Sensible Mechanics - Small define updates version 1

Matte979

Jedi Master
Joined
Oct 29, 2001
Messages
291
Location
Chicago
This is a quick mod I made to change a few things until Firaxis can get the first AI and balancing patch out. This does require copy and paste so backup your files. Firaxis needs to fix some of this but until then these few changes make the game a little more balanced. If you are unhappy with some mechanics in CIV 5 I suggest you look at these files. One more file to investigate is GlobalDiplomacyAIDefines, I wish somebody could adjust this one. But it has a lot of weight values so its really hard to balance correctly, but right now something is wrong with the hostility between nations thats very far from each other.

Back to these changes.

It changes two files - GlobalDefines.xml in
Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML

CITY Hit Point increased to 30 from 20
CITY Healing per turn increased from 1 to 3
CITY Base Strength Increased from 6 to 9
Unit Maintenace Halved
Peace Treaty increased from 10 turns to 30 turns.
COOP War locked increased from 15 turns to 30 turns.
Research Agreement increased from 20 to 30 turns
Great General Bonus reduced from 25% to 15%
Adjacent Bonus reduced from 15% to 10%
Experience for all range attack including air both being attacked and attacking to 1.
Settler Range reduced from 40 to 20 tiles.
Settler distance penalty doubled from 85 to 200
Settler production Preference increased and Food lowered

And the file GlobalAIDefines.xml in
Steam\steamapps\common\sid meier's civilization v\Assets\Gameplay\XML\AI


- Cultured CIV max cities from 4 to 8
- Early Land considered full changed from 75% to 90%
- Minimum Settle Fertility lower from 20000 to 10000
- Increased Priority of unit upgrades almost double the priority
- Citizen value of production increased
- Decreased number of unowned tiles required for early expansion from 25 to 15
- Increase Early Expansion city limit to 15 from 10
- Increased Units set to defend per each city from 1 to 3 per city
- Increased Base number of Units for defence from 2 to 4.
 

Attachments

  • GlobalDefines.zip
    6.4 KB · Views: 148
  • GlobalAIDefines.zip
    4.3 KB · Views: 157
I agree with some of these, but 30 turn peace treaties? Also, the length of Research contracts scales with gamespeed (ie it's 45 turns on epic.) If you set it at 30 base, how does that scale?
 
I agree with some of these, but 30 turn peace treaties? Also, the length of Research contracts scales with gamespeed (ie it's 45 turns on epic.) If you set it at 30 base, how does that scale?

The peace treaty slows down wars as the player and AI has to wait until they attack again and therefore have more units.

The research contract change are my preference as I increased cost of research to 225 from 150% on Epic to balance production vs speed of research. In my view its still a nice way to get technology even with longer time.
 
CITY Hit Point increased to 30 from 20
CITY Base Strength Increased from 6 to 9
Unit Maintenace Halved
Peace Treaty increased from 10 turns to 30 turns.
COOP War locked increased from 15 turns to 30 turns.
Research Agreement increased from 20 to 30 turns
Experience for all range attack including air both being attacked and attacking to 1.

I would like explanations for all of the above.:shake:
 
Top Bottom