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Echoes of Ages 2016-10-05

[Previously Building Balance]

Hello, this mod makes sweeping changes to Buildings in Civilization 5. The idea is to return to a Civilization 4 style where every building has some use to the player instead of only creating very specialised cities(Which is still possible). This has the added advantage of making the buildings AI friendly, as even if the computer makes bad calls, it'll still get some use out of it instead of being at a disadvantage.

4 Design Principles Used:
1. Make Everything Useful
2. Make Everything AI Friendly
3. Buildings Will Have Minor Bonus
4. Buildings Will Have Interesting 2nd Bonus

This mod was originally just a few tweaks to buildings, however since then I've continued to make modifications and since the scope has increased and gameplay changed I've gone with a full rename to the project.

Reduces happiness from Luxuries to 4. Happiness Increased on Buildings.

Version 9: Stable.

:c5goldenage:8 New Buildings
:c5capital:Central Station
50% Production in Capital City.(Fixes Capital City Railroad Bonus)

:c5capital:Peblicani Tax Office
1 Gold per citizen (Fixes Capital City Trade Bonus)

:c5capital:Central Park
+6 Culture and +25% Great People in Capital City.

:c5capital:Autobahn
+4 Production
Maintenance 4 Gold
+1 Gold per 4 Citizen
Strategy: Build in big cities to offset costs
Requires: 2 Iron

:c5capital:Racing Carnival
+4 Happiness
+4 Culture
Maintenance: 4 Gold
4 Gold from horses
Strategy: Build in cities with horses to offset costs
Requires: 2 Horses

:c5capital:Police Station
+3 Happy
+3 Production
+10 Defense
Maintenance: 1 Gold
Strategy: Build in cities on the front lines to increase defense.
Requires: 1 Iron, 1 Horse

:c5capital:Harvest Festival
+2 Happy
Maintenance: 1 Gold
Strategy: Built in cities when expanding early, or to assit late game large empires.

:c5capital:Aqueduct
+2 Food
Maintenance: 2 Gold
+25% Growth Rate
Strategy: Built in cities to expand the population early.

:c5goldenage:Modified Improvements
Farm: +1 Food on Freshwater
Mine +1 Production at Engineering Tech
Landmark 1 Food (was 0)
Citadel 1 Production (was 0)
Citadel 1 Gold (was 0)
Academy 7 Science (was 5)
Customs House 6 Gold (was 4)
Manufactory 5 Production (was 3)

:c5goldenage:Modified Buildings
**Watermill**
+1 Food on Floodplains
Maintenance: 1Gold(Was 2)

**Floating Gardens**
+1 Food on Floodplains
Maintenance: 0Gold (was 1)

**Granary**
+1 Food from DEER COW SHEEP BANANA WHEAT
+1 Food Oasis

**Lighthouse**
+1 Food from FISH WHALES

**Harbour**
+1 Gold from Sea

**Courthouse**
Maintenance: 3Gold(Was 5Gold)
Construction Cost: 150Hammers(Was 200)

**Colosseum**
Maintenance: 4Gold(Was 3Gold)

**Theatre**
Happiness: 5Smiles(Was 4)

**Stadium**
Happiness: 6Smiles(Was 4)

**Babylonian Walls**
Maintenance: 0Gold(Was 1Gold)

**Castle**
Defense: 10(Was 7.5)

**Maghul Fort**
Defense: 15(Was 9)

**Military Base**
Defense: 15(Was 12)

**Military Academy**
Requires Armory(Was Barracks)
Grants 10% buff to all units created

**Workshop**
+2 Production

**Longhouse**
+2 Production
+20% Building Production
Keeps Forest Bonus

**Windmill**
+2 Production

**Forge**
+2 Production

**Stable**
+2 Production
+2 Production with Combustion
Keeps Mounted Production Bonus

**Hospital**
+2 Food

**Medical Lab**
+2 Food
Maintenance: 2Gold(Was 3)

**Market**
+1 Gold from DEER COW SHEEP BANANA WHEAT FISH WHALES
+20% Income

**Bank**
+1 Gold for every 10 Citizens
+20% Income

**Stock Exchange**
Cost: 400 (was 650)
+20% Income
+1 Gold for every luxury resource

**Library**
+1 Science for every 3 Citizens

**University**
+25% Science

**Public School**
+25% Science

**Research Laboratory**
+50% Science

**Temple**
+10% Increase to border growth

**Museum**
+10% Increase to border growth

**Opera House**
+10% Increase to border growth
Author
Cyrinno
Downloads
1,470
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1,470
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