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**
------------------
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!
------------------
Uninstalling
------------------
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
Version 1.3:
-----------------------
*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.
-----------------------
-----------------------
Version 1.2:
-----------------------
*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.
-----------------------
Version 1.1:
-----------------------
*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.
Suits Marathon speeds.
------------------
**Installation AND Updating**
------------------
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!
------------------
Uninstalling
------------------
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
-----------------------
Version 1.3:
-----------------------
*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.
-----------------------
-----------------------
Version 1.2:
-----------------------
*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.
-----------------------
Version 1.1:
-----------------------
*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.