Gods & Kings Unofficial Patch

Xaviarlol

Warlord
Joined
May 27, 2011
Messages
249
UPDATE: This mod has been changed. It is now called Civ 5 Improvements Patch, it is up to date with Brave New World, and it is found in the steam workshop here:

Hey guys!

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.

OLD DESCRIPTION (DISCONTINUED)

Spoiler :
DOWNLOAD HERE! Latest version 1.5: View attachment unofficialpatch-v1.5.zip

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
--------------------------
ALL CHANGES:
--------------------------

*Major Changes*

*A problem with Civ 5 G&K is that mid-late eras are incredibly short, you barely get to use the units before they are obsolete. Therefore:
-Drastically increased the research cost of medieval+ eras. (between 1.6x from Medival era up to 2.6x in future eras)
-Multiple Science buildings slightly were reduced in effectiveness, increased production cost by 20%, but gold maintenance cost reduced.
-Research agreements after the classical age now cost more gold. Goes up more and more as you progress further through the eras.

- Increased production cost of nearly all buildings and wonders by approximately 30%. 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%.


-Increased gold returned when disbanding unit to 35% from 25%. This should help incentivize economic downsizing of military forces.

-Base Total Unit upkeep cost reduced by approx 12.5%, Autocracy discount for unit maintenance reduced to -25% from -33%. 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.
-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.)

*Negative Strategic resource penalty is too harsh, therefore the following changes were made:*
-Reduced strength penalty to 20%, from 50%.

-Ocean tiles (Not to be confused with Coastal tiles) now start with +1p +1g. Lighthouse gives +1f as per normal, and Medical lab now grants +1g to all sea tiles. This is to keep sea tiles competitive with normal terrain, and to give island cities a way to get production.
-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*

*Major Naval Unit Rebalancing: Subs and nuclear subs are far too weak, and Missile Cruisers far too powerful (seriously I have no idea what Firaxis was thinking with Missile Cruisers), therefore the following changes were made:
- Missile Cruiser: Reduced ranged strength of Missile Cruisers to 60, down from 100. Reduced Range to 2 from 3. Reduced combat strength to 75 down from 80 and removed anti-sub promotion. Can still see Submarines.
-Increased strength of nuclear submarine by 5, reduced ranged strength by 5.
-Increased Strength of Submarine by 5. Ranged Strength remains unchanged.
-All subs can now move after attacking, if they have movement points remaining.
- Reduced the starting promotion of attack vs city bonus that ships receive to +15%, from +33%.
-Gatling Gun moved up 1 tech to Steam Power. Defensive Strength increased to 40, from 36.
-Mech infantry strength reduced to 85 from 90.
-Artillery Ranged Combat Strength slightly increased to 35 from 28.
-Nuclear Submarine now has as much air-intercept as a Destroyer (ie a small amount). Production Cost slightly increased.
-Submarine and Nuclear Submarine Attacking bonus reduced to +70%, from +100%.
-Destroyer strength increased to 60, from 55. Movement range increased to 7 from 6.
-All fighter class planes now have a 25% strength penalty vs cities. This further solidifies Bombers as superior city-attackers than Fighters, further giving incentive to build them instead of just massing Jet Fighters in the late eras.


*Siege units are too powerful vs cities, while melee units are too weak vs cities, I understand the concept of requiring Siege units to take a city, but it is almost suicide using units to attack cities, which makes the gameplay a bit bland as cities become really easy to tkae with just a few siege and 1 single unit. Therefore the following changes were made:
-Reduced siege dmg bonus from +200% to +100%. This is around 33% less damage overall from siege units to cities.
-reduced the melee dmg taken by units attacking cities by 25% (Note this is NOT ranged damage from cities)
-increased dmg done by Melee units attacking cities by 25%.

-Atomic bomb range decreased to 8 from 10.

-Removed Giant death Robot by making it cost 999 uranium.

-Marine Strength increased to 70 from 65, to match Infantry.
-Gatling gun and Machine gun now both require Iron.
-Machine Gunner defensive strength increased to 75 from 60. Ranged strength increased to 65 from 60. Cost increased slightly. Still defensive only. Moved up 1 tech to Atomic Theory. No longer upgrade to Mech Infantry and are now a standalone unit. Requires Iron. Machine gunners are excel at defending tiles and holding areas strategically, these changes help reflect that.
-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.
- Bombers now start with a bonus vs city promotion. (+15%)
-All fighter class planes now have a 25% strength penalty vs cities. This further solidifies Bombers as a standalone unit that is still desirable.

