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Civ 7 Improvements Patch 1.09

A mod that enhances the base experience of Civ 7 with surgical changes to mechanics, as well as new gameplay additions.

The Roadmap
- Make the game more complex, strategic, and thoughtful (aka undo the oversimplification of mechanics that Firaxis has done)
- Introduce more mechanics to make economic management less bland and make choices matter more
- General improvements and enhancements to the core experience
- Make gold more useful, in more interesting ways
- Make Governments way better (seriously WTH Firaxis)

===Version 1.04===
  • Updated Building adjacency bonuses for the exploration age
  • Penalty for going above settlement cap now also includes -5 to science and culture per city above cap
  • Increased the production costs of buildings, units and wonders by approx 60% (this is to compensate the increased yields from new Adjacencies)
  • Increased tech and culture cost (this is to compensate the increased yields from new Adjacencies)
  • Undid the increase to 4 buildings in the City Centre
  • Adjusted some previously updated new adjacency bonuses
===Version 1.03===

  • Slightly increased unit maintenance and building maintenance to compensate for the greater adjacency bonuses
  • Slightly reduced some Wonder-related new adjacency bonuses

===Version 1.02===
Bug Fixes

  • Pastures added to Granary Adjacency
  • Fixed Camps not applying Adjacency correctly.

===Version 1.01===

Major Features
  • Overhauled the Adjacency bonuses of most Antiquity Age buildings. Placement and strategy is now crucial when planning your cities. Future Ages will be overhauled also in a later update
  • Specialists no longer have negative yields
  • Ages now last 10% longer


===Version 1.0===

Minor Features

  • Halved the frequency of Volcanic eruptions and river flooding
  • City Centres can now hold 4 buildings, up from 2.


===Coming soon===
  • City and Bonus resources will now each provide gold, on top of their usual bonuses. This is to bring back the importance of trade routes to ones economy, incentivizing cooperation and long-term friendships between civs.
  • New unit called "Worker". Has 1 charge. Enhances a rural tile with an improvement by permanently adding +1 gold to the yield.
  • A new economic age progress based on enhancing tiles using Workers. Objective: Enhance 50 rural improvements.
Author
Xaviarlol
Downloads
1,174
Views
8,270
First release
Last update

Ratings

3.00 star(s) 3 ratings

More resources from Xaviarlol

Latest updates

  1. Version 1.09

    Fixed crash when loading in to Modern Era. This will fix existing saves.
  2. Version 1.08a

    Fixes
  3. Version 1.08

    - Definitely fixed the attributes bug
  4. Version 1.07

    Fixed a few bugs that may have been causing issues with attributes and turns freezing.
  5. Version 1.06

    - Fixed a breaking bug that stopped the mod from loading correctly
  6. Version 1.04

    ===Version 1.04=== Updated Building adjacency bonuses for the exploration age Penalty for going...
  7. Version 1.03

    Slightly increased unit maintenance and building maintenance to compensate for the greater...
  8. Version 1.02

    ===Version 1.02=== Bug Fixes Pastures added to Granary Adjacency Fixed Camps not applying...
  9. Version 1.01

    ===Major Features=== Overhauled the Adjacency bonuses of most Antiquity Age buildings...

Latest reviews

I like the changes you made to building adjacencies but the way you raised the cost of techs/civics isn't balanced. I get your reasoning is that you need to raise costs because the adjacency changes you made are too strong, but you actually removed the mountain adjacency from monuments which means that it's much harder to get culture generation in antiquity than it is in the base game, which means that every civic takes 20 turns to research and by the time I finish out the era I still haven't researched code of laws
Pretty good but transitioning to the modern age crashes with a "Content configuration validation failed" error after selecting my civ and dumps me back to the main menu. Disabling this mod stops the crash.
Xaviarlol
Xaviarlol
Sorry about that, I'll post a fix. The way that Civ 7 mods work is very strange with age transitions.
Great mod idea, but as the previous comment stated, unable to spec attribute points + an infinite turn pending around turn 50 in antiquity.
Xaviarlol
Xaviarlol
Thanks for letting me know, this issue is now fixed.
It's a good mod, I've been having fun with it. I don't think the issue you fixed in the last update was actually fixed, this mod is making it impossible to slot in leader attribute points + causing an infinite turn pending glitch. Idk how else to tell you outside of leaving a review because I'm very new to the site
Xaviarlol
Xaviarlol
Thanks for letting me know, this issue is now fixed.
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