Balanced Tile Yields Mod ( approximate to Civ4 ) Updated to v5

lichen8566

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Dec 4, 2009
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Location
Beijing, China
Please visit the thread of my new mod : http://forums.civfanatics.com/showthread.php?p=9747185

The new mod includes all features of this mod, and it has more.


Thanks for the tutorials in this forum. Firaxis Games and Afforess.

This tiny mod rebalances the tile yields of base terrain, resources, improvements and so on, to get the old yields output same as Civ4.

You can see the more food yields on wheat, cattle, more gold yields on gold and on luxury resources.

The outputs of mines and trade posts are also increased. ( It makes some AI more aggressive, but I love it! )

Because of the increassing of food, your empire will have more unhappiness. But don't be afraid, you can get more happiness from the buildings by this mod.

Do you think the coastal cities are not good enough than before? The yields of coast terrain and resources are increased.


Updated to v9:

Increases the yields of some resources and improvements.
Increases the gold yields of trading post to 3 if you researched Economics.
Increases the production of mine by 1 if you reasearched Steam Power.
Lighthouse adds 1 food and 1 gold yields on the sea plots.
Harbor adds 1 gold yields on the sea plots.
Updates help texts of buildings which have changes.
Uses the Civ5 update method to change the database values, you can see the right number of yields in the hint text.
Adds the happiness from the Colosseum, Theatre, and Stadium.


Install note: extract all files from the file "Balanced Tile Yields Mod (v 9).zip" to the new folder which under the "Documents\My Games\Sid Meier's Civilization 5\MODS" folder. And turns it on in the in-game mod options. Enjoy it!

IMPORTANT: When upgrading from the old version, you must re-enable the mod.
 

Attachments

I had a look at it good sir, I like the sound of the changes

When I get time I'll play a proper game through.

Version 7 downloaded, will playtest
 
Just two questions:
- did you change the great person improvements too? Or can this be used with Thalassicus' said mod comp?

- Did you test it for later game? As I suspect this makes a lot higher population growth but I already have problems with unhappiness in vanilla. Or must we play as Gandhi?

Anyway, thanks, I'll try it tomorrow. :)
 
I would like to see resources be more balenced.

In the past, all resources did something -> allow you to build certain units, raised happiness, or raised health (and happiness with a certain building).

Now, happiness resources are even MORE important, and so are strategic improvements (you now want ALL the oil on the map, not just 1). The health resources now do nothing, they suck.

Fix? Make wheat, pigs, fish etc into happiness improvements. I'd be pretty darn unhappy without pork, let me tell you! Ban all wheat products from a country, and people will riot. Trust me. Just trying living a few days without any food made from wheat. Sure, the populace loves a nice tasty wine, but do not garner any happiness from a fancy cheese?! (Cow->Dairy->Cheese)
 
I had a quick (literally) game with v7, Catherine (random), Quick game, Large map, Continents, Prince. Mostly hands-off. My plan was to play with only 3 cities on a large map and not with Gandhi (half unhappiness from pop) only defending myself when attacked to see how it works and what the AI will do. Ive played up to about 1950, it got kinda slow and didnt look like much more will happen, so I called it the end. :)

My impressions:
- some resources, mostly luxuries are now actually worse than "clean" hexes, you should buff them too a bit (I only remember cotton and cattle being bad, but there are more) And why did you nerf fish?
- trade posts are even better which means that while I was a honest tester and I do have mines, mills, and farms the AI simply covers the map with trade posts (I do the same for puppets though) Also since their yield is higher, gold is not an issue.
- just as I feared unhappiness is serious. Three cities with 5 luxuries and I simply had to grab a few puppets for extra luxury and happiness buildings in the medieval ages. In modern times I ended with three cities (about 25-15-15 size) and 5 puppets and something 5 extra happiness. Trading for many luxuries.
- The AI goes crazy at city building. It will build even more cities and practically anywhere with some free space. There are areas with 5-15 sized cities 2-4 hexes away of each other. A neighbor even built 2(!) cities behind my capital in a narrow tundra coast to grab 1 fish for one and a deer for the other. Other than that its a wasteland. There are also a bunch of settlers running around in their empires at any given time. Im sure the AI has some bonus on happiness or just doesnt care about it as they have insane populations.
- Where the AI goes even more crazy is unit building. In mid and late game especially. The neighbor who wasnt involved in wars for a long time has its area about halfway full with units. I could not even scout some parts finding no place to move to. However he is quite "technologically-challenged", so I bet it doesnt help his treasury.
- For the same reason wars are strange. Strange, but also heaps of fun. I had a long war with my other neighbor up from renaissance to late modern and it was exactly like the defense mod in civ4, except that they were coming endlessly. I had a fortified location with 4 infantry and 2 artillery and there wasnt a single turn when my artilleries were left without target. When he finally gave up I scouted his area and the new waves were properly there, he wasnt even close to run out of units while losing about 2-3/turn. :lol:
- This sadly also leads to the situation that technology is now really everything. The other continent was almost completely conquered by the english who happened to have mech infantry unlike the others. The one that produces better units in infinite numbers obviously wins.
- I was also absolutely shocked to see that the AI actually builds siege units (uses them in "melee" though) and ships! The first time Ive seen other than city-states building ships in Civ V. Needless to say that the AI is quite clueless at using those. :)