-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.

*BUILDINGS*

- As said above, most Science producing buildings have had their science reduced, cost slightly increased, and maintenance cost lowered. This coincides with the overall expanding of eras.

- Medical Lab now grants +1g to all sea plots. Production cost increased from 500 to 650.

- Recycling Centre now gives 4 Aluminum but costs 6g maintenance per turn.

- Bomb shelters now reduce nuclear damage by 50%, not 75%.

-Spaceship factory production yield increased to +5p. from +3p. Still requires aluminum.

-Pentagon required tech changed from Combined Arms to the Electronics (an earlier tech). This is to make it more useful, as typically by the time you build it you have hardly any units that are viably upgradable.
-The Porcelain Tower’s bonus to Research agreement reduced to 30% from 50%.
-Reduced maintenance cost of harbour to 2, from 3.
-Rebalanced building costs. The results are slightly less production costs than version 1.3.
-Amphitheatre maintenance cost reduced to 1 from 2.


POLICIES
-Reduced Bonus to research agreements from Scientific Revolution to 30%, from 50%

*ESPIONAGE*
-Spies in enemy cities now show two tiles of visibility instead of 1.


*MISC*


-Revolts can now start at 16 unhappiness. There are plenty of tools in Gods and Kings to fix happiness issues. This allows players to wage non-military attacks and/or apply pressure against enemies via Espionage, city-state manipulation, and other methods of empire sabotage. Think Cold-war style.
-Revolts are now scarier. You should contain it fast.
-----------------------
Version 1.5:
---------------------
*Major Changes*
- Rebalanced Era length. Result is slightly shorter modern eras than version 1.4 and earlier.
-Reduced Unit Maintenance inflation rate further.

*UNITS*
- Missile Cruisers range reduced to 2 from 3. Cost slightly reduced.
- Bombers now start with a bonus vs city promotion. (+15%)
- Reduced the starting promotion of attack vs city bonus from ships to +15%, from +33%.
-Gatling Gun moved up 1 tech to Steam Power. Defensive Strength increased to 40, from 36.
-Machine Gunner moved up 1 tech to Atomic Theory. Defensive Strength increased to 75 from 70.
-Mech infantry strength reduced to 85 from 90.
-Artillery Ranged Combat Strength slightly increased to 35 from 28.
-Nuclear Submarine now has as much air-intercept as a Destroyer (ie a small amount). Production Cost slightly increased.
-Submarine and Nuclear Submarine Attacking bonus reduced to +70%, from +100%.
-Destroyer strength increased to 60, from 55. Movement range increased to 7 from 6.
-All fighter class planes now have a 25% strength penalty vs cities. This further solidifies Bombers as superior city-attackers than Fighters, further giving incentive to build them instead of just massing Jet Fighters in the late eras.

-----------------------
Version 1.4:
----------------------
*Major Changes*
-*ERA REBALANCING:* Rebalanced era length and science costs. The results are slightly shorter eras than version 1.3, until the last eras where it is the same. Rebalanced building costs. The results are slightly less production costs than version 1.3.
- Revolts are now scarier.
*BUILDINGS*
-Reduced maintenance cost of harbour to 2, from 3.
-Rebalanced building costs. The results are slightly less production costs than version 1.3.
-Amphitheatre maintenance cost reduced to 1 from 2.
-----------------------
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.


---------------------
Please submit suggestions, bugs and feedback here!


Download here Latest version 1.5: View attachment unofficialpatch-v1.5.zip


Latest notes (V10) ============
Civ 5 Improvements Patch for Brave New World
============

THIS MOD HAS BEEN UPDATED FOR BRAVE NEW WORLD

This mod is an unofficial patch for Civ 5 Brave New World that makes some surgical changes to the game in an effort to enhance it. The changes in Civ IP are the kinds you would expect from an official patch, and do not change the general gameplay of the game.


==Version History==

Patch notes V10

----------
--General Changes—
----------


- Building Wealth and Research now grants 30% of Production converted, up from 25%.
- Increased the sight radius of having a spy in an opponent’s city to 3 tiles in every direction, up from 1.

