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Getting Started

Discussion in 'Communitas Expansion Pack' started by Thalassicus, Sep 30, 2010.

  1. Thalassicus

    Thalassicus Bytes and Nibblers

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    Communitas is a community-made expansion pack for Civilization V. We started this project because we believe Civilization is a fantastic game, and we want to perfect it while remaining as close to the core experience as possible.

    Visit communitas.wikia.com to learn more about the project.

    Click to install the expansion.

    Post in the forum if you have any comments, suggestions, or questions.

    Click here if you encounter any problems while playing the expansion.
     
  2. Necro-

    Necro- Chieftain

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    while this is great it runs into a few problems, mainly updates, i mean if people know how to mix and match xml files they don't need your combined pack, and if they don't you'll need to do constant revisions.

    secondly imho, this is missing the "big" revision mods suck as valk's economy mod or ice's strategic tile changes.
     
  3. JDexter

    JDexter Chieftain

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    This is simply the collection of Thalassicus' own small mods, not of balance mods per se.
     
  4. Thalassicus

    Thalassicus Bytes and Nibblers

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    Just what JDexter said. I'm including links here for reference, and the file is for those who are currently unable to download them ingame due to (soon to be fixed) mod browser bugs.
     
  5. wapamingo

    wapamingo Chieftain

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    I installed all the separate mods, but my question I suppose is in general. If you come up with a new version of the mod, is it automatically updated though steam when you publish it?
     
  6. mattpilot

    mattpilot Chieftain

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    Thanks thal for posting a seperate download link... very much appreciated!
     
  7. Thalassicus

    Thalassicus Bytes and Nibblers

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    @mattpilot
    Of course, no problem!

    @wapamingo
    I believe so, though it's difficult for me to verify on my own (since I can't simultaneously experience both uploading and downloading the same mod). I did see Kael say something to that effect in his Celtic mod thread. I've asked your question on one of the stickies on the main modding forum, and will try and get you a definite answer.

    I did experiment with some of the mod options yesterday that might have accidentally broken any automatic updates (tested the effect of changing the Mod ID), so it wouldn't hurt to download here or check online for the latest versions of the mods this one time. I didn't know about the update service until I read Kael's post earlier today.
     
  8. The Boz

    The Boz Nooblet

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    I am currently giving the mod(s) a whirl. It seems to be working great. My only mistake was selecting Babylon as my civ, so I started in the desert. Seven cities later, I'm still in the desert :p
    Anyway, I always micro my workers, and I find myself actually reading and comparing each possible improvement. And I actually used my first three Great Scientists for academies. So far, it all seems to be very nice, so good job! High marks!
    I would love it if you could do something similar to the epic/marathon building/research rebalance mods that are currently out there. Lowering building hammer costs while slightly increasing research costs, or maybe just increasing the number of hammers in a city/windmill/workshop/plant. None of the mods of that kind that I have so far come across fit me just right, if you know what I'm saying, so I'd like to see your take on it.
     
  9. Gorey

    Gorey Chieftain

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    can you please post the changes you make between versions?

    I'm having a hard time keeping up with it. Everytime i launch Civ there's new versions. There's no info on whats different than the version i already have. I like knowing what to expect.

    And no, it does not auto-update. It shows up as an uninstalled mod. Basically when you browse the mods list in-game and it doesn't say "Already Installed" it's a new version. If you want it, you have to remove the one already installed then download and install the new one.
     
  10. Thalassicus

    Thalassicus Bytes and Nibblers

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    @TheBoz
    Sure, I'll think about it a while and see if I come up with anything.

    @Gorey
    I apologize for the confusion, I'm a perfectionist and tend to revise things until it's just right.

    The majority of version increases have simply been me learning how the mod posting system works and revising the presentation of the mods. I've been updating the descriptions to be more concise, use bullet points, icons, that sort of thing. On the threads here on Civfanatics for individual mod components, when I make any actual gameplay changes to that component, I indicate those changes on a version history on the page.

    For example, on the Greater Improvements page I indicated the gameplay changes in the version history spoiler:
    http://forums.civfanatics.com/showthread.php?t=385262

    For consistency, I will do this for each component page. Thank you for the feedback!
     
