Sid Meier's Civilization V

Sid Meier's Civilization V

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Civilibra - Civilizations
   
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18 Feb, 2018 @ 9:43am
1 Change Note ( view )

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Civilibra - Civilizations

In 1 collection by Terra
Civilibra - Modpack (work in progress)
18 items
Description
Aims at increasing the fairness of the game by balancing the Civilizations and decreasing the impact of luck in the game.

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part of the
Civilibra Balancing and Enhancement Project

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Detailed Changes:
For a full list of changes including motivation, see this dropbox file[www.dropbox.com].
  • Arabia
    Ranged Attack of Camel Archers reduced from 21 to 19.
  • Babylon
    Set Technology required for free Great Scientist from "Writing" to "Philosphy". Credits: NQMOD
  • Carthage
    Earn a (non-free) Great General upon researching Horseback Riding, therefore units are able to cross mountains (about) as soon as African Forest Elephants can be trained.
  • England
    Ship of the Line now has attack of "27" instead of "30" and ranged attack of "31" instead of "35".
  • France
    Required Technology for building "Chateaus" set from "Chivalry" to "Guilds".
  • Germany
    Increased convertion rate to 100% (up from 67%). Credits: NQMOD
  • Iroquois
    Longhouse now grants a reduced Workshop-bonus of 5% on Production. Units don't use Woods as roads anymore but get the 'Woodsman' promotion.
  • Japan
    Now gains +1 Culture from Sea Resources instead of Fishing Boats. Gains an additional +1 Production from Sea Resources and Atolls. Samurai now replace Swordsman instead of Longswordsman (with adjusted stats).
  • Korea
    Set gained science per Specialist from "2" to "1". Credits: NQMOD
  • Maya
    Science yield of the Pyramid reduced from "2" to "1".
  • Poland
    Social Policy costs increased by 10%.
  • Polynesia
    Moais are now available with the technology "Pottery" instead of "Construction". Maori warriors have been converted into scouts (with adjusted cost and combat strength) and gain the additional promotion "Climb the Mast" allowing them to reveal terrain in 5 tiles range when embarked.
  • Spain
    Natural wonders first (and subsequent) finder gold set from "500" ("100") to "0". The yield modifier from Natural Wonders is decreased from 100% to 25%. Gets to know the positions of nearby Natural Wonders. Cost of Conquistador set from "135" to "120"; Conquistador cannot found cities but remove jungle/forest/swamp (this has no animation, though).
  • Venice
    Annexing and gaining settlers now allowed but no more purchases in puppeted city states possible. Merchant of Venice can no longer buy city states. Number of trade routes-modifier set from "100" to "34" (so you now get an addditional trade route every three trade routes and not for each one). Free Merchant of Venice appears after researching "Compass" instead of "Optics".

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Part of this mod is also a fraction of the mod UI - Small Ressource Icons[www.picknmixmods.com] by whoward69. I really liked the part of the persisten Natural Wonder icons in there but unfortunately these mods exclude each other since they edit the same files. That's why I included the persistent icons into this mod. All credits for these go to whoward69, though.

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Special Thanks
  • The developpers of NQMOD for various inspiration (Babylon, Germany, Korea).
  • whoward69 for his PlotIterator[forums.civfanatics.com].
  • donquiche for his Ingame Editor and thus the opportunity to check if mod features are working.
  • kael for his Modder's Guide[forums.civfanatics.com].
  • The Civilization Modding Wiki[modiki.civfanatics.com]
  • Klein One for discussing modding ideas.
  • Wuslie for tolerating my babbling about modding Civ 5.

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Known Issues:
As with all mods that add a promotion (and I know of), starting a game with this mod directly after an unmodded game was started leads to a bug: All units have the visual effects of a gained promotion which cannot be chosen, thus preventing any kind of interaction with these units. This can be circumvented by simply starting a new game with this mod. It is not necessary to restart Civilization.
I don't know how to solve this bug, yet, but since restarting the game helps it's hopefully not that bad. If you know of a solution for this, please contact me, though.