Iceciro's Production Tweaks

Iceciro

Special Ability: Decimate
Joined
Jul 12, 2006
Messages
1,944
Location
in ur empire, takin ur cities
DISCLAIMER:

We do not have the proper Modding SDK out yet for those of us not lucky enough to be chosen for Beta Testing, so my files require you to overwrite the game files. This will prevent you from playing Multiplayer, and will prevent you from installing real mods over (because you will no longer have the same core that shipped with Civ). I highly recommend making backups of the original files located within these folders, as when the SDK comes out I will be converting my mods to Civ5pak and you will need to either restore your backups, or use Steam to perform a "verify integrity" check and revert the changes. I take no responsibility for anything you do with your game, and will not act as tech support for you if you break something, instead I will just tell you to reinstall your game from Steam because I am not Tech Support. I provide these tweaks only as a temporary stopgap before the SDK is released.

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With that out of the way:

Here are some requested tweaks for Civ 5 that I have been running in my game, and it really helps the production//research imbalance and the fact that often times it is difficult to be able to run specialists and do anything else. I know there's another mod that simply improves tile yields, however, I have come at it from another direction.

Iceciro's Resource Boost Mod:
This mod adds Civ4-like bonuses to improved tiles, such that production cities will be built around iron, gold around wine, etc. I feel it greatly improves the game - not every city near hills can be a production powerhouse, but one near iron can and will be. The AI seems to grasp this QUITE well too - it already aggressively settles near resources.

http://www.mediafire.com/?n73r3rz34v791p2
Install to:
Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\Terrain

Iceciro's Adjusted Epic Gamespeed:
With Epic, I felt the techs came too fast and the production too slow - this mod works well alongside the resource boost mod, but provides assistance without it. I recommend both, but feel free to try both or single. This adjusts production to 125% (Epic stock 150%) and research to 175% (epic stock 150%) and this means you can finish building units before you research the tech that makes them obsolete.

http://www.mediafire.com/?dxcvigco1p5ubre
Install to: Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\GameInfo

Iceciro's Gold Process Improvement:
10% of hammer cost gold sucks. It just sucks out loud. This simple mod changes the Gold Process to suck less, providing 50% of your hammers in gold. This still means that you're operating at a loss if you try to convert gold to hammers by buying things, without making the process a complete waste of time (seriously, I can build a unit and disband it for 20 gold faster than I can get 20 gold at 10% process rate.)

http://www.mediafire.com/?a6aibetb3i4y7wt
Install to: Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\GameInfo

Really looking for reports based on your gameplay on how you feel things are, and how you feel things could be changed.

Advisory: Watch your citizens! The advisors seem to capitalize on food in ignorance of all else, happily working a 1food 1hammer 1gold tile in preference to 3 hammer/4gold.
 
Advisory: Watch your citizens! The advisors seem to capitalize on food in ignorance of all else, happily working a 1food 1hammer 1gold tile in preference to 3 hammer/4gold.


Gonna try this in leiu of the previously released production booster thingy.

As for the quote, you can change that by opening the dropdown menu in the top right and changing to default/production/gold/whatever focus... it instantly reassigns your citizens for the best at whatever you select, and is actually very useful, unlike similar features in older Civ games.
 
Ah! I just assumed the advisors in general were drunk on fine french wine and went out to manually assign them.
 
I like it a lot so far, and I think it's great to put the emphasis on tile improvements instead of base production for terrain types. It makes early game decisions on which techs to research to reveal resources/unlock resource improvements, and which tiles to improve much more meaningful. Just this fairly small change has made me enjoy the game at least twice as much as before.

I wonder if the epic game research changes will make great scientists even more powerful than they are in the standard game though. Eventually I'd like to see the GS give a certain amount of bulbs, but not always fully complete a very advanced tech. For example making it something like 500 research + 2 x elapsed turns, or something else to make it give a larger amount later in the game.
 
Hey, I need an enterprising soul or six to test this file.

http://www.mediafire.com/?vdt81ha1c33obuf

It's a slightly updated version of the Resource Bonuses from the first post, BUT It's in civ5mod format, and should work just like any mod you download out of the browser.

It goes into Documents\My Games\Sid Meier's Civilization 5\MODS and then you install it through the browser.

I know the files INSIDE work fine, but I can't test the actual mod unpacking because it doesn't EVER work if you don't have Civ5 installed to the C drive, like myself.

For anyone else who has the same issue, you can open the Civ5mod just like a zip file, and put it in that same Documents\My Games\Sid Meier's Civilization 5\MODS folder, and still install it. :D

Assuming I get a few reports that everything's working fine, I'll move all the files to the same format and we won't need the huge bloody disclaimer up there anymore.
 
Well, I tried it, but my steam was installed on a non-C drive, so nothing worked. I then moved steam and all back to my C drive, re-launched Civ 5, went to mods/browse mods/downloaded and did not see it (or any other mods).

Let me know if you need me to try something else. I think it may stay on my C drive until Steam/Firaxis fixes the modding/drive issue
 
Can't get it to work and my civ V is installed on the C drive...
 
