Gods & Kings Unofficial Patch

Big update v1.5, download in the top post.

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Version 1.5:
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*Major Changes*
- Rebalanced Era length. Result is slightly shorter modern eras than version 1.4 and earlier.
-Reduced Unit Maintenance inflation rate further.

*UNITS*
- Missile Cruisers range reduced to 2 from 3. Cost slightly reduced.
- Bombers now start with a bonus vs city promotion. (+15%)
- Reduced the starting promotion of attack vs city bonus from ships to +15%, from +33%.
-Gatling Gun moved up 1 tech to Steam Power. Defensive Strength increased to 40, from 36.
-Machine Gunner moved up 1 tech to Atomic Theory. Defensive Strength increased to 75 from 70.
-Mech infantry strength reduced to 85 from 90.
-Artillery Ranged Combat Strength slightly increased to 35 from 28.
-Nuclear Submarine now has as much air-intercept as a Destroyer (ie a small amount). Production Cost slightly increased.
-Submarine and Nuclear Submarine Attacking bonus reduced to +70%, from +100%.
-Destroyer strength increased to 60, from 55. Movement range increased to 7 from 6.
-All fighter class planes now have a 25% strength penalty vs cities. This further solidifies Bombers as superior city-attackers than Fighters, further giving incentive to build them instead of just massing Jet Fighters in the late eras.
 
I completely love this mod and wanted to post a bug-fix here in case anyone else runs into the same problem that I did.

Everything was working fine for me with the mod a few months ago, but when I re-installed it today I had a problem with the tech tree -- the tech screen was just a mass of jumbled lines, and right from the start of the game it was impossible to select anything to research; and thus, impossible to play.

I'm not a real modder and have no idea why this happened; I'm guessing it was probably the new patch, but it could have been a conflict with another mod or somesuch. Anyway, here's what I figured out --

The problem file is,
Sid Meier's Civilization V/Assets/DLC/Expansion/Gameplay/XML/Technologies/CIV5Technologies

In the table definitions near the top of this file, there are some lines that are present in the original version but are missing from the mod version of the file.

The first table, named "Technologies," is missing two columns, "UnitFortificationModifier" and "UnitBaseHealModifier"
Then lower down, there is an entire table named "Technology_FreePromotions" that is missing in the mod file.

Adding these lines back in to the modded version of the file fixed the problem for me.

Below is the corrected first section of the CIV5Technologies file, with the lines that need to be added in red:



<?xml version="1.0" encoding="utf-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Anton Strenger (Firaxis Games) -->
<GameData>
<!-- Table definition -->
<Table name="Technologies">
<!-- Basic info -->
<Column name="ID" type="integer" primarykey="true" autoincrement="true"/>
<Column name="Type" type="text"/>
<Column name="Description" type="text" default="NULL"/>
<Column name="Civilopedia" type="text" default="NULL"/>
<Column name="Help" type="text" default="NULL"/>
<!-- Tech info -->
<Column name="AIWeight" type="integer" default="0"/>
<Column name="AITradeModifier" type="integer" default="0"/>
<Column name="Cost" type="integer" default="0"/>
<Column name="AdvancedStartCost" type="integer" default="-1"/>
<Column name="Era" type="text" default="NULL"/>
<Column name="FirstFreeUnitClass" type="text" default="NULL"/>
<Column name="FeatureProductionModifier" type="integer" default="0"/>
<Column name="UnitFortificationModifier" type="integer" default="0"/>
<Column name="UnitBaseHealModifier" type="integer" default="0"/>

<Column name="WorkerSpeedModifier" type="integer" default="0"/>
<Column name="FirstFreeTechs" type="integer" default="0"/>
<Column name="EmbarkedMoveChange" type="integer" default="0"/>
<Column name="EndsGame" type="boolean" default="false"/>
<Column name="AllowsEmbarking" type="boolean" default="false"/>
<Column name="AllowsDefensiveEmbarking" type="boolean" default="false"/>
<Column name="EmbarkedAllWaterPassage" type="boolean" default="false"/>
<Column name="AllowsBarbarianBoats" type="boolean" default="false"/>
<Column name="Repeat" type="boolean" default="false"/>
<Column name="Trade" type="boolean" default="false"/>
<Column name="Disable" type="boolean" default="false"/>
<Column name="GoodyTech" type="boolean" default="false"/>
<Column name="ExtraWaterSeeFrom" type="boolean" default="false"/>
<Column name="MapCentering" type="boolean" default="false"/>
<Column name="MapVisible" type="boolean" default="false"/>
<Column name="MapTrading" type="boolean" default="false"/>
<Column name="TechTrading" type="boolean" default="false"/>
<Column name="GoldTrading" type="boolean" default="false"/>
<Column name="AllowEmbassyTradingAllowed" type="boolean" default="false"/>
<Column name="OpenBordersTradingAllowed" type="boolean" default="false"/>
<Column name="DefensivePactTradingAllowed" type="boolean" default="false"/>
<Column name="ResearchAgreementTradingAllowed" type="boolean" default="false"/>
<Column name="TradeAgreementTradingAllowed" type="boolean" default="false"/>
<Column name="PermanentAllianceTradingAllowed" type="boolean" default="false"/>
<Column name="BridgeBuilding" type="boolean" default="false"/>
<Column name="WaterWork" type="boolean" default="false"/>
<Column name="GridX" type="integer" default="0"/>
<Column name="GridY" type="integer" default="0"/>
<Column name="Quote" type="text" default="NULL"/>
<Column name="PortraitIndex" type="integer" default="-1"/>
<Column name="IconAtlas" type="text" default="NULL" reference="IconTextureAtlases(Atlas)"/>
<Column name="AudioIntro" type="text" default="NULL"/>
<Column name="AudioIntroHeader" type="text" default="NULL"/>
</Table>
<Table name="Technology_DomainExtraMoves">
<Column name="TechType" type="text" reference="Technologies(Type)"/>
<Column name="DomainType" type="text" reference="Domains(Type)"/>
<Column name="Moves" type="integer"/>
</Table>
<Table name="Technology_Flavors">
<Column name="TechType" type="text" reference="Technologies(Type)"/>
<Column name="FlavorType" type="text" reference="Flavors(Type)"/>
<Column name="Flavor" type="integer"/>
</Table>
<Table name="Technology_ORPrereqTechs">
<Column name="TechType" type="text" reference="Technologies(Type)"/>
<Column name="PrereqTech" type="text" reference="Technologies(Type)"/>
</Table>
<Table name="Technology_PrereqTechs">
<Column name="TechType" type="text" reference="Technologies(Type)"/>
<Column name="PrereqTech" type="text" reference="Technologies(Type)"/>
</Table>
<Table name="Technology_FreePromotions">
<Column name="TechType" type="text" reference="Technologies(Type)"/>
<Column name="PromotionType" type="text" reference="UnitPromotions(Type)"/>
</Table>
 
