Ryika
Lazy Wannabe Artista
- Joined
- Aug 30, 2013
- Messages
- 9,395
(Not 100% sure if this thread "belongs" here, after all it's pretty much just advertising a Civ V Mod, but I figured that the mod is probably most interesting for the people who actually plan to get Civ VI, and people who plan to get Civ VI probably own Civ V, and I'm interested in a discussion about the implications for Civ VI so... yeah, I'll just create it here.)
I'm really looking forward to the new worker system with instantly built Improvements and Worker Charges, so I decided to create a small mod for Civ V that "emulates" that system to see how it plays out. Obviously that doesn't quite work, because it's a different game and districts will already cover a few tiles, probably leaving less work to do for workers but hey - it's about the general idea of how the system feels.
So after finally getting everything to work I played around with the mod for a few hours and I have to say: I really enjoy it! Not only does it feel really intuitive ("Hey, I am running out of Improvements, better build a worker!"), no, it also opens up a lot of choices that may not be obvious at first. "Do I keep the last charge of this worker to connect the Luxury that I'll unlock soon?", "Do I build a worker now although I only have a single tile that needs to be improved?", "Where do I even build that worker?! All my Cities have stuff to do!" etc. etc.
I really love that system, even in the Civ 5 environment that it's not made for.
So if you want to try yourself, I've added the mod as an attachment at the end of the post. Simply download and extract to the Mod-Folder (Documents\my games\Sid Meier's Civilization 5\MODS) as usual.
What exactly does this mod do?
- All Worker-Improvements, with the exception of Roads and Railroads are now built instantly
- Repair, Roads and Railroads remain unchanged (for practical purposes)
- Workers have 4 Charges, after using them all they are disbanded
- Worker cost is reduced to 50 Production (from 70)
- Worker Charges are tracked via unique Promotions, check the silver arrow to find out how many charges remain.
- You get a Notification when a Worker is being removed
Limitations:
- For some reason that I can't pin down the game crashes when I try to delete Workers immediately after they have finished constructing the improvement, so Workers are deleted at the beginning of the Turn after they have used their last charge
- The AI isn't really using the system efficiently (but it doesn't use the original system very well either )
- (This is an experimental Mod, no Release, it's not very polished)
Feel free to give it a try. And tell me how you like the system.
I'm really looking forward to the new worker system with instantly built Improvements and Worker Charges, so I decided to create a small mod for Civ V that "emulates" that system to see how it plays out. Obviously that doesn't quite work, because it's a different game and districts will already cover a few tiles, probably leaving less work to do for workers but hey - it's about the general idea of how the system feels.
So after finally getting everything to work I played around with the mod for a few hours and I have to say: I really enjoy it! Not only does it feel really intuitive ("Hey, I am running out of Improvements, better build a worker!"), no, it also opens up a lot of choices that may not be obvious at first. "Do I keep the last charge of this worker to connect the Luxury that I'll unlock soon?", "Do I build a worker now although I only have a single tile that needs to be improved?", "Where do I even build that worker?! All my Cities have stuff to do!" etc. etc.
I really love that system, even in the Civ 5 environment that it's not made for.
So if you want to try yourself, I've added the mod as an attachment at the end of the post. Simply download and extract to the Mod-Folder (Documents\my games\Sid Meier's Civilization 5\MODS) as usual.
What exactly does this mod do?
- All Worker-Improvements, with the exception of Roads and Railroads are now built instantly
- Repair, Roads and Railroads remain unchanged (for practical purposes)
- Workers have 4 Charges, after using them all they are disbanded
- Worker cost is reduced to 50 Production (from 70)
- Worker Charges are tracked via unique Promotions, check the silver arrow to find out how many charges remain.
- You get a Notification when a Worker is being removed
Limitations:
- For some reason that I can't pin down the game crashes when I try to delete Workers immediately after they have finished constructing the improvement, so Workers are deleted at the beginning of the Turn after they have used their last charge
- The AI isn't really using the system efficiently (but it doesn't use the original system very well either )
- (This is an experimental Mod, no Release, it's not very polished)
Feel free to give it a try. And tell me how you like the system.