  11. Gorey

    Gorey Chieftain

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    You dont have to apologize to me.. im cursed with it too. :lol:
     
  12. Iceman68

    Iceman68 Chieftain

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    I get the following message when trying to download this:

    Invalid Attachment specified. If you followed a valid link, please notify the administrator
     
  13. Thalassicus

    Thalassicus Bytes and Nibblers

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    Try it again, I just updated so there might have been a slight delay, or you might have attempted to download during the interim period where I'd deleted the previous version.
     
  14. Iceman68

    Iceman68 Chieftain

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    Worked this time.

    Just my luck to try downloading as it was being updated.
     
  15. MasterDinadan

    MasterDinadan Chieftain

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    Thanks for uploading this as a zip! I can never get the mod browser to work... Any time I try to search or filter the results, the browser breaks and nothing short of restarting the game will fix it.
     
  16. Gorey

    Gorey Chieftain

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    The Balance - Farms link goes to the the wrong thread.
     
  17. Rinus4

    Rinus4 Chieftain

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    Gonna give this one a try :D
     
  18. Thalassicus

    Thalassicus Bytes and Nibblers

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    @Gorey
    Thank you for catching that, I've updated the link.

    After playing through a few games with the Mine & Lumbermill adjustment, I've found this achieves the desired effect. Just a few of either tile can make a city quite productive, letting you actually build things before they go obsolete. I do like the idea of a workshop, but there's several other people working on a mod to add workshops, so I don't want to interfere.
     
  19. nemini

    nemini Chieftain

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    The current .ZIP file lists "Farms (v2)", while the old one listed "Farms (v4)", was this an intentional rollback to a previous version?
     
  20. Thalassicus

    Thalassicus Bytes and Nibblers

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  21. skrewler

    skrewler Chieftain

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    Thanks

    These are -awesome-.
     
  22. Aussie_Lurker

    Aussie_Lurker Chieftain

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    OK, dumb question but....how do we play the game with the Mod in play?

    Aussie.
     
  23. Thalassicus

    Thalassicus Bytes and Nibblers

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    In the mod browser (main menu > Mods > Browse Mods), go to installed mods. Make sure the ones you want to use are enabled.

    Then hit back, and click single player.

    To play with mods you have to go through this mods menu, can't do normal single/multiplayer from the main menu.
     
  24. Burrito_X

    Burrito_X Chieftain

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    I M liking these quite a bit. I stated out with Valkyronn's economy mods which is basically a combo of several of these but with production times chopped 80% and research times lengthened to 150%.

    Couple thoughts:
    - Interestingly I dont think the shortened production times are necessary any more as citys are much more powerful with the increaseed hammers and food but the 150% research time is a must. I would love to have it as a singled out mods can you make a BalanceMod just for lengthened research time 150%?

    - It is still the best to find a bunch of hills with a river running down them, plop down a city and then plant farms on them all so you have a bunch of 2 food, 2 hammer, 1 gold tiles. seems silly that hill farms are just as good as flatland farms. Can you make a Balance mod that makes farms 1 food less productive when built on hills?

    - ok now for left field: Suburbs are always much more financially robust than small towns far away from a city. Can you make a small Mod that makes trade centers +1 gold when built immediately adjacent to your city center?

    Thanks for allof your Balance Mods. I love that they are all singled out so I can mix and match as I choose. You have made this game from a 7/10 to a 9/10 already!!! (on Emporer so its a challenge of course)

    Burrito
     
  25. Edibi

    Edibi Chieftain

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    This has made the game much more fun to play. The AI has also clued into this and has strategically sought out food resources knowing it will have faster growing cities. much better than vanilla!
     
  26. usmle

    usmle Chieftain

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    I also was using Valkyronn's Economy Mod with all of the Balance Mods and found that it was excessive. Fortunately it is easy to customize either mod to your liking. Just navigate to your \Mods\Economy Mod\ folder and edit the files there with a text editor.

    To get rid of the 20% building and unit cost reduction, just open the files BuildingCosts.sql and UnitCosts.sql in the SQL folder and delete the single line of text in each file. You can customize how much of an increase in technology costs as well. Open up TechCosts.sql and you'll see:


    Code:
    UPDATE Technologies SET 'Cost' = cost*1.5 WHERE Cost > 0

    Right now I'm using:
    -10% unit and building cost
    +20% technology cost

    along with these balance mods (to good effect). One request for Thalassicus: can you make a package of all the mods available on the mod browser?
     
  27. Thalassicus

    Thalassicus Bytes and Nibblers

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    @Burrito_X
    1) Certainly, I'll put something together.

