighur\_Caesar

* Shipyard (Seaport)
* BRAC (Police Station
* Qela (Walls)
* SAVAK (Constabulary)
List of Unique Improvements

Improvements are buildings constructed by Workers or Work Boats outside of cities, providing additional bonuses to the tile it's built on.

Many civilizations add unique improvements that can only be built by them.

## Notes and References

1. ↑ GE: +2  Production; GM: +2  Gold; GP: +3  Faith; GA/GW/GM +3  Culture; GS/GG +2  Golden Age points.
2. ↑ +1  from Wells in friendly territory; +2  from Wells in neutral territory; Wells in foreign territory provide +1  to both Champa and the tile owner
3. ↑ If built near a City near which Bison/Wild Bison are also present, you have the option to move 1 Population from your largest City to the Tipi City
4. ↑ (Gold, Silver, Copper, Iron, Aluminium)
Gotham (Batman)

**Gotham** led by Batman is a custom fictional civilisation by luei333. Copyright owned by DC Comics.

## Overview

### Batman

Batman is the superhero protector of Gotham City, a man dressed like a bat who fights against evil and strikes terror into the hearts of criminals everywhere. In his secret identity he is Bruce Wayne, billionaire industrialist and notorious playboy. Although he has no superhuman powers, he is one of the world's smartest men and greatest fighters. His physical prowess and technical ingenuity make him an incredibly dangerous opponent. He is also a founding member of the Justice League and the Outsiders.

#### Dawn of Man

Sometimes, I admit, I think of Bruce as a man in a costume. Then, with some gadget from his utility belt, he reminds me that he has an extraordinarily inventive mind. And how lucky I am to be able to call on him.

- Superman

**Introduction:** "Who the hell do you think I am? I'm the goddamn Batman."

## Unique Attributes

     **Bat-Soldier*** Replaces no normal Unit
* Upgrades from Scout
     **Wayne Enterprises** (Observatory)
* Does not require a Mountain
* Science bonus reduce to +30%
* 1 slot for a Scientist Specialist

1. Gotham City
2. Bludhaven
3. San Francisco
4. Buenos Aires
5. Chicago
6. Tokyo
7. Paris
8. Superbia
9. Pierre
10. Moscow
 **Spy List**

* Dick Grayson
* Barbara Gordon
* Tim Drake
* Jason Todd
* Katherine Kane
* Helena Wayne
* Stephanie Brown
* Damian Wayne
* Cassandra Cain
* Jim Gordon

## Full Credits List

* *dennisculver*: Bat-Scout icon
* *DC Comics*: intellectual property, info, images.
* *luei333*: Everything else

## Notes and References

1. ↑ Super Civs - Batman
2. ↑ Luei333's Super Civs
Hydro Plant

Production Cost
 Resource
 Maintenance
 Unlocked at

The **Hydro Plant** is a building available in the Industrial Era.

## Game Info

Building a Hydro Plant requires a River adjacent to the city, as well as 1 Aluminum.

* +1  Production from every tile adjacent to a River

With Social Policies / Tenets:

* Young Pioneers (Order): +1  Happiness

## Overview

A hydro plant is a building that converts energy from falling water into electrical power. The larger the volume of water and the greater the distance it falls, the more power the plant generates. The Three Gorges Dam in China is the largest hydro power plant ever constructed. When completed it will generate some 22,500 mega-watts, ten times more than the American Hoover Dam.

Hydro plants are generally considered "green" sources of energy, though their impact on local fish can be great. Hydro plants that capture the energy from rising tides have been constructed in coastal areas.
Forge

Production Cost
 Maintenance
 Unlocked at

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

## Game Info

Building a Forge requires a source of Iron near the city.

* +15%  Production towards Land units
* +1  Production from Iron sources

## Overview

A forge is a building containing a furnace capable of generating the temperatures necessary to melt and shape iron into anything from horseshoes to nails to arrowheads. This requires a significant amount of heat, and the blacksmith might have an apprentice. A type of assistant his job was to pump bellows to blow fresh air on the flames to keep them hot. A blacksmith might "work" the iron by getting it red-hot and then beating it into shape on an anvil with various hammers. Or the blacksmith might pour molten metal into forms of clay or sand or metal, removing the forms once the iron had cooled enough to hold its shape.

