Resource icon

Epic Speed for CCTP 2016-10-05

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

Spoiler :
- Added Cultural Diffusion mod by Gedemon.
- Palace Production Fix.
- Some Text Fixes


Version 13


Spoiler :
- Research Process reduced to 10% from 25% of production.
- Unused code removed(Resource xml stuff that AssignStartingPlots.lua overides/ignores).
- Koag Maio Science set reduced to 2.
- Nazca Lines Science set reduced to 2.
- Great Barrier Reef science reduced to 2.
- Fountain of Youth, Mount Fiji, Krakatoa science reduced to 3.
- Production on Leatherworker, Farrier, Weaponsmith, Armourer & Blacksmith adjusted for the 1's system.
- Tech Cost adjustments.
- Temple Science reduced to 1 science for 12 population.
- Now requires my CCTP 1's System to function properly (http://forums.civfanatics.com/showthread.php?t=432802&page=29 Post 574).


Version 12

- Mounted Scout Combat Fix.

Version 11

- Mounted Scout Text & Tech fix.

Version 10

Spoiler :
- Technology Cost Adjustments.
- +5 Production added to Farrier, Weaponsmith, Armourer.
- +15 Production added to Ironmonger.
- Included Native Wonders mod by Mentos.
- Save Game Fix.
- Added the Starting Settler for Korea.
- New Unit, Mounted Scout.


Version 9

Spoiler :
- Technology Cost Adjustments.
- Reduced Building and Units Costs by 10%.
- Increased Culture for policies by 10%.
- +10 Production added to Leatherworker.
- Added Explorers experience to most Goody Huts.


Version 8

Spoiler :
- Technology Cost Fix.


Version 7

Spoiler :
- 3% Global Science added to National Academy.
- Updated Mud Pyrymid Mosque unique civilization building.
- Added Flavors to Monument.(To stop bottlenecking the None Culture AI's, Science)
- Timeline Adjustments.
- Fixed the Farrier not providing free promotion.
- Moved Ocean Embarkation to Compass.
- Added/Adjusted Flavors for Pottery.
- 1 Science per 2 Population added to Oxford Univercity and War College.
- Univercity & Wat Buidlings, Science reduced to 4 & Science from Jungle reduced to 1.
- Science removed from Museum, theres a bug where AI does not get the option to build Museums(An I cant see why).
- Added Monastic School Building(Literature Tech), +2 Science, +2 Culture.
- Removed Free Techs from Goody Huts.
- Moved the Horse and Iron Monopoly Buildings to Bonds.
- Moved Weaponsmith and Armourer to Iron Trade.
- Renaissance Techs increased slightly.


Version 6

Spoiler :
- Increased Science from Public School and Museum by +1.
- Added +3 Science to the Monastery.
- Increased Global Science by 1% on National College and National Laboratory.
- Adjusted the date timeline.(Tested upto Renaissance 1600-1700)
- Changed the Armor & Weapons slightly.
- Library now gives 1 science per 6(instead of 4) population & Temple now gives 1 science per 10 population(This speeds up Ancient a bit).


Version 5

Spoiler :
- Fixed a Bug from Version 4(Great Scientist Change).
- Fixed a Bug from Version 3(Reduced Growth)
- Adjusted metal quantity spawn slightly(up from 2 to 3)
- 1% Global Science added to National College.
- 2% Global Science added to Literary Epic.
- 2% Global Science added to National Laboratory.
- Adjusted the Date to be a bit more inline.
- Reduced Upgrade Costs from 3.5x production to 2x production.


Version 4

Spoiler :
- Removed Research Agreements.
- 1 Science per 2 Population added to Literary Epic.
- +1 Science to the Abbey and -1 Happiness.
- [AI] Science and Production Flavors added to Mysticism, Calendar, Meditation, Priesthood Techs and the Abbey Building(Very High Priority).
- Updated Goody Huts a bit(Code from Knatte_Anka).
- Armour and Weapons mini mod added(Icons form Kaels Legions Mod).
- +1 Science to the Museum.
- Removed Free Tech from the Great Scientist to encourage Academy Building.


Version 3

Spoiler :
- Speeded Up Growth by 25%.
- Added 1 Science to the Public School.
- Reduced Techs from Medieval too Nano Eras slightly(around 7.5%).
- Public School now gives 1 science per 3 population.
- Paper Maker now gives 1 science per 3 population.
- Added +5 Production to Desert and +5 Food to Tundra.
- New Starting Settler, 4 Moves, Ignores Terrain.(All Civiliztions(19 Vanilla(20 with Deluxe) + 4 DLC's(No Korea)))


Version 2

Spoiler :
- Reduced the science from Buildings to 1 per 4 population.
- Increased tech costs by 12.5%.
- Edited certain tech and building flavors so the AI builds Temples, Library's, Public Schools and Paper Makers as a VERY High priority. This it to
accomodate the fact that there is no science from population(Sorry if its a bit of a clunkey method, but, it works).


Version 1
Spoiler :

- Changed the recources spawn quantities that were set to 1min 2max to 2min 3max.
- Reactivated/Adjusted Civ5GameSpeeds.xml and Addjusted the Epic Game Speed to be a bit more Epic!
- Removed Science from population, Must now rely on buildings for Science.
- Disabled the Instant Heal Promotion.
- +1 Science to the Temple and -1 Happiness.
- Added Science Flavors to Mysticism Tech and the Temple Building.
- Palace Help Text updated.
- Great Library set Science reduced to 2.
- Temple of Heaven set Science reduced to 2.
- Koag Maio Science set reduced to 4.
- Nazca Lines Science set reduced to 3.


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.
Author
Horem
Downloads
764
Views
764
First release
Last update
Rating
4.00 star(s) 2 ratings

More resources from Horem

Top Bottom