Un Autre Monde: Before And After Science

Rajul

Warlord
Joined
May 16, 2013
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102
Location
France
Un Autre Monde: Before And After Science

light-through-a-prism2.jpg

This mod requires the Brave New World Expansion and the Polynesian Scenario. It won't be compatible with any other mods that alter the dll or some UI elements.

English and French versions.


Un autre monde (« another world ») is a serialized mod, and Before and After Science will be the first release of it. The ambition here is simply to bring my own vision of Civilization 5 to life, now that it seems that the official development has ended.



So what about Before and After Science ?

At its name suggests, this first episode mostly focuses on rebalancing the science part of the game. Science has been king since the first days of the vanilla release ; but it is also a very inertial mechanism, with its heavy dependency to your population growth.
In addition to this, the tech tree has also been too linear, and many mods have alreary tried to correct this issue.



Scientific curiosity and scientific tradition bonuses:

In Before and After Science, every tech belongs to a category : Military, Production, Society or Knowledge. You get a bonus on their cost according to the way you string them together.

When you link techs from different categories, you get the scientific curiosity bonus; it starts quite strong at 25% but decays slowly down to 10% while you continue to switch to another category.

Now if you link techs of the same category (Military advancements for example), you receive the scientific tradition bonus. This one starts only at 10% but can increase up to 50%!

As you have figured, you can only have one of these bonus at a time, but you will always have one of them. Nice!.....? Well, that's because science will be harder to gain now...



Buildings and Population:

In Before And After Science, you no longer get free science from your population as a general rule. If the palace will actually grant you 1Science per citizen in your capitol, no other building will have this effect before the industrial era and the constructions of the first public schools.

The science buildings have now more diverse abilities: the library provides you science per great works (and another stealth bonus..), the university grants you science for the specialists working in your city, the national college a research agreement modifier, laboratories give you beakers for the most advanced strategic resources... See the features list below for all the changes about buildings.



In passing:

Before And After Science also comes with a few changes concerning policies and 3 “new” techs.

The most notable change to social policies is the new opener of exploration: in addition to a free admiral, it now gives 2 points of science each time you are discovering new sea tiles.

Regarding the 3 new techs, they are actually coming from the polynesian scenario and were introduced because I felt that the classical era was definitely coming too soon.



I hope you will enjoy my mods, voilà !


Features :

Spoiler :


Overall :

Scientific Curiosity and Tradition bonuses added to the game ;

Science per citizen is now set at 0 ;

Academy base improvement is now +4Science;

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Science Buildings :

The Palace : +3 beakers, +1 science per citizen ;

Library : +2 beakers, +2beakers per great work, +1 great scientist point ;

National College : +8beakers, +25% on research agreements ;

University : + 3beakers, +1 science per specialist, + 1 scientist slot, +33% modifier ; no longer gives science for jungle tiles ;

Oxford University : unchanged ;

Observatory : +4beakers, + 2 scientist slots ; limited to three copies in your whole empire ;

Public School : +4 beakers, + 1Sc per citizen , + 1 scientist slot ;

Military Academy : +33% modifier ; Military academies and public schools are mutually exclusive ;

Laboratory : +4beakers, +50% modifier, + 1 scientist slot, +3 science on Coal, Aluminum, Oil and Uranium ressources ;

Science buildings no longer have each other as prerequisite buildings ;

Public school and laboratory cost in money (hurry) : +25% ;

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Ecology tech now gives +2 science on jungle tiles ;

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Policies modifications :

Secularism is now 1 science per specialist ;

Exploration opener is now : +2 science each time you are discovering sea tiles ; 1 Free admiral and 50% faster generation ;

Navigation school is now : +1 movement and +1 vision for naval military unit (from former opener) ; +2movement for admirals ;

Exploration is now a Renaissance policy branch;

Militarism (autocracy) now gives an additional +17% for military academies ;

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Jade Hall (Korea UA) is now only +1 science per specialist and improvement;

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Techs:

Cost of techs from columns 2, 3, 4 increased by 25%;

3 « new » techs added :

Mysticism : allows you to build the shrine ;

Fishing : allows you to build fishing boats ;

Ornamental Carving : allows you to build the monument ;

Sailing has fishing as a prerequisite ;

Calendar has mysticism as a prerequisite ;

Writing has Mysticism and Ornamental Carving as prerequisites ;

Pottery is now the prerequisite for masonry ;

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Overflow inflation exploit should be fixed .



Download :

Civfanatics

Steam

Pictures :

Science in city
Techtree
Science with exploration

Special thanks to whoward69 for his awesome tutorials.
 
Without .dll ?

The future stuff will be .dll free ?

EDIT : discovered a .dll also can't play your mod, sorry...
 
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