Sid Meier's Civilization V

Sid Meier's Civilization V

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Units of Wonder
   
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File Size
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Updated
6.804 MB
17 Jun, 2019 @ 3:47pm
21 Jul, 2021 @ 11:26am
5 Change Notes ( view )
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Units of Wonder

In 2 collections by RetroA
RetroA's Units
10 items
RetroA's Buildings & Wonders
12 items
Description
OVERVIEW
This mod adds 8 new World Wonders, one for each era that gives the civilisation a unique and powerful unit based on history's most enduring legends and incredible inventions.

SPECIFICS
This mod adds the following World Wonders and the associate units it provides with accompanying Civilopedia entries (existing icons and models used):

- 300 SPARTANS
- Tech: Trapping
- Type: Land Melee
- Strength: 10
- Movement: 2
- +25% strength when fighting in friendly territory
- +25% strength when defending
- Starts with 'Cover I' (defence against ranged attacks)

- TROJAN HORSE
- Tech: Construction
- Type: Land Melee
- Strength: 12
- Movement: 2
- +200% strength against cities
- +30% strength when stacked with a General General
- Invisible unless it has attacked that turn or is adjacent to a rival unit (units stacked with the Trojan Horse are also invisible, at least to the AI)
- Can only attack cities but cannot capture them (but can clear garrisons when the city defences are down), does not receive a terrain defence bonus

- LEONARDO'S ROBOT
- Tech: Machinery
- Type: Land Melee
- Strength: 25
- Movement: 2
- If it inflicts more damage than it receives when attacking, the enemy is pushed back (or deals extra damage if the enemy is cornered)
- Heals every turn even if it makes another action
- Starts with 'Shock I' (combat bonus in open terrain)

- GOLDEN HIND
- Tech: Astronomy
- Type: Naval Melee
- Strength: 22
- Movement: 5
- Can perfom a one-time trade mission on the borders of civs and city states you are not at war with for XP and Gold
- Earns Gold when it defeats an enemy (equal to 300% the unit's combat strength)
- Starts with 'Board Party I' (combat bonus against ships) and 'Supply' (can heal outside friendly territory)

- WINANS STEAM GUN
- Tech: Steam Power
- Type: Land Armor
- Strength: 40
- Movement: 3
- Can move after attacking
- Starts with 'Blitz' (can attack twice a turn)
- Does not receive a terrain defence bonus

- USS AKRON
- Tech: Flight
- Type: 'Land' Carrier
- Strength: 40
- Movement: 3
- Can carry 3 aircraft
- Hovering unit (all tiles use 1 movement, can cross Mountains but receives damage if it end its turn on one), can move over water tiles without embarking
- Cannot attack, does not receive a terrain defence bonus

- 22ND SPECIAL AIR SERVICE
- Tech: Combined Arms
- Type: Land Melee
- Strength: 55
- Movement: 2
- Can paradrop 8 tiles from friendly territory
- Ignores rough terrain penalties
- Starts with 'Amphibious' (no combat penalties when attack from coast or over rivers)
- Invisible unless it has attacked that turn or is adjacent to a rival unit
- Can enter rival territory without Open Borders (also means it is not ejected if war is declared and does not trespass in City States)
- Earns promotions twice as fast
- Cannot capture cities (but can clear garrisons when the city defences are down)

- RED OCTOBER
- Tech: Stealth
- Type: Ranged Submarine
- Strength: 65
- Ranged Attack: 95
- Movement: 7
- Same promotions as a normal submarine (Invisible unless it has attacked that turn or is adjacent to a rival unit, can detect rival submarines, can move through Ice, +1 Sight)
- Can move after attacking
- Can withdraw from melee combat
- Can carry 4 missiles

DESIGN NOTES
This is mod I've wanted to make for a few years, admittedly after being inspired by Josef's Wonderful Units mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=387744315 and finally got round to it. I wanted these unique units spread out across the game and to offer something a little different.

UNINTENTIONAL ISSUES AND OTHER NOTES
- All units added that are invisible can be spotted by units that can detect submarines.
- To allow the USS Akron to fly over water, the unit no longer has any combat animations but since it can't attack, I don't think it's a big deal.
Popular Discussions View All (1)
1
1 Jul, 2019 @ 2:58pm
Ideas
Doomknight
26 Comments
RetroA  [author] 7 Jul, 2024 @ 11:59am 
@DavidBurnsideZF
Not from existing Civ5 assets like this mod uses I'm afraid, you'd have to ask a more skilled modder.
DavidBurnsideZF 5 Jul, 2024 @ 8:17pm 
Hi. Can you do this for some sort of unique, super-strong martial arts/monk-type unit?
#FreeConstantinople 28 Apr, 2022 @ 9:47pm 
VP?
RetroA  [author] 12 Oct, 2019 @ 6:48pm 
@Legolas
Thanks for letting me know, it's been coded specifically so Barbarians can't build them so could be a mod conflict. However, since a few people are having issues, I've released an update to add a few more fail-safes to prevent the units from appearing incorrectly. Let me know if encounter the same problem again.
Joker 8 Oct, 2019 @ 6:01pm 
Same issue here ran into a barbarian SAS but I do not have the option to build them. My first thought was barbarians evolved conflict but idk if other factions have them too or just barbarians
DeftlyPlayed 11 Sep, 2019 @ 7:18pm 
@RetroA
First let me say I just re-read what I wrote and to me it sounds like I am coming over kinda heavy and pompous. Didn't intend it that way. :lunar2019grinningpig: The content of what I said I meant but not the tone I seem to have struck. As to other mods? Running a bunch. Could any of them be in conflict? I da'know. I went through the process of turning off a mod, going into the game to see if the issue was still there, mod off, mod on, into game, out of game till I positively IDed Units of Wonder as the mod that was causing the issue. But, I wouldn't even begin to know how to determine if one of the other mods I run was conflicting with Units of Wonder.
RetroA  [author] 11 Sep, 2019 @ 9:47am 
@DeftlyPlayed
Strange, never seen that before and no one else has reported anything. I'll have a look into what might be causing that. Are you running any other mods, might be a conflict?
DeftlyPlayed 10 Sep, 2019 @ 7:48pm 
Not cool. This mod gave me the 22nd Special Air Service and Submarine units right from the start. Stone age and these units are available to recruit. I decided to just ignore them until I had reached an appropriate age in the game. However, I soon noticed that all my neighbors had SAS units wandering around. So there I am with stone age units and they all have the SAS and submarines. Not cool. Have unsubscribed the mod till I see this has been fixed.
Desvo 24 Aug, 2019 @ 8:58am 
Hllyeah
ParkerGotSauce 19 Aug, 2019 @ 7:57pm 
It might be thanks to Sabaton, but I've always loved the ship.