Sid Meier's Civilization V

Sid Meier's Civilization V

Not enough ratings
Great People Nerf
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.610 KB
24 Feb, 2019 @ 12:01pm
9 May, 2019 @ 3:02am
5 Change Notes ( view )

Subscribe to download
Great People Nerf

In 1 collection by elotar
Elotar's Mods
12 items
Description
Update: I've published a new mod which do the same as well as making guilds, imo, less stupid. It's advised to check it before subscribing to this mod (you can't have both).



When you are playing with any mod, which separates great people counters, than eventually you will be overran with great people, so your end game will became even more crumpled.

This mod is fixing the problem by nerfing most powerful abilities of them. Also it changes some other inconsistencies in GP system. You can use it standalone, it still will be more balanced than in basic game.

List of changes:
1. All GP tile improvements provide +6 of the corresponding yield and got additional +2 bonus at one of the later techs.

2. All specialists provide +3 of the corresponding yield.

3. Scientist "bulb" ability is greatly weakened (~ 40% of original)

4. Engineer "rush" ability if nearly the same at the early game, but weaker (~50%) at the late game.

5. Great Admiral got +1 move and sight.

6. Custom Houses got +2 gold when built on a road

7. Academies, Custom Houses, Holy Sites and Manufactures can't be build adjasent to the same inprovement.

If you don't like any of the changes - navigate to
Users\...your username...\Documents\My Games\Sid Meier's Civilization 5\MODS\Great People Nerf
and delete file named after corresponding Great Person type.

Other mods comparability:
It should work with most other mods, which doesn't change the same things. No problems was reported by now.

Early Eras Fix Babylon UA is supported.

Works with all mods I'm using
Popular Discussions View All (1)
0
24 Feb, 2019 @ 12:03pm
Bug Reports
elotar
13 Comments
H.PAPA 4 Mar, 2022 @ 12:18am 
Great general also needs +2 movement too
could you add this plz?
elotar  [author] 20 Jul, 2021 @ 10:35pm 
@Cannon - obviously there is.
Battle fodder 12 Jun, 2021 @ 2:52am 
Hello elotar, I just wanted to ask if there is a way of disabling Scientist from spawning for me and AI. There are practically no mods that disables GP but yours is the only one that negatively affects them :). Since you are the modder is it possible to disable their spawn somehow through messing with the game files? Why do i need it?: i am trying to slow down my games by altering research costs. GP scientist can ruin the whole game for me by providing huge advantages when it come to research progress in a my modded game where research progress matters a lot.
Shavy 23 Aug, 2019 @ 4:20pm 
k.
elotar  [author] 22 Aug, 2019 @ 9:59pm 
@Shavy, you don't - as said in the description I've already made other mod, fixing the same problem without nerfs. So it's here only for somebody who just hates GP :)
Shavy 22 Aug, 2019 @ 4:43pm 
I'm going to need to to explain to me very slowly and with crayons why in the royal fu*k would I want to download this mod? Isn't the whole purpose of great people to be over powered?
elotar  [author] 24 Jun, 2019 @ 3:52am 
I've published kind of essential, imo, mod, which fixes the difficulty problems:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1779027121
elotar  [author] 17 Jun, 2019 @ 3:41am 
I've published an experimental Social Policies rebalance mod. You may like it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1769628175
elotar  [author] 24 May, 2019 @ 3:41am 
I've published a new mod, which fixes the same problem and also makes guilds less, imo, stupid. You may like it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1735861728
elotar  [author] 7 Apr, 2019 @ 12:59am 
New version uploaded. Citadels now can't be built near each other.

DO NOT UPDATE UNTIL FINISHING CURRENT GAME