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Civilization V Improved Mod (BNW)

Civilization V Improved Mod (BNW) 23

- Description: Improves all aspects in game, especially the lack of money problem and the lack of production on islands.


Changes v.1:


- Market gives +1 gold on river tiles.

- Lighthouse gives +2 food on water, Harbor +2 production and Seaport +2 gold.

- Because of Seaport, you can obtain more gold on water trade routes.

- Market, Bank and Stock Exchange give +3, +5 and +8 gold and each 25% yield.

- Happiness buildings give +4 instead of +2.

- Adjusted leaders flavors.

- Adjusted policies to make each one worthy.

- Beliefs give +2 yield instead of +1.

- Farms can be built on tundra and desert.

- Unique improvements give more yield.

- Settlers and Workers have 3 movement.

- Scout has 3 movement.

- Religious units and Great people have 4 movement.

- Tuned end units strength.

- Units heal 20/turn in friendly teritory, 15 in neutral and 10 in hostile.

- The minimum war duration is 10 turns.

- The denunciation expiration time is 30 turns, instead of 60.

- Barbarians are less aggressive.

And other small changes.


Changes v.2:


- Leaders are less sensitive to friends denunciations.

- Lumber mills can be build on jungle.


Changes v.3:


- Smarter AI.

- Updated buildings.

- Updated wonders.

- Unhappiness per city is 3 and per captured city is 6.

- The policy which reduce their cost on multiple cities is now -50% instead of -33%.


Changes v.3.1:


- All specialists give 3 yield.


Changes v.4:


- Mines can be built on grass, plains and tundra also. This helps the cities with poor hills and forest and increases the game pace.


Changes v.5:


- Quick speed is now Online! (2X Standard speed)

- More buildings have specialists.


Changes v.6:


-The improvements give +3 yield instead of +2:

All farms +1, at each Civil service and Fertilizer.

Mines and Lumber mills +1, at each Machinery and Replaceable parts.

Trading posts +1, at each Banking and Refrigeration.


Changes v.7:


- Units strength updated.

- The unique units have their strength 25% above their class.


Changes v.8:


- All units have the Defensive embarkation promotion to have the embarked strength roughly equal with their strength, like in Civilization VI. No need to escort them anymore!

- The end units have 3 movement, instead of 2.


Changes v.10:


- Siege units don't need setup anymore. This tedious task was eliminated.

- Helicopter doesn't require aluminium.

- Rocket artillery doesn't require aluminium.

- Nuclear submarine doesn't require uranium.


Changes v.11:


- Reduced warmonger penalties to help in a Domination game.

- The penalty for eliminating a civilization deleted. No need to stop the war to let the AI conquer the last city anymore.


Changes v.11.1:


- Ranged units acquire experience at the same rate as melee units.


Changes v.11.2:


- Carthage receives free lighthouses instead of harbors.

- Chariot archer doesn't require horses.


Changes v.12:


- Military units which had 2 movement, now have 3. Wars are more fun!


Changes v.12.1:


- Leaders Flavors updated.

- Open borders is available at Writing.


Changes v.14:


- Unique buildings tweaked, to make all powerful.

- Buildings flavors tweaked.

- Lancer doesn't require horses.


Changes v.15:


- Leaders traits updated.

- Trireme and Galleass can enter ocean after astronomy.

- Culture from happiness is 100%, to encourage tall play.


Changes v.16:


- Promotions updated. The Cavalry doesn't have the penalty for attacking cities anymore.

- Giant death robot has attack bonus vs cities. No need to escort it with artillery anymore. It costs double.

- Greece has the decreasing influence with city states only 25% better (was 100%), to prevent the weird situations when you can't obtain diplomatic victory with Greece in game.

- Congress resolutions updated.


Changes v.17:


- The cost for purchasing land units with faith was reduced by 4X.

- The beliefs about wonder building and purchasing land units with faith work in all eras.

- City processes are 50% (instead of 25%), to not waste them.


Changes v.18:


- Units strength tweaked.

Upgrading a unit roughly doubles its strength, to avoid boring wars with units at the same power. Much like in Civilization VI.


Changes v.20:


- Civilizations traits, Unique buildings and Unique improvements do the same things, but they are much more powerful.


Changes v.21:


- Brazilwood camp (provides science) and Chateau - cathedral (provides culture) are buildable by any civilization.


Changes v.22:


- Reduced the policies cost, to make getting them easier.


Changes v.23:


- Giant robot, XCOM and Stealth bomber moved one step earlier in the tech tree, to have time to use them. Like in Civ 6.




- Requires: Both expansion packs.


- Installation: Copy over in the game's installation folder.


- Other recommended mods:

Civilization IV Diplomatic Features
InfoAddict
More luxuries
Small resource icons
SmartAI
Yet (not) another map pack.


Enjoy!
Author
Adrian75
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