Enhanced BNW Traits

Skaz881

History Major
Joined
Dec 15, 2013
Messages
1,375
Location
Crystal Lake, Illinois, USA.
This mod is an adaptation of Cookie Magic's BNW Enhanced Unique Abilities for all Civs (v 4), made into a regular mod with additions and changes. I will list the changes from the original mod first and then list mine with an explanation for why I did what I did.

Morocco: Bonus increased to 4 gold and 2 culture, +1 faith and science from customs houses.

Greece: +1 influence every 2 turns with city-states you can demand tribute from. +4 Production from Citadels.

Assyria: Iron Resources doubled.

Huns: Pasture production increased to 2

Rome: +1 gold from each city connection

Celts: Gain a free worker after researching Calendar.

Poland: Units require 10 percent less experience for promotions.

Carthage: +1 sight for navel units.

Indonesia: +1 production from plantations.

India: Trait changed to "Unhappiness from number of Cities decreased 25%, unhappiness from number of citizens decreased 25%. Tile improvement construction rate increased 50%."

Mongols: Horses doubled.

Sweden: Influence from great person gift increased to 120.

Ethiopia: 10 percent reduction to social policy costs.

Denmark: Embarked movement increased to 3.

Spain: Trait changed to "Bonus gold and double happiness for discovering Natural Wonders. All tile yields from Natural Wonders are doubled." +1 Faith from specialists.

Portugal: Gold bonus from trade builings doubled.

Austria: Free barracks on city capture.

Aztecs: Now also gain faith from killing enemy units and melee units get a bonus against wounded units.

France: +1 culture per turn from cities.

Mayans: 15 percent increase to spawning great people.

Brazil: Spawn rate increased to 100 percent during Golden Ages.

Egypt: +1 culture from all culture buildings.

Zulus: Trait changed to "Melee units cost 50% less maintenance. +40% Combat bonus if your unit is fighting an enemy unit that requires a more advanced technology."

Byzantines: +4 faith from holy sites. Free Great Engineer at Theology.

America: No terrain penalty along rivers.

Netherlands: +1 gold from plantations.

China: GG spawn rate increased to 75 percent. +2 food from farms.

I added the +2 to farms to keep China from being entirely dependent on warfare to get use out of its UA.

My Changes:

Songhai: Rivers extend land trade routes like roads.

Germany: Conversion chance increased to 75 percent, land maintenance cost decrease changed to 35 percent. Receive a free GG after researching Iron Working.

Most of this is from the original mod, but I added the free GG to go along with the military focus.

Russia: Russia: Iron and Horses replaced with Coal and Aluminum. +1 gold from SR.

Most of this is from the original but I took the gold bonus that originally belonged to England and gave it to Russia because I had different plans for England and well, Siberian Riches.

England: +4 gold from Customs House, free GW after researching Drama and Poetry.

The gold bonus is a nod to the trading history England has while the free GW is a tribute to the famous poets, playwrights and authors that England is known for.

Persia: +1 culture from specialists.

If I remember correctly, culture contributes to golden age points and since that's Persia's focus, I thought it would go well with them.

Venice: +1 Food from specialists.

I've noticed that Venice's puppets just don't grow as fast as regular cities (and if you're like me and play on Pangea/Continents Plus, the City States are on islands and REALLY don't grow as much) so this is to counteract that.

Arabia: +1 culture and faith from academies.

Many scientific and mathematical advances have come from the Islamic world, algebra being just one example. This is in honor of them.

The Iroquois: +1 faith from lumbermills.

I wanted something that could tie in with the forest bonus already present, and this seemed like a good choice.

Polynesia: Crab and Pearls provide double quantity.

I really struggled with this one, but this seemed like a good accompaniment to their already present wayfinding.

Babylon: +1 production from specialists.

Their trait is ingenuity, and ingenuity is not just limited to science.

Japan: +4 science from manufactories.

Their DOM mentions their industriousness and since they closed themselves off to outside influences, technological advances would have had to come from within, so this represents that (and if someone could tell me how to actually spell maufactories, I would be grateful).