## Unique Building Replacements

* Unlocked at Iron Working
* -20%  Production cost
* No terrain requirements
* Original Forge yields removed
* +1 maintenance
* Converts all unimproved  Iron sources within 3 tiles to Copper
* Has 1 slot for a Merchant Specialist
* No land unit production bonuses
 File:KarumIcon Wiki.png | **Karum** | Urartu (Argishti I) | * Available at Iron Working
* All metal resources except  Iron yield +1  Gold and  Production
* Iron yields +2  Gold and  Production
* Provides 1 copy of the Tin unique luxury resource
* +1  Gold
* +1  Production from Copper
Civilization V Customization Wiki/Section 2

Content

News
* **October 3:** Happy *Tag der Deutschen Einheit*! Klisz has released West Germany (Adenauer) and East Germany (Honecker).
* **September 7:** Klisz has released The Kassites (Burnaburiash I).
* **June 10:** Klisz has released Portugal (Pombal).
* **May 1:** senshidenshi has released Korea (Seonjo).
* **April 25** Happy ANZAC Day! Colonialist Legacies has released Australia (John Curtin) and More Civs has released New Zealand (Michael Joseph Savage).
* **April 19** Colonialist Legacies has released Nigeria (Awolowo).
* **April 19** Danmacsch has released The Dervishes (Mohammed Hassan).
* **April 17** Sukritact has released Zimbabwe (Nyatsimba Mutota) (Sukritact).
Ironclad

Unitflag ironclad.png

The **Ironclad** is a Naval Melee unit available in the Industrial Era.

## Overview

Although visionaries had been dreaming of machine-powered armored vessels as far back as Leonardo da Vinci, ironclads first saw widespread use in the American Civil War in the mid 19th century. The first true ironclad battle was in the American Civil War in 1862, between the Union's Monitor and the Confederacy's Virginia (also known as the "Merrimac"). The battle raged on for four hours, with both vessels' cannon hammering away at each other to little effect, and the fight pretty much ended in a draw. However, the effect of the battle on the world was profound. In a single morning of inconclusive fighting these ponderous and clumsy vessels - able to move against the wind and mostly impervious to the cannon of the day - made every world's navy obsolete.

## Strategy

Ironclads are the first steam-powered warships available and the heralds of the new era of engine-based naval warfare. The Ironclad is purely a combat vessel: relying on very thick armor and powerful short-range cannons, they are harder to kill than any sailing vessel and their combat strength is much higher than that of sailing ships. These qualities prove especially useful when assaulting coastal cities of the era, whose defenses simply cannot deal with the Ironclad's thick armor.

Their main drawback is their slower speed in ocean tiles when compared to the Renaissance Era ships. Use them primarily for in-shore defense and to assault cities.

## Unique Unit Replacements

* +25% Combat bonus when within 3 tiles of a friendly city
* +1 Sight
	+ Melee: Starts with the Medic and Supply promotions
	+ Ranged: May indirect fire and has +100% Combat bonus vs cities, but must set up to attack
* Does not require Coal
* May carry Aircraft
* May Sell Exotic Goods for Gold and Experience
* No combat bonus vs cities
Bomber

Unitflag bomber.png

The **Bomber** is a Bomber unit available in the Atomic Era.

## Overview

A bomber is an aircraft designed to rain destruction down upon enemy troops, armor, and infrastructure. Bombers generally have very long range, allowing them to fly deep into enemy territory to drop their deadly loads. While they may possess machine guns or other close combat weaponry, bombers are basically helpless against enemy fighter aircraft and require an escort of friendly fighters to protect them against hostile airpower.

All major powers used bombers in World War II. The German "blitz" sought to destroy British industries (not to mention London and other cities) from the air, and the Allied bombers reciprocated, dropping tons of explosives on German cities, factories, railroads, and other infrastructure. In the Pacific Japanese bombers attacked Allied cities and military facilities, the assault on Pearl Harbor being a notable success. As they gained air dominance the Allied air forces wreaked havoc on Japanese cities and armed forces. Bombers (and their cousins the ballistic missiles) are still the deadliest weapons in modern arsenals.

## Strategy

The Bomber is the next-generation attack plane, significantly stronger than its predecessor. More importantly, it has greater operational range, allowing it to reach targets that are farther away from its base. Otherwise, it obeys the same rules as the Great War Bomber - use it the same way, and with the same precautions.

