IMPORTANT
This Modmod requires CCTP 1s System & More Maps.rar found HERE! Realnameearth mod is currently incompatible!
Installation
Delete any older version of this modmod from .....My Games\Sid Meier's Civilization 5\MODS.
Download V14 and Extract(With Winrar or similar program) to .....My Games\Sid Meier's Civilization 5\MODS
Start Civ5 and activate in game, AFTER you have Activated CCTP. New version breaks savegames.
Changes Made from Vanilla CCTP:-
Version 15
- Inluded Naval XP Yards.
- Included Garrison Training by Iceco.
- Included Hipfots User Events Mod.
- XP Per level reduced to 7.
- Some AI Adjustments.
- Unit Maintenance Adjustements.
- New Early Ship, Galley, lower in strength and speed to the barbarian galley, but cheaper too.
- New Coppersmith Building, Metallurgy Tech.
Version 14
Version 13
Version 12
- Mounted Scout Combat Fix.
Version 11
- Mounted Scout Text & Tech fix.
Version 10
Version 9
Version 8
Version 7
Version 6
Version 5
Version 4
Version 3
Version 2
Version 1
Included Mods
- Native Wonders by Mentos
Results
The resulting changes of my modifications are that Science is ALOT slower now but Units and Buildings are not, your empire should have more access to
recources due to my changes, this however depends entierly on what setting you choose at the start of your game(Low, Standard, High(Recommended),
Very High, Ledgendary). The AI is still a bit Dumb im affraid(Vanilla issue)
I am trying to balance this for an average of 6-8 cities per civ(typicaly I play with Standard Map 8civ 8cs, Prince). Mostly it is going as planed, some civs are better at expanding than others.
Civs with 4 or less cities are going to suffer greatly(50-100 turns behind). The AI should progress to the Classical era around 210-250 turns, Mediveal at around 320-350 turns, Renaissance at around 700-770.
Side Note
Free Techs(Removed the worest culprits) given to the AI can make them skip forward an era too quickly, I trust players to be sensible
For Other Modders
I have doucumented each XML contained in this ModMod. This makes it fairly easy for other people to edit and adjust settings/features.
This Modmod requires CCTP 1s System & More Maps.rar found HERE! Realnameearth mod is currently incompatible!
Installation
Delete any older version of this modmod from .....My Games\Sid Meier's Civilization 5\MODS.
Download V14 and Extract(With Winrar or similar program) to .....My Games\Sid Meier's Civilization 5\MODS
Start Civ5 and activate in game, AFTER you have Activated CCTP. New version breaks savegames.
Changes Made from Vanilla CCTP:-
Version 15
- Inluded Naval XP Yards.
- Included Garrison Training by Iceco.
- Included Hipfots User Events Mod.
- XP Per level reduced to 7.
- Some AI Adjustments.
- Unit Maintenance Adjustements.
- New Early Ship, Galley, lower in strength and speed to the barbarian galley, but cheaper too.
- New Coppersmith Building, Metallurgy Tech.
Version 14
Spoiler :
Version 13
Spoiler :
Version 12
- Mounted Scout Combat Fix.
Version 11
- Mounted Scout Text & Tech fix.
Version 10
Spoiler :
Version 9
Spoiler :
Version 8
Spoiler :
Version 7
Spoiler :
Version 6
Spoiler :
Version 5
Spoiler :
Version 4
Spoiler :
Version 3
Spoiler :
Version 2
Spoiler :
Version 1
Spoiler :
Included Mods
- Native Wonders by Mentos
Results
The resulting changes of my modifications are that Science is ALOT slower now but Units and Buildings are not, your empire should have more access to
recources due to my changes, this however depends entierly on what setting you choose at the start of your game(Low, Standard, High(Recommended),
Very High, Ledgendary). The AI is still a bit Dumb im affraid(Vanilla issue)
I am trying to balance this for an average of 6-8 cities per civ(typicaly I play with Standard Map 8civ 8cs, Prince). Mostly it is going as planed, some civs are better at expanding than others.
Civs with 4 or less cities are going to suffer greatly(50-100 turns behind). The AI should progress to the Classical era around 210-250 turns, Mediveal at around 320-350 turns, Renaissance at around 700-770.
Side Note
Free Techs(Removed the worest culprits) given to the AI can make them skip forward an era too quickly, I trust players to be sensible
For Other Modders
I have doucumented each XML contained in this ModMod. This makes it fairly easy for other people to edit and adjust settings/features.