Inca: Ranged and Melee units get a bonus in rough terrain.

Originally it was just ranged units, but I extended the bonus to melee units to differentiate it from Korea.

The Shoshone: 50% reduction to culture costs of acquiring new tiles.

Like Polynesia, this was a hard enhancement to come up with, but after I saw it in the tables at the top of the traits page, I decided that it would go well with starting with additional territory.

Siam: City states are no upset by intrusion, +10% Gold from cities.
Originally Siam in addition to the first bonus got +1 science for every international trade route, but I was told that this was impossible and changed it.

Korea: Ranged units start with Volley.

Craig_Sutter gave me the idea for an archer bonus, so I went with volley. Originally I'd extended it to siege but changed my mind but if anyone thinks I should change it back.....

The Ottomans: maintenance reduced from 1/3 to 1/4. Free Great Admiral at Sailing.

The reduction is from the original mod, but I added the free Great Admiral to go along with the naval focus.

If anyone feels like these enhancement should be altered or added to (I have no reason to reduce anything so I would need a really compelling argument to do so) feel free to leave suggestions. If something isn't functioning correctly let me know and I will try to fix it. Enjoy!

http://http://forums.civfanatics.com/downloads.php?do=file&id=22888
 
Reading some comments on Steam on some of my favorite author's civilizations reminded me to make these statements: No, I will NOT make this G&K/Vanilla compatible, I have no intention to make this G&K/Vanilla compatible nor am I obligated to do so, so please do not ask me to do so.
 
Hopefully fixed a small error regarding the Zulu.
 
I'm considering giving Byzantium another buff, something that fits with them but isn't faith oriented. Any ideas?
 
Reverted Songhai back to the original enhancement of rivers extending trade routes, moved the citadel bonus to Greece and gave Byzantium a free GE at Theology. Also, and I hope this worked, changed Siam to get science from trade buildings. I've also changed Polynesia's addition to getting double quantity from Pearls and Crabs, but I'm wondering if I should have made it a fishing boat enhancement instead. Any thoughts?
 
Updated the opening with the changes. If I forgot something please let me know.
 
I absolutely love the premise of this mod. This is not the first mod I've used. However, when I activate it, the new abilities show up in the civs description but do not actually work. I've tried with a number of different civs. What am I doing wrong?
 
That's odd. Have you tried loading this mod last? It could be that one of your mods is interfering with this one.
 
Hey Skaz881

Do you happen to have these modding files as XML-files? I wish to change the script and not go through the "Mods" menu in the game.

At Steam Workshop the mod "BNW Enhanced Unique Abilities" by Cookie Magic has instructions like that which are "Put this XML-file in this folder and replace this XML-file".

I tried to subscribe to his file but I just got the civ5mod-file (on my Mac) and couldn't change around the XML-files as I don't have the new ones...

Looking forward to a respond.

Best regards,
Giz
 
They are in XML format, but they are updates to the original game files. Does the civ 5 mod file not unpack for you? If you want those files, I could redownload them and send them as an attachment.
 
When I download it from there I download a file namned "bnw_enhanced_abilities.zip". When I extract this I get a folder called "BNW Enhanced Abilities" which contains the following:

- BNW Enhanced Abilities (v 1).modinfo
- Text.xml
- Traits.xml


Where should I place these xml-files then? Shouldn't there be files named like "civ5traits.xml" or "civ5traits_inherited_expansion2.xml"

Best regards,
Giz
 
If that's what you want, then you need Cookie Magic's mod, as I made this one to add onto the original game files, while theirs replaces the files.
 
Here they are, I hope this is what you need!
 

Attachments

  • BNW Enhanced Unique Abilities for all Civs (v 4).zip
    29.5 KB · Views: 165
Thank you Skaz881 - I love you in a gaming way hahaha. Big ups! Will make my gaming after 1000 hours of Civ more different and entertaining!

Best regards,
Giz
 
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