## Unique Unit Replacements

America (Roosevelt)
* Starts with the Siege I promotion
* +7% Strength (Washington)
Bactria (Eucratides I)

**Bactria** led by Eucratides I is a custom civilization by TarcisioCM.

This mod requires Brave New World.

#### Dawn of Man

Oh Great Eucratides, you lead the Bactrian people through war and conquest. Bactria is an exotic land, a last bastion of greek culture at the edge of the known world. Your wars with the Indo-Greek kings showed your legendary skills in battle, and only by treachery that you would be killed.

Oh Great King, it's once again time to take the Bactrian Throne for yourself, to defeat powerful foes on the battlefield and to emerge victorious! Can you command Greeks and Bactrians through countless wars, and win against all odds? Can you build a civilization that will stand the test of time?

**Introduction**: Ah, another foreigner. And from where do you come this time? I am Eucratides, king of Bactria.

**Introduction**: Hail great leader! I am Eucratides of Bactria. From which part of the world have you come?

**Introduction**: I welcome you to the great kingdom of Bactria. I trust you are here as a friend, else your lands are soon to be part of this glorious kingdom.

**Defeat**: This was my fate all along, wasn't it? Nevertheless, your puny empire will never be as glorious as mine once was.

## Unique Attributes

 **Hellenistic Elephant** (Swordsman)
* Combat bonus vs Spearmen
* +1  Movement
 **Silk Caravanserai** (Caravansary)
* Incoming trade routes generate +2  Gold for you and +1  Gold for its owner

## List of Cities

1. Bactra
2. Eucratideia
3. Demetrias
4. Alexandria on Caucasus
5. Drapsaka
6. Marakanda
7. Dalverzin Tepe
8. Tillya Tepe
9. Takht-i Sangin
10. Alexandria Arachosia
11. Alexandria Eschate
12. Peucela
13. Sagala
14. Sirkap
15. Bukhara
16. Kapisene
17. Alexandria on Indus
18. Demetrias in Patalene
19. Antiocheia Margiana
20. Pura

## Full Credits List

 Last Updated:

* *TarcisioCM*: Author
* *Europa Barbarorum Development Team*: Music
* *Microsoft Studios*: Music
Hotel

Unlocked at

The **Hotel** is a building available in the Modern Era.

## Game Info

* 50% of  Culture produced by Wonders and Improvements is added to the city's  Tourism output
* +50%  Tourism from  Great Works

## Overview

Inns have existed for millennia, supplying shelter and safety to merchants and travelers. Marco Polo reported an extensive system of houses to provide lodging for travelers in 13thCentury China. The modern hotel was largely a result of the coming of the railroad, for not only did travel increase but travelers needed lodging for shorter periods. The oldest hotel in continuous operation is the Nisiyama Onsen Keiunkan in Japan, opened in 707 AD and operated by the same family for 46 generations.
Federation of Dan (Dan the Squid)

The **Federation of Dan** is a custom civilization made by the Sixteen Nation Project, with special credit given to Barathor, Civitar and Sukritact. It was the Sixteen Nation Project's April Fool's Day civilization for 2015.

This mod requires Gods and Kings and is compatible with Brave New World.

## Unique Attributes

  File:BigSquidIcon wiki.png  **Big Squid** (All Naval Units)
  File:InkRefineryIcon wiki.png  **Ink Refinery**
Converts 1 Ink into 1  Oil, generates +1  Science per ocean tile, and has Engineer specialist slots. While incurring a heavy 10  Gold maintenance cost, it also generates 1  Gold per population each turn.
List of Resources

Resources are special commodities found in limited quantities on the map. When a resource is "worked" it provides a bonus for your empire; this is accomplished either through constructing an improvement with a Worker (on land) or expending a Work Boat (for sea tiles).

There are three types of resources:

* Strategic resources may be expended to construct buildings or train military units
* Bonus resources cannot be traded, but instead provide additional yields to their tiles
* Luxury resources yield Happiness, and may be demanded by cities to begin a We Love the King Day

Some luxury resources are acquired by befriending Mercantile City-States instead of being improved on the map.
Constabulary

Maintenance
 Unlocked at

The **Constabulary** is a building available in the Renaissance Era.

