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Strong Economy Mod, Increases yields, tweak buildings. Adds happiness.

Discussion in 'Civ5 - Modpacks' started by lichen8566, Oct 9, 2010.

  1. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    The goal of this mod is to make the economy of your nation becoming stronger, this will let you and AIs produce more units and cities than before. But the researching speed will be decreased to count the stronger enconomy.

    This mod increases the yields of base terrain, resources, improvements. Adds new enconomy buildings, tweaks old buildings and wonders.

    Because of the increassing of food, your empire will have more unhappiness. But don't be afraid, you can get more happiness from the buildings by this mod.

    To preview the details, please read the readme file in the mod directory. Welcome everybody combine my mod.



    Details:

    Increases the yields of some resources and improvements.(Includes all improvements that are built by great people.)
    Adds new Factory improvement, which gives addtional production yields. It can be built after researched Steam Power.
    Adds 1 production yields of Factory if you researched Electronics.
    Increases the gold yields of Trading Post by 1 if you reasearched Economics.
    Increases the production yields of Mine by 1 if you reasearched Dynamite.

    Add new Steelworks building, which requires Chemistry tech, 1 iron resource and add 5 production to the city.
    Adds new Bakery building, which requires Machninery tech, 1 wheat resource to adds 2 food of the city.
    Adds new Brewery building, which requires Calendar tech, 1 wheat resource to adds 5 happiness.
    Adds new Weaver building, each local resource of Sheep, Dye, Slik and Cotton adds 2 culture to the city.

    Lighthouse adds 1 food and 1 gold yields on the sea plots. ( Also tweaks the flavors of the building. )
    Harbor adds 1 gold yields on the sea plots. ( Also tweaks the flavors of the building. )
    Increases the gold yields on sea plots of The Colossus from 1 to 2. ( Also tweaks the flavors of the building. )
    Adds the happiness from the buildings and wonders: Colosseum 4->5 Theatre 4->6 Stadium 4->6 Circus 3->5 Hanging 3->6 Notre Dame 5->8 Eiffel Tower 8->12.

    Slows technology researching speed 30% to balance the high yields.
    Tweaks the flavors of some technologies to correspond to the changes.
    Increases the engineer slots of Factory to 2 from 1.
    Increases the yields of specialists. (production 1 to 2 for engineer, gold 2 to 3 for merchant, culture 1 to 3 for artist.)

    Supports English and Chinese language, to use the Chinese language you need the Chinese Language Pack from http://www.civclub.net.


    Change Log:

    v5:

    Fixes an issue that production modifer of Ironworks didn't change correctly.
    Reduces the engineer slots of Steelworks to 1 from 2.
    Increases the engineer slots of Factory to 2 from 1.

    v6:

    Increases the yields of great people improvments. ( Academy 7->8 Customs House 7->8 Manufactory 6->8 Landmark 6->8 )

    v7:

    Tweaks the yields of some resources with improvements:

    Ivory: with Camp: Food 0->1, Gold 2->3.
    Sugar: without Plantation: Food 2->1, with Plantation: Gold 3->2.
    Cotton: without Plantation: Gold 1->2.
    Wine: without Plantation: Gold 1->2.
    Fur: without Camp: Food 0->1, with Camp: Food 0->1.

    Fixes an issue that Oil resource without Well has an incorrect production yield bonus.

    v8:

    I'm sorry for the bug that make the mod invalid. It caused by I use the mod buddy incorrectly. Now it's fixed.

    v9:

    Balance: Increases the cost of Lighthouse from 80 to 120. ( Because of it has food yield changes on the sea plots than the original one. )
    Balance: Increases the naval growth flavor of Lighthouse from 20 to 25.
    Balance: Increases the cost of Harbor from 80 to 120. ( Because of it has good yield changes on the sea plots than the original one. )
    Balance: Adds the gold flavor of Harbor by 20.
    Balance: Increases the sea plot gold yield change for The Colossus from 1 to 2.
    Balance: Increases the gold flavor of The Colossus from 15 to 20.
    Balance: Decreases the production flavor of Steelworks from 100 to 80.

    Fixed an issue that the description text of The Colossus doesn't match to the new changes.
    Fixed an issue that the help text of build Landmark improvement doesn't match to the new changes.
    Reorganized all files in the mod to the new classification directories.
    Changes the technology researching speed from 25% to 30, and uses a new method to modify the speed. ( The old method is not compatible with other game speed tweak mod. )
    Adds and tweaks many technology flavors.

    Adds new growing Cottage, Hamlet, Village and Town improvements, which replaces Trading Post.
    Adds 1 gold yields of Village and Town if you researched Printing Press.
    Modified the Free Thought policy, it gives 1 Science point from Villages and Towns.
    Adds new Factory improvement, which gives addtional production yields but decrease food yields. It can be built after researched Steam Power.
    Adds 1 production yields of Factory if you researched Electronics.

    v10:

    Disables Cottage, Hamlet, Village and Town improvements, and its corresponding techs and policies changes. Recovers the changes for Trading Post.
    Balance: The Factory improvement no longer reduces the food yields on the tile.
    Balance: Increases the happiness flavors of many buildings and wonders to correspond to the changes of happiness: Circus from 20 to 30, Theatre from 24 to 40, Stadium from 30 to 50, Notre Dame from 20 to 30, Eiffel Tower from 30 to 40.
    Adds new Bakery building, which requires wheat resource to adds 2 food of the city.
    Adds new Brewery building, which requires wheat resource to adds 5 happiness.
    Adds new Weaver building, each local resource of Sheep, Dye, Slik and Cotton adds 2 culture to the city.

    v11:

    Balance: Increases the cost of Weaver from 80 to 120.
    Balance: Increases the cost of Brewery from 120 to 140.
    Balance: Increases the cost of Bakery from 100 to 110.
    Balance: Decreases the gold maintenance of Watermill from 2 to 1.

