Thalassicus
Bytes and Nibblers
I've merged this mod into the renamed City Development mod, as some of the changes are starting to overlap. This mod component and thread will no longer be updated separately. I include the Buildings, Wonders, and Specialists components in separate XML files in the City Development mod for easy alteration or deletion if you only wish to use one or two of them.
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This mod was motivated by a sense Engineer specialists, Merchant specialists, and Great Artists are generally considered underwhelming. Great Scientists are considered very strong, due to a dramatic buff to their instant-tech ability from earlier versions of Civ (can get any tech, and no cap on
provided).
This mod is available now in the Civ V Mod Browser (Main Menu > Mods > Browse Mods, search for " thal ").
You can see details of the mod below, or opening "Readme.html" in the mod's folder once installed. This informative readme file is updated with each version change and includes details, rationale, update history, and credits.
Many suggestions have been incorporated into this mod, feedback is welcome!
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This mod was motivated by a sense Engineer specialists, Merchant specialists, and Great Artists are generally considered underwhelming. Great Scientists are considered very strong, due to a dramatic buff to their instant-tech ability from earlier versions of Civ (can get any tech, and no cap on
This mod is available now in the Civ V Mod Browser (Main Menu > Mods > Browse Mods, search for " thal ").
You can see details of the mod below, or opening "Readme.html" in the mod's folder once installed. This informative readme file is updated with each version change and includes details, rationale, update history, and credits.
Many suggestions have been incorporated into this mod, feedback is welcome!
Spoiler Details :
Details
- 2- Engineer specialist (from 1)
- 3- Merchant specialist (from 2)
- Great Artist golden age length increased 35%.
Spoiler Compatibility :
Compatibility
No known compatibility issues.
No known compatibility issues.
Spoiler Version History :
Version History
v. 2
v. 2
- Removed Scientist specialist reduction
- Increased Great Artist golden age length improvement from +20% to +35%
- First release
Spoiler Credits :
Credits
Thanks to everyone on the mod threads on the CivFanatics.com forum for their valuable feedback. Too many people have given feedback or counter-arguments to name you all, so just know I appreciate it!
Thanks to everyone on the mod threads on the CivFanatics.com forum for their valuable feedback. Too many people have given feedback or counter-arguments to name you all, so just know I appreciate it!
+x
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to the merchant specialist instead of developing a complicated food distribution mechanic.
for artist specialist as well?
points in addition to their yields, and when you consider both, the value of a scientist is significantly higher than other specialists, due to the buff Great Scientists received from earlier versions of Civ. In contrast, Great Merchants and Engineers are roughly the same as before, and Great Artists received a surprisingly drastic reduction in power (culture bomb cannot cancel unrest, much shorter range, no longer contributes to national culture, cannot flip cities). There's no effective way to reduce the lightbulb potential of Great Scientists directly right now, so unless Science Specialists are reduced in another way, they are still more powerful than other specialist choices.
change is too much, would it be better to leave Scientists / Great Scientists at their default potency and further buff the other specialists instead, or to reduce scientists by -1
cities without disrupting the balance.
) have a Food Bomb where x tiles around the target city get +1 food?