I might just provide it in a regular zip file and tell people to unzip it to the mydocuments directory, that seems the easiest way to distribute at this point.

Hopefully these sort of workarounds won't be necessary because Firaxis will bless those of us not lucky enough to get into the beta with the SDK :crazyeye:
 
This is win. The game is much more dynamic now, much more interesting now that some things actually build before they are obsolete.

I didn't feel the need to do a complete tile overhaul...just wanted it to be about the special resources, giving them greatly added import with regard to city radii. I also dialed back the building and unit costs by 20% for everyone to give it another bump.
 
I love the game speed mod; very handy. Have you thought about releasing one for marathon game length to take it even further? Having the capacity and time to wage a few wars between eras is a neat idea.

Also, I'm not sure if the resource mod is working or not. Could you list a few of the specific changes you made to, say, iron, wine, or wheat so I can check?
 
Iceciro, here are all three of your mods, individually packaged. Should all be working (tested it, but testing gamespeed would take playing an actual game, really. :p).

Download the rar, unzip, and place the three files in your My Games/Civ5/Mods folder; They will unpack automatically.
 

Attachments

  • IceMods.rar
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I love the game speed mod; very handy. Have you thought about releasing one for marathon game length to take it even further? Having the capacity and time to wage a few wars between eras is a neat idea.

Also, I'm not sure if the resource mod is working or not. Could you list a few of the specific changes you made to, say, iron, wine, or wheat so I can check?

Iron should be really obvious, it provides like six production with a mine on it, which I don't think you ever see in an unmodded game.

And yes, I'm looking to release an even longer gamelength, there's a lot of requests for it.
 
i highly suggest getting the improvements.xml from the improved tile mod as just copy the part into this mods as to get improved production from lumbermills
 
Having tried to do basically exactly the same thing you did (on all three of these mods) yesterday, I now realize that I should look here before I go about doing stuff myself. But since I bothered to do it, I'm going to see what we did differently on the resources.

Comparison: http://i56.tinypic.com/2n28ls.png

I apparently added a lot more than you did, especially on the food and gold resources. My thinking on that was that the food resources don't hook up to the trade network so they should probably be worth a lot as a tile, and I was thinking that "3 gold = 2 food or 2 production" which might have undervalued gold a little.

I think the ideal best values for these are somewhere in between yours and mine. I mean if you look at something like silk, which gives 3 gold total, that's barely better than a trading post on a regular tile. The same goes for spices, dye, ivory, and fur. Then you look at horses, which is 2 production. That's the same as a lumbermill once you get steam power. And fish are the best tile in the game, but coastal cities aren't very good now that they don't get trade route gold like they did in Civ4, so something ought to balance them out. But I can see that maybe I went a little crazy with the food resources.

Also, I think moving a lot of the gold from these things from the initial tile bonus to the improvement bonus would be good. So instead of most things being "2 gold base, +1 from plantation" they would be "1 gold base, +2 from plantation." That would make building the improvements feel like it matters a lot more than it does now. But yeah, just something to think about if you're interested.
 
thanks I'l give it a try, I was getting to tired of the idiotic production times.
 
its odd that the original mod doesnt give a bonus to like coal or uranium
 
I love the gamespeed mod, i love it, i love it..
I found it very wierd how you couldnt even produce a monument before researching into the next age (almost lol).
And here, you've gone and fixed it <3
And <3 to Valkrionn for packing it
 
That's the best mod ever. I was really pissed off how you can only build a few warriors and buildings (like on maraphon) when you tech faster but still slow (like on epic) while I played normal... And I was just afraid to try epic, I think you would end with just 1-2 units around the map haha.

Now when it's in my Mods folder and I can activate it (please update the first post) it's a VERY useful addition and I like it a lot.
 
Ok so I've been toying with both the production mod and Ice's mod and have mashed together something formyself that I find to be very playable.

I put in toned back production tweaks and implemented the game speed changes while slowing the tech speed. I don't know that it's ready to be posted here and I have no clue how to actually implement a mod. But I've gotten decent at editing the files. so If you guys want I can probably upload the files I've been playing with.

Major changes that I've found to be the biggest improvments again this is all for Marathon:

400% tech speed (instead of 300)
225% all other speeds (instead of 300)

hills on grass = 1 food 1 prod
Coasts = 2 food 1 gold
cows = 1 food 1 prod
ivory = 1 prod 1 gold

All other resources give 2 instead of 1 accross the board
All improvments (mines, farms, plantations etc.) Give 2 instead of 1 of everything

And thats about it.

I'm not done playing thorugh my first full marathon yet. But I've played 3 partial games upto about midevil and found that this works pretty good. I think the food bonus on farms and coasts might be too much. I think I'd like to tone it back to +1 and make some other tech give an addtional +1 further down the tech tree.

Also the speed change on tile improvments is too much and should probably be toned back to 300... workers just work too fast.

Last on tech too slow in the begining too fast as time goes on. Really what I think needs to happen is bump this to 450-500 and then reduce the costs of early game techs.
 
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