To sum it up, this higher production would be really fun, with a lot more action than vanilla if the unhappiness from population would be much lower. However when i though about it I realized that there isnt much use building mega-cities as theres hardly anything for the excess population to do. So this would have to be combined with buildings that give more specialist slots, more happiness buildings or some unhappiness decreasing ones, and maybe some overall raising of building costs (not unit) wouldnt hurt as its too easy to build anything you want and still find time to build units. More expensive buildings should divert more of the AIs production time in peacetime from military spamming.
 
I had a quick (literally) game with v7, Catherine (random), Quick game, Large map, Continents, Prince. Mostly hands-off. My plan was to play with only 3 cities on a large map and not with Gandhi (half unhappiness from pop) only defending myself when attacked to see how it works and what the AI will do. Ive played up to about 1950, it got kinda slow and didnt look like much more will happen, so I called it the end. :)

My impressions:
- some resources, mostly luxuries are now actually worse than "clean" hexes, you should buff them too a bit (I only remember cotton and cattle being bad, but there are more) And why did you nerf fish?
- trade posts are even better which means that while I was a honest tester and I do have mines, mills, and farms the AI simply covers the map with trade posts (I do the same for puppets though) Also since their yield is higher, gold is not an issue.
- just as I feared unhappiness is serious. Three cities with 5 luxuries and I simply had to grab a few puppets for extra luxury and happiness buildings in the medieval ages. In modern times I ended with three cities (about 25-15-15 size) and 5 puppets and something 5 extra happiness. Trading for many luxuries.
- The AI goes crazy at city building. It will build even more cities and practically anywhere with some free space. There are areas with 5-15 sized cities 2-4 hexes away of each other. A neighbor even built 2(!) cities behind my capital in a narrow tundra coast to grab 1 fish for one and a deer for the other. Other than that its a wasteland. There are also a bunch of settlers running around in their empires at any given time. Im sure the AI has some bonus on happiness or just doesnt care about it as they have insane populations.
- Where the AI goes even more crazy is unit building. In mid and late game especially. The neighbor who wasnt involved in wars for a long time has its area about halfway full with units. I could not even scout some parts finding no place to move to. However he is quite "technologically-challenged", so I bet it doesnt help his treasury.
- For the same reason wars are strange. Strange, but also heaps of fun. I had a long war with my other neighbor up from renaissance to late modern and it was exactly like the defense mod in civ4, except that they were coming endlessly. I had a fortified location with 4 infantry and 2 artillery and there wasnt a single turn when my artilleries were left without target. When he finally gave up I scouted his area and the new waves were properly there, he wasnt even close to run out of units while losing about 2-3/turn. :lol:
- This sadly also leads to the situation that technology is now really everything. The other continent was almost completely conquered by the english who happened to have mech infantry unlike the others. The one that produces better units in infinite numbers obviously wins.
- I was also absolutely shocked to see that the AI actually builds siege units (uses them in "melee" though) and ships! The first time Ive seen other than city-states building ships in Civ V. Needless to say that the AI is quite clueless at using those. :)


To sum it up, this higher production would be really fun, with a lot more action than vanilla if the unhappiness from population would be much lower. However when i though about it I realized that there isnt much use building mega-cities as theres hardly anything for the excess population to do. So this would have to be combined with buildings that give more specialist slots, more happiness buildings or some unhappiness decreasing ones, and maybe some overall raising of building costs (not unit) wouldnt hurt as its too easy to build anything you want and still find time to build units. More expensive buildings should divert more of the AIs production time in peacetime from military spamming.

Thank you for your advices, but I'm afraid that I can't improve my mod before I return my home. I'm on a trip now, so I'm sorry.

For your questions, I did make the higher yields of the improvements which be constructed by the great persons. But I think it should be much more.
And to resolve the happiness problem, I must change the bouns of some luxury resources or some buildings. I think I need to learn how to change the data more deeply.

I'm very curious about that you said some hex are worse than the "clean" hex. How it could be? I did reduce some yields by 1 or 2point when you not build improvments on the resources, but after you build the improvements, it should have more yields than before. And I did not nerf the fish. -_-! Is there some bugs in your game? Maybe I need more informations.

I will back to my home in about 7 days, so, plz wait. I'm sorry.
 
Ok
I played a game as Arabia.
The AI certainly seem FASTER. They erect wonders at a faster rate for example and research more quickly. As for military I'm yet to see what effect this mod has.
Interesting so far.
 
Really like the mod. Speeds up the feel of them game, and since I had a nice city, actually 2, producing plenty of food, I set them building great scientists, and had 4 at one time that I burned through. Got another 6 by the end of the game. That includes other cities producing them
 
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