Titanius Rex
Chieftain
- Joined
- Mar 28, 2012
- Messages
- 48
I just uploaded my Civ 5 Brave New World mod: "Civ 5 - Tiles Overhaul Mod". You can find it at http://steamcommunity.com/sharedfil...0960913&searchtext=Civ+5+-+Tiles+Overhaul+Mod.
If anyone can tell me how I can give the mod a better homepage, let me know. Also, if anyone likes the mod and wants to create a better homepage for it, with proper link and image etc, feel free. (Not that anyone would bother cleaning up the page. Just putting it out there.)
Here's a basic description of the main changes in the mod. Feedback is welcome.
- One liner: Major changes to tile output and movement cost, making tile selection and roads much more important.
- Major changes:
1) production, food and gold require either a resource or tile improvement, making city location and specific tile purchases much more important;
2) tile movement costs increased, making roads and rail much more important;
3) three specialists allowed in workshop for production, library for research, market for gold, and amphitheater for culture;
4) each market you build adds one trade route slot, giving trade routes a bigger role;
5) workers, workboats, and scouts cost only 10 production;
6) scouts can move 9999 hex per turn to allow for early plundering of ancient ruins;
7) late game unit XCOM Squad's cost made prohibitive because the unit is way too powerful.
Best played with fractal land type, as the almost continuous land-bridge layout makes road and rail infrastructure really critical and deathly important.
- Minor changes:
1) clock moves 20 years per turn all the way through the game, as I became annoyed with the weird passage of time in the original game;
2) deep ocean hex cost only 2 movement points where coastal hex cost 4, because navigating near shore is more dangerous than out at sea;
3) all units can embark onto water and move through deep ocean tiles from the beginning;
4) most luxury resources produce 1 gold, silver produces 2 gold, gold produces 3 gold, and gems produce 4 gold; but after improved by mine, plantation, work boat, etc, luxuries produce an extra 5 gold, while silver, gold and gems are doubled;
5) lumbermills are available from the start;
6) grassland and plains produce no food until you build a farm, except next to a river where they produce 1 food until you build a farm;
7) deserts cannot be farmed;
8) ice and some natural wonder tiles are now impassable;
9) you can see the whole map from the start so you can make sure you start in a nice spot; it also gives you a lot of happiness right from the first turn for having automatically discovered every natural wonder on the planet.
- Strategy changes:
1) With this mod, the focus is on specific tile output. Gone is the old system of gathering food, production and gold all from the same tile, as in grassland and plains. Instead, in this mod you gather production only from forests, hills and strategic resources. You gain food only from farms on grassland and plains, from boats in fish and whale hex, and camps/ranches on animal resources like deer and cows. You gain gold only from silver, gold and gems, plus a few other luxury resources. So the point is that tiles are much more limited in their scope, with a much more specialized function, making it much easier and faster deciding what improvement to build on a tile and where to put your citizens to work. It also makes picking the place to build a city much more important. If you don't have a lot of forests or hills or strategic resources around, you won't produce much production. Purchasing hex is now very important in order to add the right hex to your city early on.
2) This mod also increases the importance of creating a road and rail network. I have increased the movement cost of all terrains, so that most units will move only one hex per turn, not two. Horses can move two hex, and mechanized three (if I remember correctly). However, roads and railroads still provide the same speed as in the original game. So roads and rail are much more valuable in my mod than in the original game.
3) I have also added specialist slots to some basic buildings including the market, the workshop, the library and the amphitheater. This allows you to put some population in those buildings to speed up gold or production or research or culture when you really need them most. It's also a great way to work on producing Great People for an added boost.
4) Each market adds one trade route slot, so you can have a trade route for each city you own, making trade routes much more important in the game, as they were in ancient times. If you send caravans or cargo ships from several cities all to one city, you can speed up the production of World Wonders. Just keep in mind that as per the original game, once a trade route is assigned, it lasts for 30 turns and cannot be changed until the turns expire. Also, to send production to another city via trade route, the city of origin needs to have a workshop. To send food, the city of origin needs to have a granary. Gold can only be received on trade routes with other civs or city states. Cargo ships deliver twice the amounts as caravans, so use ships whenever possible. The sending city doesn't lose any food, production or gold that is delivered to the receiving city. So in effect, caravans and cargo ships actually generate food, production and gold. It's like having extra citizens working in the receiving city each turn. You can see how trade routes can be extremely valuable, and I wanted to increase their use in my mod.
5) Early help: To speed up your advancement early in the game, I reduced the cost of workers, work boats and scouts. Also, scouts can move 9999 hex per turn to allow you to rummage through ancient ruins really quickly for some really great early game bonuses like free technologies and large doses of culture, even the odd free pop survivor and weapons upgrade.
Note on fixing tech tree bug:
In mods that modify the tech tree, a bug causes the tech tree to lose its scroll bar, preventing you from seeing the tree past the first page. You may find the same problem when playing my mod.
To gain access to the scroll bar, simply start a new unmodded game and then get back to my modded game. Just follow these steps:
1) Save your game.
2) Go to the main menu, click Single Player, click Play Now. This starts a new un-modded game.
3) When the new game loads, load my modded game that you saved.
When you get back into my modded game, you will have access to the full tech tree, with workable scroll bar.