    Adds Chinese language support, to use it you need the Chinese Language Pack from http://www.civclub.net.

    v12:

    Fixes the issue that Free Thought Policy doesn't give science point for Trading Post.

    v13:

    It's same as v12, but there is an error with v12 that uploaded to the mod hub, so I must use a different version number to upload it again.

    v14:

    Adds new icons for Steelworks, Bakery, Brewery and Weaver.

    v15:

    Adds new icons for building actions of building factory and cottage. ( There was blank icons. )

    v16:

    Fixes the issue that make the tech tree invisible in v15.

    v17:

    Upgraded all code for version 1.0.1.135.


    v18:

    Fixes an issue that the wonders which adds happiness have doubled effect in version 1.0.1.135.
    Removes the tweaks of Natural Wonders for old version.
    Removes the tweak of Ironworks for old version.
    Balance: Changes the food yield of terrace farm improvement from 1 to 2.

    v19:

    Fixes an issue that sometimes the building progress of Steelworks will be interrupted accidentally.
    Now there is not need to build a Workshop before build a Steelworks.
     

    Attached Files:

  2. Isikien

    Isikien WHOA

    Joined:
    May 7, 2008
    Messages:
    299
    damn man, you are insanely quick at modding. I can't keep up with this :)
     
  3. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    lol, I'm too fast to update, it's v3 now.
     
  4. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    testing my new signature. lol
     
  5. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    I can't believe that it has over 1000 downloads on mod hub but only one reply except myself.
    If you like it, plz tell me your advice to help me improving it. Thanks.
     
  6. Deep_Blue

    Deep_Blue Knight

    Joined:
    Aug 2, 2005
    Messages:
    750
  7. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
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    Location:
    Beijing, China
    I'm grateful for that. :)
     
  8. ShadowoftheDark

    ShadowoftheDark Chieftain

    Joined:
    Nov 7, 2005
    Messages:
    44
    Anyone tested this mod? How was it?
     
  9. Deep_Blue

    Deep_Blue Knight

    Joined:
    Aug 2, 2005
    Messages:
    750
    a question to the modder: why you have disabled cottage system and reloaded trading posts?
     
  10. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    Because of that I have no idea about adding new improvement landmark or using the orginal trading post landmark.

    I tried to add my new art define tag, new .fxsxml files, new .gr2 model files, new textures, ( renamed the original model files ) but it's always invisible. Maybe I must wait for 2k games releasing the new sdk or modding documents.

    Fortunately, I finally find out the way how to edit the building action icons for workers, you need edit a lua file named ActionIcons.lua.
     
  11. lindanealmck

    lindanealmck Chieftain

    Joined:
    Jun 19, 2009
    Messages:
    72
    Location:
    McKinney, Texas
    Your mod is the best I have played. It looks overpowered, but I tried it with Babylon on king level, and I am just now beginning to dominate (mech infantry coming in a few turns). Lots of features, no bugs, no crashes, no left over tiles after captures.
    I am also surprised that the thread is short - perhaps the people playing your mod are as engrossed as I was. Thanks!!
     
  12. Deep_Blue

    Deep_Blue Knight

    Joined:
    Aug 2, 2005
    Messages:
    750
    If you had more than 1000 downloads then this is enough credit for your mod.

    Regarding artwork update for improvements I would like to help, I will do some testings then I will inform you if I had any luck.
     
  13. GoUtes53

    GoUtes53 Warlord

    Joined:
    May 9, 2005
    Messages:
    146
    Version 15 screws up my tech tree dsiplay. Version 11 did not. I know it is v15, because when I uninstalled it it went back to normal. With v15 installed I get a jumbled up and incomplete tech tree display. When I went back to v11 it cleared right up. I am using several mods with this, but they are the same ones I am usiong with v15. I can list them if you'd like.
     
  14. lichen8566

    lichen8566 Warlord

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    Location:
    Beijing, China
    That issue has already been fixed, thanks for your report.
     
  15. lichen8566

    lichen8566 Warlord

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    Location:
    Beijing, China
    Thank you! I also tried it in many ways, I think there must be a bug for modding.

    Wish u have a good luck.
     
  16. lichen8566

    lichen8566 Warlord

    Joined:
    Dec 4, 2009
    Messages:
    212
    Location:
    Beijing, China
    Upgraded to version 17, now it's compatible to game version 1.0.1.135.
     
  17. crayola

    crayola Chieftain

    Joined:
    Jan 5, 2011
    Messages:
    6
    Your mod is great.
     
  18. JammerK

    JammerK Chieftain

    Joined:
    Jul 15, 2006
    Messages:
    35
    Hi Lichen, I am a fan of your Strong Economy mod, so I am using it to learn how to make my own mods and hoped you would indulge me in answering a question. How would I modify the Brewery building XML definition to allow its build with Wheat OR Wine?
    Many thanks - Jim
     
  19. RafaDiablo

    RafaDiablo Chieftain

    Joined:
    Aug 3, 2011
    Messages:
    12
    Great mod lichen!Thanks!!:mischief:;)
     
  20. thadian

    thadian Kami of Awakened Dreamers

    Joined:
    Sep 27, 2006
    Messages:
    2,288
    Location:
    Indiana, USA
    go to this line in the buildings.xml, entry at <Building_LocalResourceOrs> and add this statement.

    <Row>
    <BuildingType>BUILDING_BREWERY</BuildingType>
    <ResourceType>RESOURCE_WINE</ResourceType>
    <Cost>1</Cost>
    </Row>

    This should allow you to meet the requirement with Wheat or Wine.
     

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