## Game Info

* -25% enemy Spy stealing rate
* -10%  Crime (CID)

## Overview

One of the first known descriptions of the role of a constable comes from Bracton, a jurist in England writing between 1220 and 1250. "In whatever way they come and on whatever day, it is the duty of the constable to enroll everything in order, for he has record as to the things he sees; but he cannot judge, because there is no judgment at the Tower, since there the third element of a judicial proceeding is lacking, namely a judge and jurisdiction. He has record as to matters of fact, not matters of judgment and law."
JFD's and Pouakai's Mercenaries

Mercenaries is a mod that introduces a system of recruitment for high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Faith) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse.

This mod does not require any other mod to function, however, it is greatly enhanced when using Cultural Diversity.

* Cultural Diversity allows Mercenary Contracts to choose unique units only befitting the culture of their originating civilization. It also enables Mercenary Units to use a distinct dialect instead of that of your civilization.

This mod is included, and improved therein, in Rise to Power.

## Features

There are a total of 82 available Contracts in this mod, from across a range of eras. A further 13 is added by Piety and a further 20 will be added through Exploration Continued Expanded. Each Contract is based upon a historical group that were either Mercenaries themselves or were soldiers that were present in foreign armies, or people whom, with some artistic licence, might have gone on to industrialize their work. Each Contract comes with its own *rating*, which determines the cost, quality, and strength of its units, as well as its own unique promotion.

### Technologies

* Gaesatae
* Jiayuguan Fort

### Units

* Steals  Gold when attacking a city
* Steals  Gold when attacking a city
* Varangian Guard Contract

## Customization

There are a number of different options you can choose in the UserSettings.sql file. Here, you can specify whether the standard purchasing of Units with gold is disabled, whether the AI should pay maintenance on their Contracts, and whether the Privateer should be made a Contract-exclusive unit.

## Compatibility

This mod is is not known to be incompatible with any mods.

However, in order to use this mod properly with the Community Balance Patch, you must enable the setting: 'JFD\_MERCENARIES\_COMMUNITY\_BALANCE\_PATCH' in the included UserSettings.sql file.

## Modularity

For information on Mercenaries' Code, see JFD's and Pouakai's Mercenaries/Code

## Full Credits List

 Last Updated:

* Author: JFD
* Design: Pouakai
* Artwork: Janboruta, Sukritact
* Lua: Sukritact (Ashanti UI base)
* Graphics: Zwei833, bernie14, JTitan
* Translation: Sub6 (Japanese)
Great Scientist

Unitflag greatscientist.png

The **Great Scientist** is a Great Person acquired through Specialists or Wonders.

## Overview

"Great Scientists" figure out how the world works. They discover that the earth orbits the sun. They sequence DNA and invent quantum mechanics. They cure polio and predict eclipses. They make a civilization smarter. They invent the future.

## Strategy

In *Gods & Kings* and *Brave New World*, the Great Scientist may use the "Boost Science" ability, which lets you immediately gain a large number of science points based on the science output of your civilization. It is usually enough to finish researching the current technology, and even boost another one! Use this if you need an immediate result.

Alternatively, the Great Scientist can construct an Academy for a long-term  Science boost in a city. In the early game, constructing Academies is recommended, as the long-term science gains will surpass the instant gain of Boost Science. In the later game, Boost Science may be worth many tens of turns' worth of Academy science. Since you can see how much science Boost Science is worth by mousing over the button, you can judge its worth based on how many turns you expect are left in the game (or until you get enough tech to go for your desired victory). Since the Academy affects the science output of an individual city, its gains are augmented by all science buildings with a percentage bonus, like the Research Lab.

## Unique Unit Replacements

* Consuming the doctor causes the nearest owned city within 3 tile's range to gain a sum of  Food.
* Constructs a Medical Lab instead of an Academy, which yields +2  Food and +6  Science. In addition to the Science yield bonus from discovery of Scientific Theory and Atomic Theory, it also gains +1  Food and  Science from the discovery of Biology and Ecology. Planting a Medical Lab near one's own city causes the nearest city within 3 tile's range to enter a We Love the King Day, triggered once per city.
* Medical Labs may be planted in City-State territories, which grants Faust 80  Influence with the City-State by default, and also causes all current cities that Faust owns to generate  Great People 15% Faster if it is the first Medical Lab that Faust has planted in that city-state.
Gatling Gun

Unitflag gatlinggun.png

The **Gatling Gun** is an Archery unit available in the Industrial Era.

