[BNW] National Wonder, Social Policy, Krakatoa Mod (v 2) now on Steam Workshop, my first Mod ever :)

sephiroth7707

Chieftain
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May 3, 2024
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Hey guys, I have just created my first ever Mod that changes some things about the game that have always bugged me. I have 2,200+ hours into this near perfect game, but it has always bothered me that...

- It is almost never rewarding to settle cities mid-game because it delays your National Wonders so much
- Going Tradition/ Rationalism is a No-Brainer
- Krakatoa spawns in the middle of the ocean

First of all: huge thanks to Barrowulf who has already done a Krakatoa fix that I incorporated into my Mod. He also made a Mod that changes the requirements for national Wonders to be build (although I dropped the new scaling system).

The aim of this mod is to change as little as necessary so that the game still feels more or less like Vanilla Civ V (with all its expansions). The changes I have done to the game are as follows:



National Wonders:
To allow for more cities being settled, you no longer have to build a certain building in every city to unlock the National Wonder. Now, you only have to build it in the city which is supposed to receive the National Wonder. This should enable you to settle more cities which you wouldn't have settled otherwise.

Social Policies:
Honor: Grants Gold/Culture from EVERY kill. Gold yield from kills is doubled. When you adopt all policies, Gold yields are quadrupled and culture yields are doubled. Military Caste now allows garrisoned units to pay no maintenance.

Liberty: Meritocracy grants +25% Gold from city connections.

Piety: Organised Religion now grants +1 Happiness/ Culture/ Faith (instead of only +1 Faith) from Shrine/Temple. Theocracy makes Shrines/ Temples pay no maintenance.

Patronage: Merchant Confederacy now grants +4 Gold (instead of 2) for trade Routes with City States. Additionally, Trade Posts now grant +2 Science and +1 Gold.

Commerce: Wagon Trains now grant +4 Gold (instead of 2) for Land Trade Routes. Mercenary Army now grants 6 Landsknecht units. Mercantilism now grants +2 Science (instead of 1) for Markets/Mints/Banks and Stock Exchanges. Adopting all policies grants +2 Gold (instead of 1) on Trade Posts.

Aesthetics: Cultural Centers now also provides Culture Buildings with +1 Science.

Exploration: Naval Tradition now also grants +2 Science from Harbor/ Lighthouse and Seaport.



I hope you'll enjoy the Mod as much as I do! The only thing I might do differently now is to require 3 buildings for National Wonders to be built (so for example 3 libraries for National College unless your empire consists of fewer cities). Unfortunately, I am not that great at coding and I am already happy that I could make something like this! :D the Mod is also available in English AND German! All other languages are also supported but updates texts show the English version.
 

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After having played a bit with the mod, I have adjusted some more things, although I still want to limit any changes so that is doesn't become too inflated. You can see the changes on Steam Workshop. :)
 
A lot of time has past but I am still into CIV V and I still want to make my Mod better. :) Therefore, I have made some more changes, based on personal gameplay experience and also considering feedback I got.

I have come to the conclusion that my objective - making policy trees other than Rationalism viable - cannot be achieved by buffing them. Rationalism is just so powerful with its early buffs that these had to be addressed as well. I now proudly present to you all the changes I have made and that hopefully balance things out quite a bit:

Social Policies:

This Mod aims at creating a new playing experience with minimal changes. I wanted to preserve the base game as much as possible but also give players the opportunity to pursue other strategies than the Tradition/ Rationalism strategy.

For this, I have made minimal changes to the other Social Policy Trees and changed the mechanic of how National Wonders are built. I also incorporated Barrowulf's Krakatoa Mod to make the wonder spawn near the coast.

National Wonders:
To allow for more cities being settled, you no longer have to build a certain building in every city to unlock the National Wonder. Now, you only have to build it in the city which is supposed to receive the National Wonder. This should enable you to settle more cities which you wouldn't have settled otherwise.


The following Social Policy changes usually add to their original benefits if not stated otherwise.

Social Policies:
Honor: Grants Gold/Culture from EVERY kill. Gold yield from kills is doubled. When you adopt all policies, Gold yields are quadrupled and culture yields are doubled. Military Caste now allows garrisoned units to pay no maintenance.

Liberty: Meritocracy grants +25% Gold from city connections.

Piety: Organised Religion now grants +1 Culture/ Faith (instead of only +1 Faith) from Shrine/Temple. Theocracy gives Shrines/ Temples +1 Happiness.

Patronage: Philanthropy now grant +2 Influence with a City-State if you have an ongoing trade route with them. Merchant Confederacy now grants +4 Gold (instead of 2) for trade Routes with City States. Additionally, Trade Posts now grant +1 Science and +1 Gold.

Commerce: Wagon Trains now grant +4 Gold (instead of 2) for Land Trade Routes. Mercenary army immediatelly grants 6 Landsknecht units. Mercantilism now grants +2 Science (instead of 1) for Markets/Mints/Banks and Stock Exchanges. Entrepreneurship grants +1 Happiness for Markets/Caravansaries. Adopting all policies grants +2 Gold (instead of 1) on Trade Posts. Protectionism grants Internal Trade Routes +25% Food and Production.

Aesthetics: Opening Aesthetics grants your Capital +6 Culture. Cultural Centers now also provides Culture Buildings with +1 Culture. Fine Arts grants +1 Happiness for Cultural Buildings. Adopting Cultural Exchange grants Trade Posts +1 Culture.

Exploration: Opening Exploration makes Lighthouse, Harbor and Seaport generate +1 Production. Naval Tradition now also grants +2 Science from Harbor/ Lighthouse and Seaport. Merchant Navy also grants +1 Production from Fishing Boats. Treasure Fleets grants Internal Trade Routes +25% Food and Production and +1 Gold from Fishing Boats Navigation School also grants two Galeasses.

Rationalism: Opening Rationalism now grants +25% towards building Science Buildings. Secularism now only grants +1 Science from Specialists. Sovereignty now grants +1 Happiness and Gold from Library and University.

Freedom: Economic Union now grants +6 Gold per Trade Route and +1 Gold for Market, Bank, Stock Exchange and Mint.

Order: Resettlement also speeds up construction time for buildings from the Ancient and Classical Era by 100%. Workers' Faculties only grant +10% Science. Party Leaderships now grants +2 Production in each city.

Autocracy: Third Alternative also grants +5 Production and Culture in the Capital.
 

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