Civ 5 Improvements Mod (CivIP)

Xaviarlol

Warlord
Joined
May 27, 2011
Messages
263
Hi all,

This mod has been live for a while on Steam Workshop (as one of the top rated Civ mods) but I never made a thread for it here. Please provide any feedback, bug reports or suggestions in this thread.

http://steamcommunity.com/sharedfiles/filedetails/?id=108690995


Civ 5 Improvements Patch for Brave New World

THIS MOD HAS BEEN UPDATED FOR BRAVE NEW WORLD

This mod is an unofficial patch for Civ 5 Brave New World that makes surgical changes to the game in an effort to enhance it but not change the overall Civ gameplay experience.

Current list of things to be added soon:
- Ability to air-strike tile improvements
- Integrate UAV drone (from another mod)
- Allow helicopters to fly over water tiles
- Review all Civs unique bonuses and adjust the boring/weaker ones.

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--General Changes—
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- Building Wealth and Research now grants 30% of Production converted, up from 25%.

- Increased the sight radius of having a spy in an opponent’s city to 3 tiles in every direction, up from 1.

- Increased yields of several natural wonders when worked on. Natural wonders will now play a more significant role in shaping civilizations.

- El Dorado natural wonder gives the first finder 1500 gold, up from 500 gold.


--Following Improvements to smaller civs--

- Unhappiness from Number of cities increased by 25%.

- Amount of excess Happiness needed to reach golden age reduced by 50%. However, each city now adds 2x more to the required number of happiness accumulated, up from 1% per city. This will result in smaller, focused empires having more golden ages than large powerful empires.

- Most National Wonders increased in effectiveness.


--International Trade routes—

The main theme of these changes is to flesh out the competitiveness of the International trade routes system. These changes will allow players to master better trade routes through investment of buildings and trading posts in an effort to attract other civs to trade with their cities rather than with other player’s cities, which in turn rewards the player with the best trading infrastructure, and allowing that player to be a trading powerhouse. Players will compete to having the best trade routes available, which will spice things up when it comes to choosing who to trade with (value vs diplomatic interests).

Desert cities will now also have the potential to be powerful trading cities via some clever new mechanics.

The following adjustments were made to achieve this:

- City gold output per turn values (excluding from trade routes) will now increase trade route gold yields by a lot more than before. Previously, GPT only added a small fraction of value to a trade route, it now contributes double the value as before. Cities with huge commerce will make for attractive trade route targets.
- Caravansary will now grant +2g to the trade route owner, and +2g to the destination owner of the city. Caravansary now gives desert tiles +1g yield in that city, excluding flood plains.

- Desert Hills now give +1P instead of +2P (balance change)

- Harbor will now grant +2g to the route owner, and +2g to the destination owner of the city

- Increased East India company trade bonuses to +6 to trade route owner and +3g to the destination city owner. Also gives Desert tiles +1g in the city it is built in. Coastal Desert cities will be very powerful trading cities.

- Big Ben (commerce policy required) now grants +4g to trade route owner and +2g to the destination city owner. Gold bonus reduced to +2 from +4.

- Wagon Trains (commerce policy) now increases land trade route yields by +4, up from +2.

- Colossus trade bonus slightly improved to +3g to the trade route owner, and +2g to the destination owner of the city


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--Buildings--
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- Recycling Center now gives 4 aluminum, up from 2. Now costs 7g in maintenance per turn, up from 3.

- Police Station and Constabulary now grant a small bonus to Unit experience.

- Pentagon is now available two tech tiers before the current placement to allow player to make better use of the bonus to upgrading units. Bonus increased from 33% to 40% discount to upgrading units. Now also increases Unit experience by 15 for units build in the same city as it.

- Spaceship factory now grants 1 Uranium. Maint cost increased to 4g. Grants +3 production.

- Hubble now gives Research Labs +1 gold and +1 food and +1 culture, in addition to its current bonuses.

- Most National wonders increased in effectiveness

- Bomb shelter reduction to nuclear weapons reduced to -50%, down from -75%

- Mausoleum of Halicarnassus now gives +400 gold per great person expended, up from 100g.
- Medical Lab now grants +3 Food also.

- Mint now grants +1p on Copper resources, in addition to its current bonus to gold and silver resources.

- Hospital now grants Atoll water tiles +2P and +2 science.

- Harbor now grants Atoll tiles +1F and +1P. Grants +1P and +1G to all sea resources worked on by the city.

- Police Stations now grant +2 air unit capacity in the city it is built.