## Overview

The Gatling gun, forerunner to the machine gun, was invented in 1861 AD by the American Dr. Richard Gatling in the hope of reducing the size of armies and displaying how futile war is. Operation of a Gatling gun involved a revolving multi-barrel design, in which a hand crank turned the mechanism. As each barrel cycled, the spent cartridge was ejected, a new one loaded, and the muzzle barrel cooled. In this manner, a high rate of fire could be maintained without overheating. What the Gatling gun lacked in accuracy was made up for by its lethality.

Although not officially adopted by the United States Army until 1866, it was used for the first time in combat during the American Civil War by Union forces. It next saw use during the Peru-Chile War of the Pacific (1879-1883), which convinced European armies of its utility against massed enemies. Within a decade, the Gatling gun was adopted by most of the major powers; it was used most effectively to expand their colonial empires against the likes of the Ndebele, Zulu, Bedouins, Turkmen, Boxers, and other native peoples. In the first decade of the 1900s, designs for gas-operated "machine" guns made the weapon obsolete; the U.S. Army withdrew all models of the Gatling gun from service in 1911, followed soon after by the European armies.

## Strategy

The Gatling Gun is an upgrade from the Crossbowman, but its role changes entirely, and together with the Artillery and aircraft, it ushers in a complete change to combat tactics in modern times. The first repeating gun weapon, it is able to spit lead with incredible speed and literally mow down incoming infantry. Although its bullets can't reach 2 tiles away like the attacks of earlier ranged units (it has only 1 range), it still attacks with impunity. Furthermore, its Ranged Strength is the same as its Melee Strength, eliminating the vulnerability to melee attacks that troubled earlier archer units. This makes searching for vantage points less important (although the Gatling Gun can still use a hill's defensive bonus), since the unit will only be able to attack adjacent tiles anyway.

Gatling Guns now become part of your front-line troops, being as useful against melee troops as infantry. Their advantage is the ability to shoot (and avoid counterattacks from the units they attack), and a well-situated Gatling Gun can become very lethal on the field.

A Gatling Gun is fully capable of making use of the Range promotion, allowing it to have a range of 2 hexes. Similarly, Longbowmen and Chu-Ko-Nu will retain their special traits when upgraded to Gatling Guns.
Anti-Aircraft Gun

Unitflag antiaircraftgun.png

The **Anti-Aircraft Gun** is a Gunpowder unit available in the Modern Era.

## Overview

These artillery tubes fire shells up into the air. Upon reaching a pre-set height the shells explode, sending an expanding ball of deadly shrapnel into any nearby aircraft. Anti-Aircraft (or "ack-ack") guns are quite vulnerable to attack from the ground: if left unprotected they can be easily destroyed by any enemy infantry or armed unit.

## Strategy

Anti-Aircraft Guns were developed specifically to counter air raids, this new terrible threat in modern warfare. They possess tracking devices which intercept any airplanes that attack targets within two tiles of the Anti-Aircraft Gun's current position; the repeating guns then deliver devastating damage to all aircraft. Note that you can't attack airplanes directly, since they always finish their turn in their base; instead, you must use the Intercept command, which this unit uses by default.

Their combat strength against land units is also decent, although not as powerful as front-line infantry units, and could even be used as such in extreme situations. They can even capture cities!

Anti-air weapons are essential in modern warfare. Build some as soon as you get access to them via Ballistics, and move them into strategic positions - defending your cities, or your advancing armies. Don't forget that each gun only has one interception attack per turn, which is wasted if the gun makes another attack before that, so keep them on alert to use their main defensive power, while attacking enemy ground forces with other units. Also, don't leave them alone against fast enemy units - they are easily wiped out by tanks!

## Unique Unit Replacements

* Unlocked at Dynamite
* +15% Combat Bonus when stacked with Great Writer
* May Fortify and benefit from defensive terrain bonuses
List of Buildings

Buildings are structures built in cities to provide permanent bonuses. Each building may only be built once per city.

Each page has a list of all unique buildings that replace the building and the civilization they belong to.

## List of Buildings

### Tourism Buildings

 Great Work  Tourism output is increased by 50%
 Great Work  Tourism output is increased by 50%
Allows for Airlifting between other cities with Airports

### Gold Buildings

+25%  Gold
+1  Gold from Trade Routes
1 Specialist Slot
+25%  Gold
+1  Gold from Trade Routes
1 Specialist Slot
+33%  Gold
2 Specialist Slots

### Trade Buildings

+2  Gold from Land Trade Routes
+2  Gold from Sea Trade Routes
Establishes a  City Connection over water
+1  Gold and  Production from Sea Resources

### Defensive Buildings

+50 City Health
+25 City Health
+25 City Health
+25 City Health
Bazooka

Unitflag bazooka.png

The **Bazooka** is an Archery unit available in the Atomic Era.