*Following Improvements to smaller civs*
- Unhappiness from Number of cities increased by 25%.
- Amount of excess Happiness needed to reach golden age reduced by 50%. However, each city now adds 2x more to the required number of happiness accumulated, up from 1% per city.
- Most National Wonders increased in effectiveness.

----------
--Buildings--
----------

- Recycling Center now gives 4 aluminum, up from 2. Now costs 7g in maintenance per turn, up from 3.
- Medical Lab changed. Now gives all sea tiles +1p, in addition to its growth bonus. Cost greatly increased.
- Police Station and Constablery now grant a small bonus to Unit experience.
- Pentagon is now available two tech tiers before the current placement to allow player to make better use of the bonus to upgrading units. Bonus increased from 33% to 40% discount to upgrading units. Now also increases Unit experience by 15 for units build in the same city as it.
- Spaceship factory now grants 1 Uranium. Maint cost increased to 4g. Grants +3 production.
- Hubble now gives Research Labs +1 gold and +1 food and +1 culture, in addition to its current bonuses.
- Most National wonders increased in effectiveness

--Policy changes--

- Fine Arts policy now gives 100% happiness converted to culture, up from 50%.

- Tradition Finisher now gives 25% growth in first 4 cities, up from 15%.

- Landed elite (Tradition tree) now grants +4g and +2p in the capitol, in addition to its current +2 food and growth bonus.

----------
--Units—
----------
- Stealth Bomber redesigned. No longer replaces Bomber, and is now a standalone unit. Production cost greatly increased. Now costs 2 Aluminum instead of 1. Range increased to 22, from 20.
- Bomber no longer obsolete at the final tech level.
- Helicopter Gunship now uses Oil instead of Aluminum. Can move after attacking a unit, if it has movement points left.
- Missile Cruiser nerfed. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a bonus against Submarines. Sight range increased by 1.
- Marine Strength increased to 70 from 65.
- Paratrooper renamed to “Special Forces”. Now paradrops up to 15 tiles away, up from 9. Cost increased. Combat strength increased to 75. Moved required Tech to next tier (Ecology). Now a powerful late-game tactical Infantry unit (special forces), suitable for tactical operations such as rapid response to City State defence, striking enemy strategic resources and other roles.
- Artillery moved up to the next tier in science (Steam Power), Ranged Strength increased to 35, from 28. Combat Strength increased to 24, from 21. Siege city bonus reduced to +175%, down from +200%. Cost slightly increased.
- Tank combat strength increased to 75, from 70. Panzer increased to 85 from 80.
- Modern Armor moved to next science Tier, Nanotechnology.
- Mech Infantry combat strength reduced from 90 to 85.

**Rebalanced Naval Combat**
- Nuclear Submarine defensive strength increased to 60 from 55. Now uses 1 Aluminum. Cost increased. Can now move after attacking if it has movement points left.
- Submarine defensive strength increased to 40 from 35.
- Missile Cruiser nerfed, it is no longer better at every role than all other ships. Increased cost slightly, Ranged attack reduced to 80 from 100, range reduced to 2 from 3. No longer has a combat bonus against Submarines. Sight range increased by 1.
- Destroyer visual range increased by 2, becoming a very effective at recon. Strength slightly increased.

-----------
--Terrain--
-----------
- Ocean tiles (NOT sea tiles) now have +1P and +1G, was the same as Sea/coastal (+1f). Still gain +1f from Lighthouse.
- Lake now has +1P in addition to its normal yield
 
Hi Xaviarlol,

Looks interesting, I would add a limitation on research agreements, limit it to the period it's made available, Medieval, and make it last up to Renaissance, no need for it at Industrial+ era, spies are stealing enough tech and adding to it RA is too much in terms of tech rush.
 
Sounds great! These are just the changes I've been wanting, can't wait to give it a try! Thanks!
 
Hi Xaviarlol,

Looks interesting, I would add a limitation on research agreements, limit it to the period it's made available, Medieval, and make it last up to Renaissance, no need for it at Industrial+ era, spies are stealing enough tech and adding to it RA is too much in terms of tech rush.