    You're right that two production mods combined would be excessive, since the change to mines and lumbermills comes out to about the same thing for a city that relies mostly on these for its production. (If mines get 3:hammers:->4:hammers: = 33% increase in production / 25% build time reduction. Slightly more of a bonus for lumbermills (since they can be chopped for immediate gain), less bonus for cities without either.) Valkrionn and I agree completely on that concern with the game - skewed research/production ratio - we simply have different thoughts on how to approach it, and I think both methods have their merits.

    Valkrionn's excellent method has the advantage of not altering the relative value of improvements, simply the game's pace, which is a superb and straightforward choice. My reasoning for adjusting farms, mines and lumbermills instead is I feel trading post spam in the default game trumps almost all other improvement choices, and makes deciding how to improve a city rather boring. Rather than nerf trading posts, I slightly buff a few other improvements, and in doing so shift the production/research ratio to hit two birds with one stone. The reasons for picking Engineering have been explained elsewhere, primarily so it doesn't come too early and upset any opening-game balance, which is very delicate as the effects amplify.

    2) I'll think about riverside farm-hills a while and see if I can come up with something, or a rationale to leave them as-is, either way.

    3) Along the lines of point 1, trading posts already feel very powerful, and this might disturb that balance. You're right that it does make sense to have some reward for having them close to the city, as visually that looks much better... there's even a field in the xml files that makes it easy to buff improvements adjacent to a city. My concern is that it might reduce player choice though, pressuring someone into always building TP's again, only now in the tiles around your city. Having the same values anywhere in the city radius gives more flexibility. Personally, I always build TP's next to my cities anyway and farms/mines further out because it looks nice, and has practical considerations (more valuable ones slightly less vulnerable to pillaging - not that non-barbarian AI ever does that yet).

    @usmle
    Sure, I'd been thinking about doing that for a while. I'll include each one in a separate folder so people can still delete the ones they don't want.
     
  28. MasterDinadan

    MasterDinadan Chieftain

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    On the other hand, this makes the choice of adjacent hexes with fresh water more interesting. Whereas before fresh water hexes would almost always be farms, now you have to decide whether you want to utilize the fresh water for a farm, or the adjacency for a trading post...
    Since there are many advantages to putting a city near rivers and lakes, it seems to me that most of the adjacent tiles WILL have fresh water. The choices on these hexes are more meaningful. In the rare cases where there are more un-watered tiles than watered tiles, you just load them up with TP... but I think most of the time, there will be enough fresh water access that there is still an interesting choice to be made.

    As for the hill farms, it makes some sense that they wouldn't get a civil service bonus. It's not as though the workers can make the water from the nearby river flow uphill to water the farm. The hill farmers would still have to water their plants the old fashioned way.
     
  29. R0GERSHRUBBER

    R0GERSHRUBBER Shrubber

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    I played a full game using all of the latest Balance mods (Oct 7). I played Siam on a Large Oval, Warlord, with standard settings otherwise. I've been winning regularly on King, but rather than moving up, I went down to Warlord to get the achievement (although it looks like it didn't count for some reason). I pursued a Diplomacy victory. City states were still quite useful (although I was playing as Siam, so they certainly ought to be).

    I must say I really like the way that the mod plays. The terrain around a city and it's improvements are much more meaningful (beyond happiness and strategic resources). I was able to produce and use units before they were obsolete. I was regularly switching cities between different emphasis to good effect. The passive improvement bonuses at different Techs made exploring the Tech tree more interesting.

    It's hard to say if the AI handled it well. A few civs did very well (Greeks, Russians, Romans) while some others were crushed by those civs (Germans, French). The Songhai made the mistake of capturing Warsaw, and I razed/puppeted all of their cities except their capital after liberating it. They were nice neighbors from that point on.

    I'm not sure if it was because I was on Warlord or because of the improved yields (or both), but I teched very quickly, at least in terms of game-years. I think I got the Diplomatic victory around 1800. I haven't played enough games to know whether that is early for that victory type.

    In summary, great mod!
     
  30. Gorey

    Gorey Chieftain

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    Some screens of my last game using your mod (Greece, King Difficulty):

    Best hammer city, thankfully china kept all those forests LOL:


    Best Gold city... i had what would have better a site later in the game.. but already comitted to this one early in the game:


    As you can see from the citadel, it was the edge of my empire at the time..

    Best Science City:



    Hopefully these will give you a rough idea of the production & specialist building tweaks you've made.
     

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