Thalassicus
Bytes and Nibblers
This component has been combined into the Balance - Improvements modcomp. This thread will no longer be updated.
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This improves the strategic value of Great Person tile improvements compared to their other abilities. The immediate bonuses are still better if you have something valuable within a dozen turns or so after getting the Great Person. Otherwise, it's better to create an improvement or start a golden age.
This mod is now available in the Civ V Mod Browser (Main Menu > Mods > Browse Mods, search for "balance - ").
Keep in mind early-game gains amplify exponentially in civ to late-game benefits, thus turn estimates alone are only an approximate guideline of value.
In the default game, these improvements are typically worse than the golden age or immediate bonus alternatives. Further rationale and math behind these changes is explained a few posts down. Times are on epic gamespeed. On different gamespeeds the times will be larger or smaller, but techs and other costs also proportionally change so the overall relative strengths remain similar.
The cultural improvement is difficult to balance because the culture bomb provides no social policy culture, cannot end unrest in a city, and typically only can gain 3-4 tiles. I haven't studied cultural games in as much detail, so suggestions there would be welcome.
v. 7
v. 6
v. 5
v. 4
v. 2
Other version increases were cosmetic changes to the mod description, and did not affect gameplay.
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This improves the strategic value of Great Person tile improvements compared to their other abilities. The immediate bonuses are still better if you have something valuable within a dozen turns or so after getting the Great Person. Otherwise, it's better to create an improvement or start a golden age.
This mod is now available in the Civ V Mod Browser (Main Menu > Mods > Browse Mods, search for "balance - ").
- Academy
81
(from 5
). Now takes approximately 50 turns (down from 80) to break even with a university compared to lightbulbing average medieval era techs.
. - Citadel
+2+2
(from 0). Slightly more valuable as an actual tile. Realistically, this represents the increased trade citadels receive, and their innate production capabilities (blacksmiths, etc).
. - Customs House
7(from 4
). Now takes approximately 100 turns (down from 190) to break even compared to trading post, trade mission, market and bank in the medieval era.
. - Landmark
42
(from 4
). Offsets cost of not having a trading post, and slightly more valuable for non-culture players.
. - Manufactory
4(from 3
). Now takes approximately 170 turns (down from 230) to break even with a windmill compared to rushing average renaissance era world wonder. Longer return on investment time compared to other special buildings since the base hammers can be used for non-Wonder construction, engineers cannot complete full wonders in late game, and factories provide a late-game bonus.
.
Keep in mind early-game gains amplify exponentially in civ to late-game benefits, thus turn estimates alone are only an approximate guideline of value.
In the default game, these improvements are typically worse than the golden age or immediate bonus alternatives. Further rationale and math behind these changes is explained a few posts down. Times are on epic gamespeed. On different gamespeeds the times will be larger or smaller, but techs and other costs also proportionally change so the overall relative strengths remain similar.
The cultural improvement is difficult to balance because the culture bomb provides no social policy culture, cannot end unrest in a city, and typically only can gain 3-4 tiles. I haven't studied cultural games in as much detail, so suggestions there would be welcome.
Spoiler Version History :
v. 7
- Changed Landmarks back to 4
v. 6
- Added Citadels: +2
+2
v. 5
- Added +1
to Landmark
- Reduced Customs House to 7
(from 10)
- Reduced Manufactory to 4
(from 5)
- Reduced Academy to 8
1
(from 15 2)
v. 4
- Added Landmark, +2
- Reduced effect of Manufactory to 5
(from 6)
- Added 2
to Academy
v. 2
- First Release
Other version increases were cosmetic changes to the mod description, and did not affect gameplay.