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Gods & Kings Unofficial Patch v1.2 2016-10-05

This mod doesn't interfere with the general gameplay of Civ 5 Gods and Kings but rather makes some surgical changes that I believe enhance the game.

Suits Marathon speeds.

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**Installation AND Updating**
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Because of my noobiness in mod-making, and the fact that I want this mod to be 100% compatible to existing saved games, the mod will overwrite your game files, so I suggest you backup the Civfolder\assets\DLC\Expansion\Gameplay\XML folder AND Civfolder\assets\Gameplay\XML\Terrain\Civ5Terrains .xml,
OR
you can simply run a integrity check on steam to revert to the default files without having to back up anything.


1) Extract the zip file in to your base civ folder. This will be for most of you: C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V
2) Allow it to overwrite your existing files.
3) You MAY need to delete the "Cache" folder in C:\Users\xx\Documents\My Games\Sid Meier's Civilization 5\ . Do this step anyway as there is no harm in doing it and it will guarantee the mod will work immediately.

Done!

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Uninstalling
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There are two methods of uninstalling and reverting back to the default game files

Method 1) Copy and paste the backed up XML folder back to its original spot (Civfolder\assets\DLC\Expansion\Gameplay\XML) and Civ5Terrains.xml in to (Civfolder\assets\Gameplay\XML\Terrain\)
OR

Method 2) Right click on Sid Meier's Civilization V game in your steam games, select properties > Local Files tab > click on "Verify Integrity of Game Cache"

MOD DESCRIPTION
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Version 1.0:
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*Major Changes*

*A problem with Civ 5 G&K is that mid-late eras are incredibly short, you barely get to use the units before they are obsolete. Therefore:
-Drastically increased the research cost of medieval+ eras. (between 2x from Medival era up to 4x in future era)
-Multiple Science buildings slightly were reduced in effectiveness, increased production cost by 20%, but gold maintenance cost reduced.
-Research agreements after the classical age now cost more gold. Goes up more and more as you progress further through the eras.

-Increased gold returned when disbanding unit to 35% from 25%. This should help incentivize economic downsizing of military forces.

-Total Unit upkeep cost reduced by approx 12.5%, Autocracy discount for unit maintenance reduced to -25% from -33%

*Negative Strategic resource penalty is too harsh, therefore the following changes were made:*
-Reduced strength penalty to 20%, from 50%.

-Ocean tiles (Not to be confused with Coastal tiles) now start with +1p +1g. Lighthouse gives +1f as per normal, and Medical lab now grants +1g to all sea tiles. This is to keep sea tiles competitive with normal terrain, and to give island cities a way to get production.

*UNITS*

*Subs and nuclear subs are far too weak, and Missile Cruisers far too powerful (seriously I have no idea what Firaxis was thinking with Missile Cruisers), therefore the following changes were made:
-Reduced ranged strength of Missile Cruisers to 60, down from 100. Also reduced combat strength to 70 down from 80 and removed anti-sub promotion from Missile Cruisers.
-Increased str of nuclear sub by 5, reduced ranged dmg by 5.
-Increased str of sub by 5.
-All subs can now move after attacking, if they have movement points remaining.

*Siege units are too powerful vs cities, while melee units are too weak vs cities, I understand the concept of requiring Siege units to take a city, but it is almost suicide using units to attack cities, which makes the gameplay a bit bland as cities become really easy to tkae with just a few siege and 1 single unit. Therefore the following changes were made:
-Reduced siege dmg bonus from +200% to +100%. This is around 33% less damage overall from siege units to cities.
-reduced the dmg taken by units attacking cities by 25% (Note this is NOT ranged damage from cities)
-increased dmg done by Melee units attacking cities by 25%.

-Atomic bomb range decreased to 8 from 10.

-Removed Giant death Robot by making it cost 999 uranium.

-Marine Strength increased to 70 from 65, to match Infantry.


*BUILDINGS*

- As said above, most Science producing buildings have had their science reduced, cost slightly increased, and maintenance cost lowered. This coincides with the overall expanding of eras.

