Sid Meier's Civilization V

Sid Meier's Civilization V

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CNC Civs - The Global Defense Initiative
   
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60.454 MB
24 Dec, 2017 @ 4:15pm
27 May, 2018 @ 2:07pm
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CNC Civs - The Global Defense Initiative

Description
Adds the Global Defense Initiative, (Tiberian Sun iteration,) into the game as a playable Civilization. The Global Defense Initiative receives bonuses to their military forces and two extra Spies, allowing them to safely monitor other Civilizations around the world. Thanks to their military-related bonuses and their powerful and diverse unique units, GDI is capable of eliminating any hostile threats with ease. Overall, GDI's playstyle is designed for the player to observe their neighbors more effectively, then defeat them quickly and with unique units that are capable of being used in a wide variety of combat situations. These abilities are especially useful for protecting yourself or your allies from bloodthirsty warmongers, and it is also useful for ensuring the sovereignty of the Global Defense Initiative.


====!!!! IMPORTANT COMPATIBILITY NOTICE !!!!====
This mod requires the Brave New World expansion pack to work, and WILL NOT function properly without it. However, as with every other mod I have created, I have chosen not to modify the dependency setting to require Brave New World, so those that do not have it can use the mod as they please. However, the mod is almost guaranteed to be a horribly broken - but playable - mess without the second expansion pack, so if you do not have the Brave New World expansion pack, proceed into a game with this mod at your own risk.


====Unique Ability - Global Defense Act====
Maintenance cost for all military Units have been reduced by 25%, and all military Units now require 25% less Experience to earn their next Promotion, Receive two additional Spies.

====Unique Unit 1 - Titan====
The Titan is a unique hybrid between a ranged unit and a melee unit, possessing a powerful ranged attack that can decimate enemy forces within a two-tile radius, while also being equipped with the ability to execute a melee attack against enemy forces on the front line. Requires one Uranium resource to build. Replaces the Giant Death Robot.

====Unique Unit 2 - Hover MLRS====
The Hover MLRS is a unique hybrid unit between the base game's Rocket Artillery and Mobile SAM - replacing the latter - which is equipped with a missile pod turret that can engage enemy targets both on land or in the air. This unit is capable of intercepting enemy airborne threats, providing GDI armies with some much-needed air support, while also using its ranged attack capability to provide limited ground-based artillery support to GDI forces advancing on the ground. In addition, the Hover MLRS, as the name suggests, can hover over the land and get to where it needs to go very quickly. Requires 1 Aluminum.



====Credits====
Usernamehere, for making the mod.
Westwood Studios, for creating the Command and Conquer series.
All the respective creators of the artwork used.

Music tracks used:
The entire Tiberian Sun soundtrack, rather than just a single war and peace theme, has been used for the Global Defense Initiative. (Except for the songs Pharotek, Nod Crush, and The Defense, since they only played in Tiberian Sun while playing as Nod.) Tiberian Sun's Map Theme has been used for the Dawn of Man audio, the track Valves has been coded as the primary peace theme, and the track Flurry has been coded as the designated war theme.



====Known bugs====
- Issuing a right-click attack order with the Titan will execute a ranged attack rather than a melee attack, but this is just a simple unfixable side effect of equipping a unit with the ability to execute both types of attacks. If you're having an issue executing a melee attack instead, use the icon bar on the left side of the screen and click the melee attack button instead.

Report any other issues you find here. Whether it's a game-breaking mod-related crash, or a simple typo in a Civilopedia entry, I want to know about it so I can fix it as soon as possible.


====Links====
CNC Civs - The Global Defense Initiative (Tiberian Sun)
CNC Civs - The Brotherhood of Nod (Tiberian Sun)
CNC Civs - The Allies (Red Alert 2)
CNC Civs - The Soviet Union (Red Alert 2)
CNC Civs - The Psychic Corps (Yuri's Revenge)
11 Comments
jcgriep451 22 Mar, 2018 @ 3:22am 
Thank you so much I've been waiting for this for years
Dwatch Razgriz 3 Jan, 2018 @ 8:58pm 
Fair points...Maybe have the Virus have the ability to shoot multiple times in a turn (if it kills a target...representing the toxin cloud)...the Magnetron could have a massive bonus v cities, and armor...but against infantry and air it suffers additional damage...As for GDI's APC, maybe just have it as amphibious mechanized infantry with a damage bonus (representing their passengers)...
Usernamehere  [author] 3 Jan, 2018 @ 8:25pm 
Another unit that comes to mind actually is the Magnetron. I might be able to put it in the game in some way, but it wouldn't be able to magnetize enemy units toward it to pull them in range of other units, like it does in Yuri's Revenge.

The Virus, if she comes along, wouldn't have her toxin ability either. She'd probably just be a generic ranged infantry unit.
Usernamehere  [author] 3 Jan, 2018 @ 8:20pm 
What I mean by "Possible" unit, is that a few of them will have to be left out due to me being unable to code their abilities without learning how to make scripts out of .lua files. GDI's Amphibious APC comes to mind, as there's no way for a ground unit to carry another ground unit in the game, regardless of type.
Dwatch Razgriz 3 Jan, 2018 @ 8:20pm 
I was unaware you were planning on adding the entire roster eventually...So shut my mouth XD
Usernamehere  [author] 3 Jan, 2018 @ 8:18pm 
You mean exactly what I've already been planning and doing?

To be honest, since I worked on all five of these mods simultaneously over the course of about a month, right now I'm giving myself a break. But at some point, yes, I plan to incorporate every single possible unit from the original games as unique units for the Civ V mods, allowing the player to have access to the full arsenal and army of GDI, the Allies, et cetera.
Dwatch Razgriz 3 Jan, 2018 @ 7:43pm 
Question...While it may be OP, could you make versions of these (the CnC civs) with more unique units and their super weapons as replacements for nukes? I think it would be pretty dang awesome to play essentially a CnC game in Civ.
Usernamehere  [author] 3 Jan, 2018 @ 4:23pm 
When you click "Subscribe" on a Civ V mod, it downloads the mod as a compressed .civ5mod file. When you load up the game, you need to sit in the mod menu for a moment until the game says "Transferring - (the mod you downloaded)" By transferring it actually means that it's unpacking that .civ5mod file into all the playable and readable files necessary to make the mod work.

Long story short, sit in your mod menu until the game says that GDI is transfering.
Jonesy987 3 Jan, 2018 @ 4:21pm 
it wont download for me
Usernamehere  [author] 28 Dec, 2017 @ 12:12pm 
I've already got something like that planned.