Sid Meier's Civilization V

Sid Meier's Civilization V

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Dr. Wily's Robot Empire
   
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12.153 MB
18 Jun, 2015 @ 7:42pm
19 Jun, 2015 @ 7:46pm
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Dr. Wily's Robot Empire

Description
This mod adds a civilization based on the nefarious Dr. Wily and his Robot Masters from the Mega Man games, lead by Dr. Wily himself! This civ has a focus on military production and scientific advancement!

Unique Ability: Mass Production

When constructing units, gain a 10% bonus to Production for each other copy of the unit currently on the field, up to a maximum of 30%. When a unit is constructed, gain a boost to Science equal to 20% of its production cost.

Unique Unit: Capsule

The Capsule is a unique unit for Dr. Wily's Robot Empire, replacing the Anti-Tank Gun. While slightly weaker than the Anti-Tank Gun, it is available earlier (with Flight) and is much more mobile.

Unique Unit: Robot Master

The Robot Master is a unique unit for Dr. Wily's Robot Empire. It does not replace any existing unit. It is slightly weaker than the Modern Armor, but increases in combat strength the more Robot Masters there are in the field. It also provides the Great General bonus to nearby units, and starts with additional XP.

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Art credits:
Leader Icon and Dawn of Man: Dr. Wily portrait by JenL (http://jenl.deviantart.com/art/Dr-Wily-403474168)
Robot Master model: Adapted from Mass Effect Atlas battlemech by Zerver
Capsule model: Adapted from Round Spaceship by woodelf

Music credits:
Peace theme: "Dr. Wily Stage 1/2" (Orchestral Mix) - Megaman 2 by You've Lost Karma! (https://www.youtube.com/watch?v=Rg17Yd38AtU)
War theme: Megaman 2 - Wily Stage 1 (Symphony) by Jon Sandersen (https://www.youtube.com/watch?v=ztv6qfdzy2s)

Modding credits:
A ton of thanks to David Xanatos for suggesting the original concept, and for helping extensively with the art, music, and text for the mod!

Mod Compatibility:
Piety & Prestige
Unique Cultural Influence

Note: The mod works under BNW, but I'm not sure if some of the code relies on functions introduced in BNW, so it may not be fully operable in G&K or vanilla.
Popular Discussions View All (1)
0
4 Sep, 2016 @ 9:00pm
Add unique models to mod
westaimuty
26 Comments
Shirli 11 Jan, 2020 @ 5:16pm 
thx for mod!!
Shirli 11 Jan, 2020 @ 5:15pm 
Wily the best!!!
Touschka 24 May, 2019 @ 8:39am 
Awesome !
A Snob Bird 22 Feb, 2019 @ 2:59am 
do you plan on doing more mega man civs in the future i wouldn't mind throwing around ideas for one
thiss_too_shall_pass 24 Sep, 2017 @ 4:13pm 
Unfortunately the science bonus does not seem to work for me. I haven't been getting any lump sums of science. I tried checking the turn after a unit is completed, but no increase in science beyond the expected per turn amount.
matt1of2 18 Apr, 2017 @ 8:24pm 
Awesome.
🩸ℜ𝔲𝔦𝔫🩸 18 Apr, 2017 @ 7:35pm 
Dr. Light next? :D
Eating Pancakes Right Now 13 Feb, 2017 @ 5:40pm 
I love having this guy fight Dr. Eggman Robotnic!
westaimuty 4 Sep, 2016 @ 9:00pm 
Hello ...

Sorry, but I am kind of new to this.

Long story short, I am creating a mod for a friend and it is supposed to have unique models. I actually built the models using 3D software (maya). However, I cannot for the life of me figure out how to implement them in the game. Can someone please help me? I am honestly running out of options. I have looked through every forum on the topic but to no avail.

If someone could take my mod and my models and do the coding for me to incorporate them, that would be the best case senario. I am open though to any assistance you may give me.
Protopon76 6 Aug, 2016 @ 8:33am 
This is amazing!