What I think happens is that by starting an unmodded game, the game's memory is refreshed with standard tech tree parameters which somehow stay in memory even when reloading a modded game. Only when you exit Civ 5 completely and get back into a modded game directly does the tech tree bug get picked up again.
If anyone can tell me how I can give the mod a better homepage, let me know. Also, if anyone likes the mod and wants to create a better homepage for it, with proper link and image etc, feel free. (Not that anyone would bother cleaning up the page. Just putting it out there.)
Here's a basic description of the main changes in the mod. Feedback is welcome.
- One liner: Major changes to tile output and movement cost, making tile selection and roads much more important.
- Major changes:
1) production, food and gold require either a resource or tile improvement, making city location and specific tile purchases much more important;
2) tile movement costs increased, making roads and rail much more important;
3) three specialists allowed in workshop for production, library for research, market for gold, and amphitheater for culture;
4) each market you build adds one trade route slot, giving trade routes a bigger role;
5) workers, workboats, and scouts cost only 10 production;
6) scouts can move 9999 hex per turn to allow for early plundering of ancient ruins;
7) late game unit XCOM Squad's cost made prohibitive because the unit is way too powerful.
Best played with fractal land type, as the almost continuous land-bridge layout makes road and rail infrastructure really critical and deathly important.
- Minor changes:
1) clock moves 20 years per turn all the way through the game, as I became annoyed with the weird passage of time in the original game;
2) deep ocean hex cost only 2 movement points where coastal hex cost 4, because navigating near shore is more dangerous than out at sea;
3) all units can embark onto water and move through deep ocean tiles from the beginning;
4) most luxury resources produce 1 gold, silver produces 2 gold, gold produces 3 gold, and gems produce 4 gold; but after improved by mine, plantation, work boat, etc, luxuries produce an extra 5 gold, while silver, gold and gems are doubled;
5) lumbermills are available from the start;
6) grassland and plains produce no food until you build a farm, except next to a river where they produce 1 food until you build a farm;
7) deserts cannot be farmed;
8) ice and some natural wonder tiles are now impassable;
9) you can see the whole map from the start so you can make sure you start in a nice spot; it also gives you a lot of happiness right from the first turn for having automatically discovered every natural wonder on the planet.
- Strategy changes:
1) With this mod, the focus is on specific tile output. Gone is the old system of gathering food, production and gold all from the same tile, as in grassland and plains. Instead, in this mod you gather production only from forests, hills and strategic resources. You gain food only from farms on grassland and plains, from boats in fish and whale hex, and camps/ranches on animal resources like deer and cows. You gain gold only from silver, gold and gems, plus a few other luxury resources. So the point is that tiles are much more limited in their scope, with a much more specialized function, making it much easier and faster deciding what improvement to build on a tile and where to put your citizens to work. It also makes picking the place to build a city much more important. If you don't have a lot of forests or hills or strategic resources around, you won't produce much production. Purchasing hex is now very important in order to add the right hex to your city early on.
2) This mod also increases the importance of creating a road and rail network. I have increased the movement cost of all terrains, so that most units will move only one hex per turn, not two. Horses can move two hex, and mechanized three (if I remember correctly). However, roads and railroads still provide the same speed as in the original game. So roads and rail are much more valuable in my mod than in the original game.
3) I have also added specialist slots to some basic buildings including the market, the workshop, the library and the amphitheater. This allows you to put some population in those buildings to speed up gold or production or research or culture when you really need them most. It's also a great way to work on producing Great People for an added boost.
4) Each market adds one trade route slot, so you can have a trade route for each city you own, making trade routes much more important in the game, as they were in ancient times. If you send caravans or cargo ships from several cities all to one city, you can speed up the production of World Wonders. Just keep in mind that as per the original game, once a trade route is assigned, it lasts for 30 turns and cannot be changed until the turns expire. Also, to send production to another city via trade route, the city of origin needs to have a workshop. To send food, the city of origin needs to have a granary. Gold can only be received on trade routes with other civs or city states. Cargo ships deliver twice the amounts as caravans, so use ships whenever possible. The sending city doesn't lose any food, production or gold that is delivered to the receiving city. So in effect, caravans and cargo ships actually generate food, production and gold. It's like having extra citizens working in the receiving city each turn. You can see how trade routes can be extremely valuable, and I wanted to increase their use in my mod.
5) Early help: To speed up your advancement early in the game, I reduced the cost of workers, work boats and scouts. Also, scouts can move 9999 hex per turn to allow you to rummage through ancient ruins really quickly for some really great early game bonuses like free technologies and large doses of culture, even the odd free pop survivor and weapons upgrade.
Note on fixing tech tree bug:
In mods that modify the tech tree, a bug causes the tech tree to lose its scroll bar, preventing you from seeing the tree past the first page. You may find the same problem when playing my mod.
To gain access to the scroll bar, simply start a new unmodded game and then get back to my modded game. Just follow these steps:
1) Save your game.
2) Go to the main menu, click Single Player, click Play Now. This starts a new un-modded game.
3) When the new game loads, load my modded game that you saved.
When you get back into my modded game, you will have access to the full tech tree, with workable scroll bar.
What I think happens is that by starting an unmodded game, the game's memory is refreshed with standard tech tree parameters which somehow stay in memory even when reloading a modded game. Only when you exit Civ 5 completely and get back into a modded game directly does the tech tree bug get picked up again.