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:
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:
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:
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)
- 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)
- Base incomine is now 0 (down from 1) but population now counts 150% (up from 125%) to give more emphasis on larger cities.
- 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.
- 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.