1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Tarkeel's Re-balance Mod for CivV

Discussion in 'Civ5 - Modpacks' started by Tarkeel, Oct 21, 2010.

  1. Tarkeel

    Tarkeel Imperial

    Joined:
    Jun 27, 2003
    Messages:
    756
    Location:
    Norway
    Introduction
    The purpose of this mod is to re-balance the aspects of Civ V that needs it most.

    The first part is to make terrain more meaningful and exciting again, which will add some much needed choices on where to settle cities (and penalise skipping worker-techs).
    To accomplish this, I've made each citizen require 3 food, and rebalanced the terrain and resources around this.
    Growth has been tweaked hard; giving a smoother increase in foodbox increase. (See details)

    Bonus resources are now very high in food and luxuries very high in gold. Please leave feedback after testing these if they seem too high.

    The mod can be found in the mod browser, as well as here.


    Future changes:
    • Making Trading Post 1g base, +1 with economics and a sutiable industrial/modern era tech.
    • Tweaking buildings and great people improvements.
    • Tweaking tech tree costs and requirements.
    • Unimproved oil reducing food?


    Special thanks:
    Sullla for his excellent stories, pinpointing the areas of Civ V that needs to be re-balanced.
    Thalassicus for some ideas on balance.


    Details:
    Full listing as off current release:

    City changes:
    • Citizens now eat 3 food; up from 2
    • WLTKD Growth bonus is 50%; up from 25%
    • Occupied citizens now give 1 unhappy (down from 1.34)
    City growth tweaked:
    • Base food box is now 24; increasing by 6 for each new size.
    • Assuming a food-neutral city (+3 food); it would take 8 turns to grow the first size, increasing by 2 turns for each size.
    • (Please give feedback on whether cities grow too large too fast with this)
    Trade routes:
    • Base incomine is now 0 (down from 1) but population now counts 150% (up from 125%) to give more emphasis on larger cities.
    Improvements:
    • Great Engineer's Manufcatory cn now harvest minerals (Iron/Coal/Aluminum) at increased production.
    • Mines:
      • 1h base (unchanged)
      • +1h on hills
      • +1h with dynamite
    • Farms:
      • 2f base (+1)
      • +1f on freshwater with civil service (unchanged)
      • +1f with fertilizer for all tiles (changed to affect water tiles)
    • Trading Posts:
      • Removed from desert (Valid features seems to not be evaluated; so this is only way to remove from flood plains)
    • Lumber Mill:
      • +1g with Economics

    • Terrain:
    • Reworked to accomodate citizens eating more food.
      • Grassland is now 3/0/0 base
      • Plains is now 2/1/0 base
      • Desert is now 0/1/0 base
      • Tundra is still 1/0/0 base (considering to go 1/1/0)
      • Coast is now 2/0/3 base
      • Ocean is now 2/0/2 base
      • Hills are -2f/+2h
      • Forests are 2/1/0; Should be -1f/+1h but forest is the only feature to overwrite instead of alter terrain
      • Jungle and Marsh stay as they are
      • Lakes are now 3/0/3
      • Oasis are now 5/0/2 (might be a bit too high)
      • Flood plains are now 4/0/0, but can not have trading posts.
      Resources:
      • Strategic:
        • Iron 0/5/0 - 0/1/0 Base
        • Horse 0/2/3 - 0/0/1 Base
        • Coal 0/5/1 - 0/1/0 Base
        • Oil 0/5/3 - 0/1/1 Base
        • Aluminum 0/6/2 - 0/2/0 base
        • Uranium 0/3/5 - 0/1/1 Base
      • Luxury:
        • Whale 1/1/2 - 1/0/1 base (+1/3/0 from buildings)
        • Pearls 1/0/3 - 0/0/2 base (+1/3/0 from buildings)
        • Gold 0/1/5 - 0/0/2 Base (+0/0/3 from building)
        • Silver 0/1/4 - 0/0/2 Base (+0/0/3 from building)
        • Gems 0/1/7 - 0/0/3 base
        • Marble 0/2/3 - 0/1/1 base
        • Ivory 0/1/4 - 0/0/2 base
        • Fur 0/0/5 - 0/0/2 base
        • Dye 0/0/5 - 0/0/2 base
        • Spices 1/0/4 - 0/0/2 base
        • Silk 0/0/5 - 0/0/2 base
        • Sugar 2/0/3 - 0/0/2 base
        • Cotton 1/0/4 - 0/0/2 base
        • Wine 1/0/4 - 0/0/2 base
        • Incense 0/0/7 - 0/0/3 base
      • Bonus:
        • Wheat 6/0/0 - 1/0/0 base
        • Cow 4/1/1 - 1/0/0 base
        • Sheep 3/1/2 - 1/0/0 base
        • Deer 4/0/1 - 1/0/0 base
        • Banana 4/0/2 - 1/0/0 base
        • Fish 3/0/1 - 1/0/0 base (+1/3/0 from buildings)

    Changelog:
    0.1 (v1): First release; see details above.
    0.1.1 (v2): Fixed a bug where harvested resources did not retain the base benefit of the improvement.

    Known Bugs:
    • Trading Posts are buildable on floodplains.
     
  2. Zogar

    Zogar Warlord

    Joined:
    Sep 29, 2010
    Messages:
    117
    Seems interesting. Waiting for feedback as well.
     
  3. Tarkeel

    Tarkeel Imperial

    Joined:
    Jun 27, 2003
    Messages:
    756
    Location:
    Norway
    I've played around with it some now, and growth really is fast if you get a food-rich start. Think I might have to tone down initial food some, but would be nice to hear what other people feel.

    I'm thinking of maybe reducing all food by 1, but giving granary a generic +1 bonus to farms. This will reduce growth in unimproved cities, and making granaries more or less mandatory. Any thoughts?
     
  4. kaltorak

    kaltorak Emperor

    Joined:
    Jul 7, 2009
    Messages:
    1,522
    Location:
    Madrid
    Always happy to see new balance mods, since I'm not happy with game balance at all. I'll try it when I get home.
     

Share This Page