This modmod introduces several tweaks for the early game that I found interesting based on my own experience. I thought others could also be interested in it - if so, I'd be glad to have additional feedback on how it changes the game experience.
To install it, just extract it in Modules/My_Mods/EarlyTweaks. Though several tweaks are intended to work together, they are mostly modular, meaning that if you're not interested in a given tweak, just remove the corresponding file.
Here's what each tweak does, why and which file is relevant.
Profitable Hunting (Animals_CIV4UnitInfos.xml & Subdue_Animals_CIV4UnitInfos.xml)
This tweak increases the
and
from killing animals by 5 and butchering subdued animals by 10. This makes hunting a key contributors for your early growth.
Note: There are some animals missing and I believe Dancing Hoskuld is still adding animals anyway, but the tweak should still have a significant impact.
No early costly buildings (EarlyBuildingsLowMaint_CIV4BuildingInfos.xml)
This tweak removes the
cost of most prehistorical buildings and reduces it significantly for a few others.
Currently those buildings are really not worth building in Prehistorical era as they will crush your economy; it seems the AI is still building them so I hope it will both make the players consider these buildings and help the AI manage its economy.
Higher cost of number of cities (Highermaintenance_CIV4CivicInfos.xml)
This tweaks significantly increases the maintenance cost of cities due to the number of cities in your empire.
The increase is 0% for Anarchy, 20% for Chiefdom, 50% for Despotism, 80% for Hereditary Rule and 100% for the others.
The idea is to keep early expansion as is (it's already a good challenge) while making it more difficult to suddenly spam cities around Classical when
is flowing.
Less food kept (LowerGranaries_CIV4BuildingInfos.xml)
This tweak significantly reduces the amount of food kept on pop growth granted by buildings. Currently it's possible to get 50% of your food kept early on and much more later on, leading to a very fast city growth.
Now you won't get past 20% with Granary + Cellar + Icehouse + Warehouse for instance (some wonders might allow you to get a bit further though).
Altered science from myths (Mythmodifiers_CIV4BuildingInfos.xml)
This tweak makes myths grant +1%
instead of +1
. This effectively slows down research in Prehistorical/early Ancient, while maintaining a benefit in looking for myths. By the time you have enough
to even out the difference, you'll probably have already reach the techs that obsolete most myths.
Also, I believe myth hunting is an area where the player is much better than the AI so it should help it a bit staying tech competitive.
Note: I believe Dancing Hoskuld is still adding myths so in time you'll probably see new +1
myths.
No AI head start (NoAIheadstart_CIV4HandicapInfo.xml)
This tweaks removes the free techs and free units the AI has at the beginning of the game. While I'm OK with AI bonuses on the long run (such as faster science or production), I find those bonuses rather annoying - the worst is in Emperor+Nightmare difficulty where the AI starts with two tribes. Also, since you discover other civs quickly, tech diffusion makes early tech too fast to discover.
Note: It will only work on Monarch+Nightmare difficulty (the setting I'm using).
Edit: Oddly, it seems to work only if you remove the original file in Modules/StrategyOnly, even if My_Mods is later in the load order :/
Slower production (Slowerprod_CIV4GameSpeedInfo.xml)
This tweaks doubles the cost of all buildings.
This is intended to balance the additional
you get from the Profitable Hunting tweak early on, and to make it more difficult to build everything everywhere later on.
Note: It will only work on Snail speed (the setting I'm using).
Weaker early sneaking units (WeakerEarlySneak_CIV4UnitClassInfos.xml & WeakerEarlySneak_CIV4UnitInfos.xml)
This tweak lowers the strength the four early sneaking units (Thief, Rogue, Ambusher, Assassin to 1, 2, 2 and 4 respectively) and limits each of them to 2 units at the same time (previously Ambusher had no limit, Assassin was 3 and the others were already limited at 2).
In my experience those units were far too powerful early on and are able to kill ordinary troops on a regular basis (a well experienced Ambusher or two are even able to kill a master tracker/hunter). This makes them still useful to kill weak or weakened units (or undefended workers), but not to defeat reliably regular military.
View attachment EarlyTweaks.7z
To install it, just extract it in Modules/My_Mods/EarlyTweaks. Though several tweaks are intended to work together, they are mostly modular, meaning that if you're not interested in a given tweak, just remove the corresponding file.
Here's what each tweak does, why and which file is relevant.
Profitable Hunting (Animals_CIV4UnitInfos.xml & Subdue_Animals_CIV4UnitInfos.xml)
This tweak increases the


Note: There are some animals missing and I believe Dancing Hoskuld is still adding animals anyway, but the tweak should still have a significant impact.
No early costly buildings (EarlyBuildingsLowMaint_CIV4BuildingInfos.xml)
This tweak removes the

Currently those buildings are really not worth building in Prehistorical era as they will crush your economy; it seems the AI is still building them so I hope it will both make the players consider these buildings and help the AI manage its economy.
Higher cost of number of cities (Highermaintenance_CIV4CivicInfos.xml)
This tweaks significantly increases the maintenance cost of cities due to the number of cities in your empire.
The increase is 0% for Anarchy, 20% for Chiefdom, 50% for Despotism, 80% for Hereditary Rule and 100% for the others.
The idea is to keep early expansion as is (it's already a good challenge) while making it more difficult to suddenly spam cities around Classical when

Less food kept (LowerGranaries_CIV4BuildingInfos.xml)
This tweak significantly reduces the amount of food kept on pop growth granted by buildings. Currently it's possible to get 50% of your food kept early on and much more later on, leading to a very fast city growth.
Now you won't get past 20% with Granary + Cellar + Icehouse + Warehouse for instance (some wonders might allow you to get a bit further though).
Altered science from myths (Mythmodifiers_CIV4BuildingInfos.xml)
This tweak makes myths grant +1%



Also, I believe myth hunting is an area where the player is much better than the AI so it should help it a bit staying tech competitive.
Note: I believe Dancing Hoskuld is still adding myths so in time you'll probably see new +1

No AI head start (NoAIheadstart_CIV4HandicapInfo.xml)
This tweaks removes the free techs and free units the AI has at the beginning of the game. While I'm OK with AI bonuses on the long run (such as faster science or production), I find those bonuses rather annoying - the worst is in Emperor+Nightmare difficulty where the AI starts with two tribes. Also, since you discover other civs quickly, tech diffusion makes early tech too fast to discover.
Note: It will only work on Monarch+Nightmare difficulty (the setting I'm using).
Edit: Oddly, it seems to work only if you remove the original file in Modules/StrategyOnly, even if My_Mods is later in the load order :/
Slower production (Slowerprod_CIV4GameSpeedInfo.xml)
This tweaks doubles the cost of all buildings.
This is intended to balance the additional

Note: It will only work on Snail speed (the setting I'm using).
Weaker early sneaking units (WeakerEarlySneak_CIV4UnitClassInfos.xml & WeakerEarlySneak_CIV4UnitInfos.xml)
This tweak lowers the strength the four early sneaking units (Thief, Rogue, Ambusher, Assassin to 1, 2, 2 and 4 respectively) and limits each of them to 2 units at the same time (previously Ambusher had no limit, Assassin was 3 and the others were already limited at 2).
In my experience those units were far too powerful early on and are able to kill ordinary troops on a regular basis (a well experienced Ambusher or two are even able to kill a master tracker/hunter). This makes them still useful to kill weak or weakened units (or undefended workers), but not to defeat reliably regular military.
View attachment EarlyTweaks.7z