- Medical Lab now grants +1g to all sea plots. Production cost increased from 500 to 650.

- Recycling Centre now gives 4 Aluminum but costs 6g maintenance per turn.

- Bomb shelters now reduce nuclear damage by 50%, not 75%.

-Spaceship factory production yield increased to +5p. from +3p. Still requires aluminum.

-Pentagon required tech changed from Combined Arms to the Electronics (an earlier tech). This is to make it more useful, as typically by the time you build it you have hardly any units that are viably upgradable.

*ESPIONAGE*
-Spies in enemy cities now show two tiles of visibility instead of 1.


*MISC*


-Revolts can now start at 16 unhappiness. There are plenty of tools in Gods and Kings to fix happiness issues. This allows players to wage non-military attacks and/or apply pressure against enemies via Espionage, city-state manipulation, and other methods of empire sabotage. Think Cold-war style.
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Version 1.3:
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*MAJOR CHANGES*
* A side effect of extended eras is that Buildings/wonders get a lot more time to be built, commonly well before the next tech is available. This leads to cities being fully developed buildings-wise too easily and well before the next era, leaving only units and Wealth/research to be built. Therefore:
- Increased production cost of nearly all buildings and wonders by approximately 50%. This is to support the changes to the extended length of eras.
-Doubled the gold returned from Pillaging enemy improvements. Pillaging should now be a semi-profitable method of aggression when roaming through enemy territory.
-Wealth and Research now grants 35% production converted to Gold/Science, up from 25%.
*UNITS*
-Machine Gunner strength increased to 70 from 60. Ranged strength increased to 65 from 60. Still defensive only. Machine gunners are excel at defending areas and holding positions, these changes help reflect that.

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Version 1.2:
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*MAJOR CHANGES*
-Lowered the inflation rate for unit maintenance costs to support the changes to longer eras. This change negates the large increase in unit maintenance costs caused by bigger numbers of turns a game may last for because of the longer eras. Without this change, unit maintenance could reach very expensive amounts after large numbers of turns have been played through.
-Desert tiles now yield +1g +1p. Snow tiles now yield +2p. Tundra tiles now yield +1f +1g.
-Increased the amount of Aluminum gained per deposit by around 50%.
-Increased the amount of Oil gained per deposit by around 50%.
*UNITS*
-Modern Armor now requires Oil instead of Aluminum.
- Paratrooper Strength increased to 75 from 65. Moved up to the next tier of tech. (Now requires Computers tech).
-Stealth Bomber Production cost greatly increased, range increased to 22 from 20. Bombers can no longer upgrade to Stealth Bombers. Bombers are now a standalone unit.
-Bomber ranged strength increased to 70 from 65. American B17 increased to 75 from 70.
-Carrier Combat strength increased to 65 from 50. Production Cost increased. Still only defensive.
-Missile Cruiser Production cost increased.
-Nuclear Submarines now require Aluminum. A Nuclear submarine should now be more powerful vs ships than Missile Cruisers. However Destroyers can spot them from further, and have a bonus vs submarines.
-Destroyers now start with Extra Sight 1 promotion. This will make them better against Submarines, and useful recon ships.
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Version 1.1:
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*MAJOR CHANGES*
-The final Tier of techs (Globalization, Particle Physics, Nuclear Fusion, Nanatechnology) now each grant a specific bonus to certain terrain improvements. This is to give them a purpose to research if not using scientific victory, and to grant the player more longevity if they wish to play a long game (by giving them more gold to fight inflation, more food etc.)

*BUILDINGS*
-The Porcelain Tower’s bonus to Research agreement reduced to 30% from 50%.
POLICIES
-Reduced Bonus to research agreements from Scientific Revolution to 30%, from 50%
*BUG FIXES*

-Fixed some text entries on tooltips and civilopedia to reflect updated changes from this mod.
Author
Xaviarlol
Downloads
791
Views
791
First release
Last update
Rating
4.00 star(s) 2 ratings

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