[h1]Makes [url=https://steamcommunity.com/sharedfiles/filedetails/?id=596919865]Future Worlds[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2309504487]Sapiens[/url] play as one game. Requires both.[/h1]
Future Worlds adds a whole era of technologies, units, buildings and wonders beyond the Information Era. This patch fits it onto the Sapiens tech tree and balance, and fixes a number of Future Worlds errors along the way.
[quote][h2]One Tech Tree[/h2]
- Sapiens keeps its Atomic and Information Era columns; the Future Worlds era follows in five more columns, with Future Tech at the very end.
- Tech costs continue the Sapiens curve, about 20% more per column.
- Spaceship parts move to the Future Worlds techs: Booster at Energy Theory, Stasis Chamber at Homo Superior, Cockpit at Computronium, Engine at Space Colonization.
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[quote][h2]Units[/h2]
- The Future Worlds Special Forces, Airborne Forces, Missile Destroyer and Supercarrier are retired, since Sapiens already has a unit in each of those roles.
- The XCOM Squad returns at Nanotechnology as the top of the airborne line.
- Upgrades continue into Future Worlds: Stealth Fighter to Drone Fighter, Missile Destroyer to Neodestroyer, Missile Cruiser to Arsenal Ship, Nuclear Carrier to Nexus.
- The Vertol and Hovertank become ranged units, like the Sapiens Helicopter Gunship.
- Future Era units can only be bought in a city with a Military Academy, plus a Drydock for ships.
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[quote][h2]Buildings and Wonders[/h2]
- Future Worlds improvement bonuses now appear directly on the worked tiles instead of through hidden buildings, and the Metroplex Hub and Distribution Hub bonuses now work.
- Bio and machine buildings of the same tier still exclude each other in the same city, now as a game rule instead of a script.
- The Space Station needs a Launch Facility, Robot Infantry needs Skynet, and the dinosaurs need Jurassic Park.
- Wonders follow the Sapiens cost curve: 3000 in the Information Era, rising by 400 per column to 5000.
- Future Worlds no longer scans every city's surroundings every turn, and its script errors on resources without an improvement are gone.
- Fixes Future Worlds data errors: missing names, broken references, invalid unit types and missing improvement art.
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[quote][h3]LANGUAGE SUPPORT[/h3]
Currently available in English only.
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[img=https://imgur.com/rwYP22S.gif[/img]

[quote][h3]COMPATIBILITY[/h3]
Requires [url=https://steamcommunity.com/sharedfiles/filedetails/?id=596919865]Future Worlds[/url] and [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2309504487]Sapiens[/url], which in turn requires [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2280231911]Gaia's Core Mod[/url]. Enable all three before starting a new game; this patch cannot be added to a game already in progress.
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[quote][h3]CREDITS AND THANKS[/h3]
Concept, coding, research, and overall design by [b]Gaia[/b].
Future Worlds by [b]Mischa[/b].
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[quote][h3]DISCLAIMER[/h3]
Sid Meier's Civilization V, Civilization, Civ, Firaxis Games, 2K Games, and Take-Two Interactive Software are trademarks of Take-Two Interactive Software, Inc. This mod is not affiliated with, endorsed by, or sponsored by Take-Two, Firaxis, or any of their subsidiaries.

This is a fan-made project. It is provided "as is" with no warranties, express or implied, including but not limited to warranties of merchantability or fitness for a particular purpose. Use at your own risk.

Redistribution, re-hosting, or inclusion of this mod or any of its components in other works is prohibited without written permission from the authors. All rights to third-party content remain with their respective owners.
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