I completely love this mod and wanted to post a bug-fix here in case anyone else runs into the same problem that I did.

Everything was working fine for me with the mod a few months ago, but when I re-installed it today I had a problem with the tech tree -- the tech screen was just a mass of jumbled lines, and right from the start of the game it was impossible to select anything to research; and thus, impossible to play.

I'm not a real modder and have no idea why this happened; I'm guessing it was probably the new patch, but it could have been a conflict with another mod or somesuch. Anyway, here's what I figured out --

The problem file is,
Sid Meier's Civilization V/Assets/DLC/Expansion/Gameplay/XML/Technologies/CIV5Technologies

In the table definitions near the top of this file, there are some lines that are present in the original version but are missing from the mod version of the file.

The first table, named "Technologies," is missing two columns, "UnitFortificationModifier" and "UnitBaseHealModifier"
Then lower down, there is an entire table named "Technology_FreePromotions" that is missing in the mod file.

Adding these lines back in to the modded version of the file fixed the problem for me.

Below is the corrected first section of the CIV5Technologies file, with the lines that need to be added in red:


I just registered to say THANK YOU for this fix.:goodjob:

wPJH3l.jpg


after your magic

7DrtBl.jpg
 
I noticed that if you are playing and want to reload to a previous save while in the game, that it will not allow this . I have to completely exit back to windows and then re start the game . I don't have this problem with other mods .
 
First of all I want to thank you for the mod, it seriously gave a friend of mine and me some serious new fun in civ5. Alot of the changes I am a big supporter of, and have been thinking of these changes myself in the past.

However I dont know if this the correct place to post this, but there is one unit bugged in the mod.
The gatling gun has 40 melee strength AND 30 ranged strength, however it loses all ranged upgrades.
This must be unintended because it has more strength than the musketman (30 melee) which is a tech of equal 'tier', and that tech only gives musketman.
Not only that but riflemen is a tier higher, requires steam power, and riflemen only have 40 melee strength the same amount as gatling guns.
Not only that but they dont have the 'supercover' upgrade, and are more expansive.

I would be very happy if you can fix this, because I Just had a game with 3 lvl 10+ xbows that I refuse to upgrade because I do not want to loose blitzing, indirect fire 3 range units.
 
I extracted the zip file to the suggested folder as well as the mod folder, but neither seems to work. I don't see this mod on the list, nor on Steam's list of mods. Any explanation?
 
hello there ..

i have a problem with the gold input
on the info bar it shows me that my empire has 222+ gold but my treasury is always decreasing and im constantly losing units and city states .. i have saeen someone who reported the same bug on steam workshop and he mentioned that he noticed the problem after building the warehouse :)

all in all you project is 9/10 keep it up !! :goodjob:

thanks
 
Hey everyone! Author here. Sorry I haven't checked this thread in a while. This mod was updated a long time ago to Civ 5 Improvements Patch (in to a proper mod).

It is now available for Brave New world. There is going to be a substantial mod BNW update soon.

You should use the steam workshop version, found here.

It has gone through a lot of revision over the months/years, so it may be quite different. Hope you guys enjoy my ideas.
 
Hey everyone! Author here. Sorry I haven't checked this thread in a while. This mod was updated a long time ago to Civ 5 Improvements Patch (in to a proper mod).

It is now available for Brave New world. There is going to be a substantial mod BNW update soon.

You should use the steam workshop version, found here.

It has gone through a lot of revision over the months/years, so it may be quite different. Hope you guys enjoy my ideas.

Can I get a full list of changes? I looked around and can't find it anywhere.

Thanks a ton,
-Elliot S
 
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