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Titans of Commerce, Science and Industry

Discussion in 'Civ5 - Modpacks' started by Machiavelli24, Aug 6, 2014.

  1. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Titans of Commerce, Science and Industry (Brave New World)
    TCSI_Splash.jpg

    Giovanni de Medici, Albert Einstein, Alexandre Eiffel -- titans of commerce, science and industry whos actions shaped the history of the world! Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?

    Great Merchants: Their Trade Missions provide more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival, securing Diplomatic Victory or denying it from the rival empire! Custom's Houses also provide an extra Trade Route, enhancing the economic development of your empire.

    Great Scientists: Great Scientists now have decreasing returns making it inefficient to generate nothing but Great Scientists. Each time a Great Scientist is born (after the first) the modifier the player gets to "Discover Technology" (aka Bulb a Great Scientist) decreases by 25%. The modifier starts at +50% and has a minimum of -50%. Producing tons of Great Scientists early for Academies makes it less effective to Discover Technology after Labs. But waiting until after Labs to Generate your first Great Scientist means they will Discover Technology very efficiently!

    Great Engineers: When born they provide 2 extra citizens to their city. Building a Manufactory will provide +2 Global Happiness, ensuring you are never unhappy with your new citizens. When Hurrying Production Great Engineers now scale better with the population of the city, allowing them to singlehandedly build World Wonders even in the late game.

    Guilds: New Merchant's, Scientist's and Engineer's Guilds are available from the start of the game. These Guilds provide a way to generate Great Person points from very early stages of the game. However, dedicating much of your city's population to staffing guilds can potentially delay your growth and expansion.

    Palace Yield: The above mentioned Guilds also reward rulers who specialize their cities. When you build a Guild the Gold/Production/Science provided by your Palace goes away. No longer will your Capital city be your best city in every aspect. By building the Guilds in different cities you can focus the cities in your empire to an economy that is greater than the sum of its parts!

    Specialists: Adjustments have been made to account for the rarity of the different yields provided by Specialists.
    • Merchants: +3 Gold
    • Engineers: +3 Production
    • Scientists: +2 Science

    Download Locations:

    Column 1 Column 2 Column 3 Column 4
    Guilds Great Merchants Great Engineers Great Scientists
    Titans_Guilds.png Titans_Great_Merchant.png Titans_Great_Engineer.png Titans_Great_Scientist.png


    FAQ:
    Q: Why did I get a blank spearman unit after building a Guild?
    A: This unit should be automatically deleted for you. Sometimes other mods will mess up the code that handles deleting the unit. If you see one of these units delete them manually or enable the "DeleteBlankGuildUnits" check (instructions after the FAQ).

    Q: Why did no changes happen after I started a game with this mod?
    A: Are you running Civ 5 in a language other than English? English is the only currently supported language in Titans of Commerce, Science and Industry.

    Q: How do Great Merchants of Venice work?
    A: Great Merchants of Venice provide double gold and +30 Influence.

    Q: Is this mod compatible with the Separate Great People Counters mod?
    A: Yes it is.

    Q: Why is the Separate Great People Counters not part of this mod?
    A: Short answer: Concerns it would make rushing Great People mandatory and have a homogenizing effect on player strategy.

    Q: Is this mod compatible with the Scaling Great Merchant mod?
    A: It is not. However, Titans does everything Scaling Great Merchant did so it would be redundant to use both mods.

    Q: Is this mod compatible with mod X?
    A: This is not an easy question to answer but the vast majority of the time it will be compatible. Mods that add new eras could cause the scaling influence from Trade Missions to drop to 30 for the new eras.

    How to enable DeleteBlankGuildUnits:
    You should only enable this if the guild units are not being deleted automatically.
    • Go to your 'Sid meier's Civilization 5/MODS/Titans of Commerce, Science and Industry (v X)/Options/DeleteBlankGuildUnits' directory.
    • Open 'DeleteBlankGuildUnits.lua' with notepad.
    • Uncomment the line described at the top of the file.

    Known Issues:
    • If another mod adds a new era, while in that era players will get base (30) influence from Trade Missions.
    • You can not get more than 30 extra Trade Routes from building Custom's Houses (I can increase this maximum if any epic speed players think the number is too low).

    Change log:
    Spoiler :

    V 5 - 8/18/2014 - Titans of Commerce, Science and Industry - (robustness and compatibility)
    Spoiler :

    Gameplay
    • Civilizations added by mods that have unique Palaces will now have their yields reduces properly when guilds are built.
    • The blank guild units that are normally deleted automatically now have 2 movement so users can delete them manually if necessary.
    • Added optional code users can enable that will delete blank guild units at the start of each turn. It should only be enabled if the units are not being deleted automatically. See the main page for how.
    • Added database triggers to normalize buildings that provide GreatScientistBeakerMod (the only building in civ that uses this by default is the International Space Station).

    Older versions:
    Spoiler :

    V 4 - 8/15/2014 - Titans of Commerce, Science and Industry - (The Engineering update)
    Spoiler :

    Gameplay
    • Fix bug with Custom House Trade Route that was making only the first Custom House provide an additional Trade Route. You now get Trade Routes for the first 30 Custom Houses (if any epic speed players think you'll be settling more than 30 Customs Houses let me know and I can increase this number).
    • When a Great Engineer is born the city that birthed him gets +2 Population.
    • Each Manufactory you make provides +2 Global Happiness for the rest of the game.

    V 3 - 8/7/2014 - Titans of Commerce, Science and Industry - (palace culture fix)
    Spoiler :

    • Fix bug that caused the palace to provide +0 Culture instead +1 Culture.

    V 2 - 8/6/2014 - Titans of Commerce, Science and Industry - (public release)
    Spoiler :

    • Public release.


     
  2. Ekmek

    Ekmek on steam: ekmek_e

    Joined:
    Aug 7, 2002
    Messages:
    6,045
    Location:
    San Diego, California
    I like the custom house change. I've been wanting to convert it to a freitora TI. Portugal would still have an advantage building them with workers but it would be cool if other civs could do it only be expending a GM.
     
  3. Machiavelli24

    Machiavelli24 Mod creator

    Joined:
    May 9, 2012
    Messages:
    818
    Version 4 (The Engineering update) is live! This version contains some bug fixes related to the Trade Routes provided by Custom's Houses and adds new mechanics to Great Engineers, who now provide a secondary source of growth and happiness!
     

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