Sid Meier's Civilization V

Sid Meier's Civilization V

SMANs Omnibus Mod
Showing 1-5 of 5 entries
Update: 18 Apr, 2018 @ 11:18am

Changes for V5:

- Added 9 new units (available tech - obsolete tech):
-- Escort Carrier (Flight – Nuclear Fission)
-- MOAB (Rocketry – Plasma Propulsion)
-- Plasma Fighter (Plasma Prop – n/a)
-- Railgun Armor (Cold Fusion – n/a)
-- Railgun Arty (Cold Fusion – n/a)
-- Railgun Destroyer (Cold Fusion – n/a)
-- Railgun SAM (Cold Fusion – n/a)
-- Stealth Fighter (Stealth – Artificial Intelligence)
-- Wild Weasel Fighter (Lasers – Plasma Propulsion)

- Added 2 Units per Tile (UPT) capability
- Fixed broken Civilopedia entries
- Lowered Combat Penalty from Unhappines – from -40% to -33%
- Updated Private Mil Contractor unit Artwork
- CAS Fighters now require Aluminum, not Oil, and become obsolete at Stealth
- Strategic Bombers now require Aluminum, not Oil, and become obsolete at Quantum Computers
- Buffed Fleet and Supercarrier units air defense stats
- Restored Paratrooper upgrade to the X-Com unit
- Add unit upgrade paths updates for several units
- Increased Plasma Missile flavors so the AI will use them more often
- Changed Goods Terminus prerequisite building to the Elec Grid (vice Caravansary)
- Changed Coal Gasification prerequisite building to the Research Lab (vice Factory)
- Lower Coal Gasification output from 2 Oil down to 1
- Misc. fixes…

Note: For clarity on late-game units (Modern Era and later), most land units (tanks, mech infantry, mobile SAMs, and Helicopters) and sea units require Oil. Propeller planes also require Oil. Jets and Bombers of all kinds require Aluminum. Most Railgun units and Nuclear/Ballistic Missile Subs require Uranium. Apocalypse Class Robots, Assault Bots, Plasma Fighters, Suborbital Bombers, and Railgun Cruisers require both Transparent Aluminum and Uranium.

Update: 27 Jan, 2018 @ 12:53pm

Changes for V4:
- Added Nuclear Cruise Missile, Explored, Pillager, and Plunder units
- Added Barbarian naval units: Corsair (privateer), Kraken, and Leviathan
- Fixed errors which broke Civilopedia
- Removed the build limit on Military Academies
- Changed design so Shipyards can only be built in coastal cities
- Updated the English unit namer function to improve compatibility with other mods using similar renaming functions
- Increased Archaeologist limit to 15
- Changed Zeppelins so they can now hover over Ice tiles
- Reduced the additional build cost for several World/National Wonders which increased based on number of cities in the empire. Impacted wonders: Circus Maximus, Grand Temple, Hermitage, Heroic Epic, Intelligence Agency, Ironworks, National College, National Epic, National Treasury, Oxford University, Tourist Center
- Changed Oil requirements: added requirement for Mech Infantry, eliminated requirement for Japanese Zero
- Numerous text fixes/clarifications, misc. fixes

Update: 2 Oct, 2017 @ 10:39am

Changes for V3:
- Fixed the "Culture Overview" button, which wasn’t working
- Fixed several problems with the English unit namer script
- Changed the shortcut key for "plant a forest" from "F" (which caused the worker unit to "Fortify" and not plant a forest) to "D", which doesn't seem to be used for any other game action
- Lowered the Ranger unit flavors – AI tends to seriously overbuild them
- Raised the Apocalyptic Class robot build limit from 1 to 5
- Changed the ICBM unit material requirements: it now requires 3 uranium and 3 aluminum. Range has been increased to 40 tiles, and cost raised to 2000

Update: 25 Sep, 2017 @ 11:23am

Changes for V2:
- Fixed the missing icon on the Galley unit
- Dropped the Iron requirement for the Armory (since so many are required to build the National Military Academy)
- Changed Bomber upgrade path: WW1 Bomber -> Bomber -> Strategic -> Stealth -> Suborbital
- Increased disbanded unit gold yield from 25% to 40%
- Added +10 City Defense to Bomb Shelters
- Sped up Suborbital Bomber animation
- Fixed several incorrect Text Keys/Help entries

Update: 13 Jul, 2017 @ 7:20am

Initial upload.