I am looking at this, and other ways for slowing down tech research further. I just need to test it before I go too far, which I haven't had the chance to yet :)

I agree that research agreements will need to be reduced since it becomes too valuable now that research costs have increased while the cost hasn't. I will likely increase the amount of turns for a research agreement to finish by 100%. (180 turns for Marathon)
 
I'd like to know what do you think about this suggestion of mine:

-When a Missionary is used in foreign cities of other civilizations,it grants a faith bonus equal to the half cost of buying a missionary .
 
Great Work!

But I think it is better you combine your changes with CIVUP, the already unofficial Patch for CIV5 and (G&K in the meanwhile, since last week or so) from Thalassicus.

Visit the subforum: Civilization Fanatics' Forums > CIVILIZATION V > Civ5 - Creation & Customization > Civ5 - Project & Mod Development > Unofficial Patch and Vanilla Enhanced

I suggest merging your changes with CIVUP because you would do the same which most parts are already done/fixed. Additionally, CIVUP made several useful UI enhancements. CIVUP can be found in SteamWorks here.
 
Hey guys, a new update has been posted on the main post above. Here are the changes!

-----------------------
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.
 
I am enjoying the mod and your age length changes, but I don't think naming it an Unofficial Patch is truthful. You aren't fixing agreed upon bugs listed in the bug forum; you're making large changes to the gameplay, sometimes fundamental changes like removing units and changing how long ages take (even though I enjoy it).

Those aren't agreed bugs. It's not a flaw in the software, it was designed that way even though many might disagree. This is just a mod in those cases.


In my opinion.
 
I am enjoying the mod and your age length changes, but I don't think naming it an Unofficial Patch is truthful. You aren't fixing agreed upon bugs listed in the bug forum; you're making large changes to the gameplay, sometimes fundamental changes like removing units and changing how long ages take (even though I enjoy it).

Those aren't agreed bugs. It's not a flaw in the software, it was designed that way even though many might disagree. This is just a mod in those cases.


In my opinion.

I agree - I have renamed the thread/mod as "Improvement" patch. I'm glad you're enjoying it. I'm on my second play-through with the changes and am really happy so far with it!
 
Hey guys,

New update!

-----------------------
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 excel at defending areas and holding positions, these changes help reflect that.
 
So if you change the tech to progress slower, change research agreements to sync, and then change building costs to build correspondingly slower... what's the difference between this and simply playing on a slower game speed (e.g. epic)?
 
So if you change the tech to progress slower, change research agreements to sync, and then change building costs to build correspondingly slower... what's the difference between this and simply playing on a slower game speed (e.g. epic)?

Few things:

1) This is built for slower eras in Marathon - the slowest speed, and its slower than that. So you can't "choose a slower speed".

2) Everything isn't adjusted to be proportionally slowed, some things are slightly slower, some are not slower at all. Buildings for example, are only 0.5x slower to build, while the eras are 2-4x longer.

3) The main goal of the extended eras is to flesh out combat and unit use for a longer period. At the moment, you barely get any time to use units before they are upgraded to the next tier. Eg - you just researched longswordsmen, and 30 turns later you have Muskets.
 
There's no Assets folder on the OSX side. Can you please include instructions on how to install on a Mac? Thanks.
 
There's no Assets folder on the OSX side. Can you please include instructions on how to install on a Mac? Thanks.

Hi there,

You'll need to extract the folders in the zip file to the same places in the Civ 5 folder. These will be in the "Gameplay" folder and the "DLC" folder. The inner folder structure should be the same as PC (I think).
 
Hi Xaviarlol,
this is an amazing addition to the game and I love it.

I just found one issue, more of an cosmetic aspect.
In the upper right corner the texts for the production targets of the cities are a bit unclear.
But personal THX for the changes of the specialist buttons around the 3 per building limit.
Spoiler :
 
Hi Alewx,

I'm glad you are enjoying it. This looks like it might be a problem with another mod conflicting with this one. Do you have any other mods running at the same time? If so, try disabling the other mod and see if it fixes it.

Thanks!
 
Hi Xaviarlol,
the screenshot were taken during a game with IGE and UP, but this happend already before with first try of UP as single mod, i just forgot to make a screenshot.
With the V18 I will look it it appears in game as single mod and tell you.
Thanks for you quick answer.

Update:
It happens also if UP is used alone.
Spoiler :
 
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