Civ 5 Unofficial Patch v1.0

Xaviarlol

Warlord
Joined
May 27, 2011
Messages
263
Hey guys.

Initially this mod was created for my own use - to fix up what I believed to be bad design choices and annoyances that were in the game. I couldn't find any good mods that made these types of changes without totally breaking the game. Particularly in the modern stages. After a few people tried it and gave overwhelmingly good feedback, I decided to share it to the public.

The goal of this mod is to make some very surgical and much desired changes to Civ5, without compromising the quality and general aspects of the game, nor overhauling the game systems. In other words, it won’t break the game. (For example, the AI is 100% compatible with these changes)

This mod makes changes to the economy and production pace of the game, that brings the pace and feel a little bit closer to Civ4. It also contains a few minor unit changes. The result is the ability to build units faster, support larger armies and have a more "fun" economy and pace. Essentially, it brings the unit count and size of armies a bit closer to Civ4. It also stops you having to control massive amounts of land in order to have enough resources to build a large army. In a controlled way.

CHANGES

Terrain
- Increase Coastal/shallow water tile yields to +1f +2g. Up from +1f +1g. (This is to increase the yield of coastal cities by no longer penalizing them for not being able to build improvements.
- Increase Ocean tile yields to +1f +1p +1g. Up from +1f +1g. (This is to increase production of Coastal cities, which currently suffer a huge production stagnation as sea tiles have no production yields.
- Increase Tundra tile yields to +1f +1g, up from +1f.
- Increase Desert tile yields to +1g +1p. Up from 0 tile yield.
- Increase Snow tile Yields to +2p. Up from 0 tile yield.

Terrain Improvement changes
- Trading post now yields +2g instead of +1g. Still gains an extra +1g from Economics tech, to a total of +3g. (Because everyone knows Trading posts suck.)
- Mines yield increased +1p when Chemistry tech is researched. (Helps off-set the penalty of stagnation of having no food on a tile. Increases overall production in end-game)
- Farms yield an additional +1p when Particle Physics tech is researched. (End-game production increase to large-cities).
- Lumber Mill yields an additional +1g when Civil Service tech is researched. (to keep it in line with other improvements.)

Unit changes
- Removed Giant death Robot (by making it cost 300 Uranium so the AI also doesn’t try to build it).
- Battleship: Sight range increased by 2. Movement increased to 5 from 4. No longer requires oil. (No longer hindered by lack of Vision)
- Missile Cruiser: Sight range increased by 3. Cost reduced to 1800. Ranged attack increased to 30. No longer requires aluminum.
- Nuclear Submarine: Sight range increased by 2. No longer requires Aluminum. (now an effective lurker due to increased sight, harder to blindly sail into destroyers)
- Guided Missile: Cost reduced from 200 to 120. No longer immune to interception, but has 50% evasion. (this is to allow civs to defend against missile attacks with anti-air)
- Jet Fighter: Now has +6 sight range, just like Stealth bombers. No longer requires Aluminum. (This is to have some kind of air recon similar to civ 4, that is now lacking.)
- Carrier: Combat Strength increased from 30 to 60. Cost increased from 550 to 600. Remains to be defensive only. (this is to help stop carriers from being so easily destroyed and indefensible by other ships.)
- Stealth bomber can once again rebase to Carriers. (This is to allow them to be used offensively rather than sticking them defensively around your cities, unable to rebase closer to enemy continents)
- Modern Armor no longer requires Aluminum. Cost slightly increased
- Gunship no longer requires Aluminum.
- Stealth Bomber & Rocket Artillery are now the only units that require Aluminum.

Buildings
- Medical Lab - Production cost greatly increased to 1400 up from 600. Now requires Nuclear Fusion. Is now a super-building to reward players who invest in large cities. Requires Research Lab, Stock Exchange, Stadium, Hosptial & Broadcast Studio to be built in the city. Now has the following bonuses: +30% production, +35% gold, +50% science, +150% cultural yield, +4 happiness, +8 food.) Maintenance increased to 8g.
- Seaport: In addition to increasing sea resource production by +2p, now increases city production by +2. (ie no longer the most useless building)

Resources

- Increased Quantity of each Aluminum tile from 5 to 10.
- Increased Quantity of each Oil tile from 5 to 10.
- Increased Quantity of each Coal tile from 5 to 8.
- Uranium now comes in Quantities of 3 and 6 randomly. Up from 1 and 2.

Techs

- Modern Tech science costs increased. This is to space-out the endgame, which currently feels way too quick.
- Particle Physics Tech now gives farms an additional +1p.
- Civil Service tech now gives Lumber mills +1g.
- Nanotechnology now grants an additional Embarkment movement point.
- Nuclear Fusion now grants the super-building: Medical Lab.

See attachment for download below. Unzip into your mods folder located in Documents\My Games\Sid Meier's Civilization 5\MODS
 

Attachments

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Not a bad mod, however you might want to read Kaels modding manual, and learn to use the <Update> blocks, to make your mod play nice with other mods.
 
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