- Military Bases now grant +3 air unit capacity in the city it is built.

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--Policy changes—
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The theme of policy changes is to increase the power of Aesthetics and Tradition Policies.

- Cultural Centers (Aesthetics) now also increases culture of all Amphitheaters and Museums by +1.

- Fine Arts (Aesthetics) policy now gives 100% happiness converted to culture, up from 50%.

- Aesthetics finisher now also grants Broadcast Towers and Museums +1 Happiness +2 gold, +1 Production and +1 food in addition to its previous bonus.

- Tradition Finisher now gives 25% growth in first 4 cities, up from 15%.

- Landed elite (Tradition tree) now grants an additional +4g and +3p and +3 science in the capital, in addition to its current +2 food and growth bonus.

- Caravans policy (Commerce) now grants land trade routes +8 Gold, up from +4.

- Entrepreneurship (commerce) now grants Customs Houses (great merchant improvement) +2 Gold, on top of its existing bonus.


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--Units—
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- Stealth Bomber redesigned. No longer replaces Bomber, and is now a standalone unit. Production cost greatly increased. Now costs 2 Aluminum instead of 1. Range increased to 22, from 20.

- Bomber no longer obsolete at the final tech level.

- Helicopter Gunship now uses Oil instead of Aluminum. Can move after attacking a unit, if it has movement points left.

- Missile Cruiser nerfed. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a bonus against Submarines. Sight range increased by 1.

- Marine Strength increased to 70 from 65.

- Paratrooper renamed to “Special Forces”. Now paradrops up to 15 tiles away, up from 9. Cost increased. Combat strength increased to 75 and now has a bonus vs other Infantry, Anti-air units and anti-tank units. Moved required Tech to next tier (Ecology). Now a powerful late-game tactical Infantry unit, suitable for tactical operations such as rapid response to City State defence, striking enemy strategic resources and other roles. Pillaging tiles costs no movement points.

- Artillery moved up to the next tier in science (Steam Power), Ranged Strength increased to 35, from 28. Combat Strength increased to 24, from 21. Cost slightly increased. Bonus vs cities reduced to maintain its current effectiveness vs cities.

- Tank combat strength increased to 75, from 70. Panzer increased to 85 from 80.

- Modern Armor moved to next science Tier, Nanotechnology.

- Mech Infantry combat strength reduced from 90 to 85.


**Rebalanced Naval Combat**

- Nuclear Submarine defensive strength increased to 60 from 55. Now uses 1 Aluminum. Cost increased. Can now move after attacking if it has movement points left.

- Submarine defensive strength increased to 40 from 35.

- Missile Cruiser nerfed, it is no longer better at every role than all other ships. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a combat bonus against Submarines, but can still detect them. Sight range increased by 1.

- Destroyer visual range increased by 2, becoming a very effective at recon. Strength slightly increased.

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--Civilizations—
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- Japan civ fishing bonus increased to +2 culture, Atoll bonus increased to +4 culture.

- France civ bonus to theming bonus in capital increased to 2.5x, up from 2x.

- France Chateau culture yield increased to +2 up from +1.

- Buffed Sweden’s bonus. Gifting Great people as Sweden now gives +220 influence, was +90 influence.

- Celts civ faith bonus doubled.

- Jaguar (Aztecs) strength increased to 9, from 8.

- Spain (Isabella) natural wonder first-finder bonus increased to 3000 gold, up from 500 gold. Subsequent wonder find bonus increased to 1000 gold, up from 100.

- Attila (the huns) civ Pasture production bonus increased to +3P per pasture.

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--Terrain--
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- Ocean tiles (NOT sea or coastal tiles) now have +1P and +1G. Previously was the same as Sea/coastal (+1f). Ocean tiles still gain +1f from Lighthouse.

- Lake now has +1P in addition to its normal yield

- Fish resources now also give +1P yield.


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--Religious Beliefs--
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- initiation rites – now gives 400g when each city converts to this religion up from 100g
- Divine inspiration – Each world wonder now provides +5 faith per wonder, up from 2.
- Interfaith Dialogue now increases science per city conversion by double the old rate.
- Dance of the Aurora now gives +2 faith per tundra tile without forest, up from +1.
- Desert folklore now gives +1g on desert tiles, in addition to +1 faith.
- Reliquary Now gives +400 faith when a great person is expended, up from 50 faith.
 
could you add a direct download link?
linux users and steam sceptics have a hard time still. ;)

thank you!
 
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