Community Patch for Brave New World
I think it is safe to say that Firaxis will not be offering additional updates to Civ 5. This is fine, however there are still some outstanding mechanical issues that imbalance the game, cause problems and/or are simply odd quirks that should be ironed out. As such, I think we should spearhead a community-driven modification that patches these underlying problems. This patch will focus primarily on modifications to the dll, the goal of which is to create a community-wide dll that can be easily integrated into mods for maximum compatibility and increased gameplay options for modders and players.Note: Civ 5 is a huge game. Making one change can affect the entire platform, so each change must be considered carefully. Before you contribute to this thread, consider what you are asking, and the ramifications of your request.
What does not qualify as a mechanical issue?
- Nerfs and buffs to Civilizations/Units/Buildings/Policies: These issues are important, to be sure, however other mods (such as CEP or Reform and Rule) are already working towards this goal. A simple rule is this: if it can be modified via XML or SQL, it is not a mechanical issue.
- Feature or quality of life requests: Entirely new features or QoL requests (i.e. UI improvements) are not a priority here. If there is a compelling mechanical reason to include a new feature (i.e. it will fix an existing problem), feel free to suggest it, however this is not intended to be an expansion or an extension of gameplay.
-Problems without solutions: If you post a request or a complaint, it is strongly encouraged that you also include a potential solution. Problems that can be solved quickly (because they have a ready-and-viable fix) will take priority over general complaints.
Goals
The Holy Grails
These changes represent long-term goals that will take much time - and energy- to complete!
- Pathfinding optimizations and improvement
- Unified yields tables and functionality
- Unified pre-requisites for all game objects - done (whoward)!
- Named universal bonuses for all game objects
- DLL efficiency and performance improvements
Part 1- Bugs: This phase will focus on fixing major game-breaking issues, specifically those related to the dll. For example, correcting the behavior of natural wonders, or improving the tactical AI. This is the largest phase, and will contain the majority of the patch's changes.
Current Tasks:
- Settler site selection biases (strategic value, yield value, etc.) (v1)
- Starting settlers will move to nearby sites if they are better than the starting site. (v1)
- Settlers trained to hunt for strategic choke-points, both for water and impassable terrain. (v1)
- Naval invasions and AI military strategy performance (v1)
- Variable value goods/trades with AI based on friendship, quantity, proximity and happiness (v1)
- AI tactical performance improvements (v1)
- AI movement and embarkation logic improved (v1)
- Science Overflow Exploit fixed (v1)
- Minor Civ war exploits eliminated (v1)
- AI better able to target cities for assault (v1)
- Flavors and weights for AI military production, size, and behavior optimized (v1)
- AI naval quantity and performance improved (v1)
- Fix for Krakatoa offshore problem (v1)
- AI evaluation of player targets for war and player strength criteria modified (v1)
Part 2- Core Balance: This phase will focus on fixing imbalanced core mechanics, such as faith generated from Desert Folklore, AI competency, and tall v. wide penalties. These are balance changes that will affect all players regardless of choices they make during a game. Changes in this section will modify the DLL in order to enable XML/SQL/LUA modders to create or build their mods around the Community Patch.
Current Tasks:
- Modifiable Great Work yields (v1)
- Tall v. Wide enhancements
- Additional granularity to AI difficulty (CSD)
- Additional promotion functions
- Free buildings scale with map-size
- Additional variables for building/unit production (NoWater, etc.), as well as beliefs and policies (v1)
- Policies allow for any building (instead of just food or culture) (v1)
- New traits for free buildings (v1)
- Minor Civ starting defensive unit options (v1)
- Spies scale with map-size (v1)
- Additional spy names (for scaling purposes) (v1)
- Fix diacritics for existing spies (v1)
- Policy discounts on buildings
Part 3- Customization: This phase will focus on creating LUA hooks within the DLL, as well as an improved LUA API. This will enable modders to add new features to the game without having to modify the dll.
Current Tasks:
- Un-hardcode the tooltip methods added in G&K and BNW
- Improved LUA API
- Alphabetized Resolutions (LUA addition)
Where we are
The largest and most comprehensive DLL modification available at present is WHoward69's Combined DLL. It makes sense to use this DLL as the base of the community DLL (f he allows it), as it is modular (features can be enabled and disabled at-will) and very stable. Any changes requested for the community DLL should consider what is already included in this DLL.
Conclusions
So, without further adieu, let's get started!
If this is something that interests you, please let me know below. If you would like to help, either with organization, or coding, or brainstorming, please volunteer! The more minds that are involved in this project the better. We've already got a list of changes to be made, so the ball is about to get rolling.
Happy Civving,
Gazebo
Github Link: Github