## Overview

"Bazooka" is the generic name for a man-portable, recoil-less weapon designed for use against enemy armored vehicles. Initially developed at the end of the First World War by the U.S. Army, the Bazooka uses a small rocket engine to fire a shaped-charge explosive shell. As with its British (PIAT) and German (Panzerschreck) counterparts, the bazooka came into widespread use during the Second World War. As the presence of tanks, halftracks and other armored vehicles became prevalent on the battlefield, soldiers needed to be able to respond quickly, without the necessity of waiting for heavy weapons. In the hands of a skilled team willing to get close to an enemy tank, the bazooka was a devastating weapon.

## Strategy

The Bazooka - an infantry division armed with shoulder-launched mini-rockets - is introduced in *Brave New World* as the ultimate ranged weapon. They trade some of the multipurpose use of infantry for the ability to deliver devastating damage to nearby units without retaliation. Their rockets are effective against pretty much any sort of infantry or armored units, and they're equally good on the defensive. Use Bazookas alongside your infantry to deal damage on the front lines without suffering damage.

Note that in spite of its real-life use as an anti-tank weapon, the in-game Bazooka has no anti-armor bonuses.
Carrier

Unitflag carrier.png

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

## Overview

The first flight of an aircraft from an American vessel came in 1910. While some traditionalists fought the development of the carrier, claiming that the battleship was and would always remain the backbone of a modern navy, carriers were in production in navies across the world by the 1920s. In December 1941 the Japanese navy proved the power of aircraft carriers beyond the shadow of a doubt by destroying much of the American Pacific fleet (including most of its vaunted battleships) in a brilliant surprise attack at Pearl Harbor. By an extraordinary stroke of fortune the American carriers were not at port when the attack occurred, and these were able to slow the Japanese advance until the massive US carrier production effort began to bear fruit, eventually resulting in overwhelming American carrier (and air) superiority, and crushing defeat for Japan.

## Strategy

The Carrier is a specialized vessel which offers a base of operations for fighter airplanes and bombers (but not Stealth Bombers). Its development allows a nation to bring its air power in the sea, and deliver it to any point of the map where needed. The Carrier itself is unable to attack, but the aircraft it carries make it the most powerful offensive tactical weapon afloat. Such is its importance that most modern commanders form their fleets around Carriers. Defensively, however, the Carrier is weak and should be escorted by Destroyers and Submarines.

In *Brave New World* there are special promotions available for the Carrier which allow it to carry more aircraft and defend better against attacks.

Use Carriers to transport your air power over the ocean and to coasts which you can't otherwise reach. Then support your land offensive with your airplanes.
Great Writer

* Post-Industrial

 Unitflag greatwriter.png

The **Great Writer** is a Great Person acquired through Specialists or Wonders.

## Overview

"Great Writers" are those gifted men and women who express our desires, insights, fancies, foibles, fears and joys in the written word. Whether in poetry, in novels and stories, for the stage or screen, these are the artists who have defined their civilizations and cultures. Some write prose and poetry about imaginary worlds; others write tracts of philosophy, politics, religion and science about how our world is or should be. Their words echo through time, binding us all together.

1. Aesop
2. Vittorio Alfieri
3. Dante Alighieri
4. Ludovico Ariosto
5. Aristophanes
6. Jane Austen
7. Bertrand de Bar-sur-Aube
8. Bhāsa
9. L. Frank Baum
10. Harriet Beecher Stowe
11. Cao Xueqin
12. Lewis Carroll
13. Miguel de Cervantes
14. Geoffrey Chaucer
15. Anton Chekhov
16. Chikamatsu Monzaemon
17. James Fenimore Cooper
18. Stephen Crane
19. Emperor Daigo
20. Rubén Darío
21. Charles Dickens
22. Emily Dickenson
23. Fyodor Dostoyevsky
24. Sir Arthur Conan Doyle
25. Alexandre Dumas
26. F. Scott Fitzgerald
27. Johann Wolfgang von Goethe
28. Nikolay Gogol
29. Maksim Gorky
30. Nathaniel Hawthorne
31. José Hernández
32. Homer
33. Victor Hugo
34. Washington Irving
35. Jorge Isaacs
36. Kālidāsa
37. Omar Khayyám
38. Ki no Tsurayuki
39. Rudyard Kipling
40. Langling Xiaoxiao Sheng
41. D. H. Lawrence
42. Lucian of Samosata
43. Thomas Mallory
44. Herman Melville
45. Murasaki Shikibu
46. Natsume Soseki
47. Ovid
48. Petrarch
49. Edgar Allen Poe
50. Marcel Proust
51. Qu Yuan
52. François Rabelais
53. Jalal al-Din Muhammad Rumi
54. Johann Friedrich von Schiller
55. William Shakespeare
56. Mary Shelley
57. Shi Naian
58. Sophocles
59. Edmund Spencer
60. Henry David Thoreau
61. Leo Tolstoy
62. Mark Twain
63. Ueda Akinari
64. Valmiki
65. Jules Verne
66. Virgil
67. Voltaire
68. Vyasa
69. H. G. Wells
70. Walt Whitman
71. Yoshida Kenkō

## Strategy

As with the other Great People, the Great Writer has two uses: one for a more permanent benefit, and one for an immediate boost. Both of these abilities consume him.

Creating a Great Work of Writing and placing it into an appropriate building generates a permanent boost to Tourism and Culture. Writing a political treatise, on the other hand, will immediately boost Culture by a set amount (depending on your current Culture output). Use this if you don't care too much about your Tourism, and want to speed up the acquisition of your next Social Policy.

## Unique Unit Replacements

     **Great Filmmaker** - California (Ide/Muir)    * Creates unique Great Works that provide +1  Global Happiness to the owner
     **Fili** (Great Writer)
* Produces unique Great Works of Writing, which yield +2 Great Musician Points per turn.
     **Prime Minister** - Australia (Henry Parkes)    * Provides political quotes as  Great Works of Writing
     **Skald** - Iceland (Ingolfur Arnarson)    * May embark and cross deep Ocean
* Double  Movement and Defense when embarked
* May found cities on foreign continents
* Produces unique  Great Works
Holy Roman Empire (Elected Emperor) (LastSword)

The **Holy Roman Empire** led by the "Elected Emperors" is a custom civilisation by LastSword, with contributions from danrell, bernie, Vicevirtuoso/bc1.

This mod requires Gods and Kings & Brave New World.

## Overview

#### Dawn of Man

Oh, great emperor, chosen by the wise prince-electors guided by the holy spirit, shall your rule be eternal! he Holy Roman Empire was a multi-ethnic complex of territories in central Europe that developed during the Early Middle Ages and continued until its dissolution in 1806. The largest territory of the empire after 962 was the Kingdom of Germany, though it also came to include the Kingdom of Bohemia, the Kingdom of Burgundy, the Kingdom of Italy, and numerous other territories.

Great Emperor, the German people look to you to lead them to the glory of Rome. Shall you make this legacy your own? Will you become a first among equals and make your enemies tremble in fear before the Empire? Can you build a civilization that will stand the test of time?

**Introduction:** "Let me guess, you didn't except me here?"

**Introduction:** "As an elected emperor, chosen by God himself, I have a pleasure to incorporate your lands under protective wings of Holy Roman Empire."

**Defeat:** "Do you think I disappointed the people? Nevermind, I heard about some nice elections in the nearby city-state! Farewell!"

**Defeat:** "I am afraid somebody tricked me into this mess. It is neither holy, nor roman and definitely not an empire."

## Unique Attributes

     **Unique Unit (Medieval)*** Leader elected in Medieval Era comes with its own unique unit replacement. Any trained or upgraded into unit of the same class is gonna be replaced by unique one.
     **Unique Unit (Renaissance)*** Leader elected in Renaissance Era comes with its own unique unit replacement. Any trained or upgraded into unit of the same class is gonna be replaced by unique one.
* Can be any Renaissance era UU from any Civilization. Have a chance to get the HRE special renaissance UU(see the chart below), but not always.

     **Doppelsoldner (Longswordsman)*** stronger against wounded units
     **Lanzknecht (Pikeman)*** can pillage without movement loss
* gain gold from attacking cities

* if being attacked, the next turn start will perform an extra ranged attack.

## Full Credits List

 Last Updated:

* *LastSword*: All else.