Sid Meier's Civilization V

Sid Meier's Civilization V

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Lets Try Again: A Civilization V BNW Balance Rework
   
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28 May, 2019 @ 1:51am
10 Jun, 2019 @ 2:28am
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Lets Try Again: A Civilization V BNW Balance Rework

Description
A somewhat extensive balance rework for Civilization V BNW.
It's called Let's Try Again not out of condescendance for the base game, but rather because I attempted to make the mod a few years ago and never finished it. I decied to try again from scratch and this time I finished it!

This mod was designed with the intent of making some of the less powerful options in BNW more enticing or accessible. BNW's version of policy brances like Piety and Commerce, as well as Civilizations such as Byzantine and France made them difficult to justify using. This mod makes subtle changes to various aspects of the game to level the playing field for every civilization, and promote the effectiveness of different styles of play while maintaining the same core feel of the base game.

THIS IS AN ONGOING PROJECT! I'll be in the process of play-testing this mod with some of my friends and people on the workshop, and making updates as we see fit. If there are any suggestions or concerns you have (or if there are any bugs that you find while playing) please feel free to comment!! <3

COMPLETE LIST OF CHANGES
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Buildings & Wonders

Forge: 0 Maintenance
Mint: +1 Gold
Stoneworks: May be built on plains.
Watermill: May be built on lakes.
Mausoleum of Halicanassus: Now requires a (worked) stone or marble nearby, and gives +2 gold.
Pentagon: Gives a free spy in addition to its base effect.
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Natural Wonders & Jungle

Jungle is removed in 4 turns (down from 7) and provides 20 production when removed, similar to forest.

Krakatoa gives +2 production.
Old Faithful gives +2 production.
Barringer Crater gives +3 gold (up from 2) and +4 science (up from 3).
Grand Mesa gives +3 production (up from 2) and +4 gold (up from 3).
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Policies

Liberty: Republic gives +1 food in every city. Meritocracy gives -10% population unhappiness (up from -5%). Liberty finisher gives a 50% bonus when building granaries, watermills and markets.

Honor: Military Caste gives +2 happiness in a city with a garrison (up from 1). Honor finisher gives a 10% discount on military unit upkeep.

Piety: Adopting Piety now gives +1 culture from shrines. Organized Religion gives +1 food from both shrines and temples. Mandate of heaven now gives +1 faith from religious buildings bought with faith. Piety's finisher gives 2 extra science on holy sites, in addition to its added 3 culture.

Commerce: Mercanary Army is now a different type of policy entirely, named Silk Roads. Silk Roads gives a 15% gold bonus for city connections. Commerce's arrangement has been changed to require greater investment to take advantage of it. Commerce finisher gives +2 gold to trading posts (up from 1) and gives +2 gold and +2 food on customs houses.

Aesthetics: Artistic Genius now gives two great artists instead of one.

Freedom: Renamed Freedom's Universal Healthcare to Obamacare.

Order: Five year plan now gives production to manufactories.
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Religious Beliefs

Ceremonial Burial gives +1 happiness from every following city (up from 0.5. This is how the belief behaved in G&K).
Monument to the Gods' Production bonus now extends beyond Ancient/Classical era wonders.
Peace loving has been reworked. Instead of having a mountain of stipulations, it gives +2 happiness per following city, as long as you are not at war (a la Swords into Plowshares). (CURRENTLY DISABLED)
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Units

Chariot Archers (and every unique iteration of them) upgrade to Crossbowmen instead of Knights.
Swordsmen have 16 combat strength (up from 14). This applies too for every unique iteration of Swordsmen, save for Legionaries, which have 18 combat strength.
Landsknechts have been repurposed as a gunpowder-era anti-calvalry unit. They are unlocked at Metallurgy, have 24 combat strength, maintain their unique promotions, and upgrade into Anti-Tank Guns.
Pikemen now upgrade to Landsknechts instead of Lancers.
Knights now upgrade to Lancers instead of Calvary, and Lancers in turn upgrade to Cavalry. This applies for every unique iteration of each unit unless otherwise specified (see Civilizations).
All seige units before Artillery (Catapults, Trebuchets, and Cannons) get the Cover I promotion.
Marines have 70 combat strength (up from 65).
Guided Missiles have 70 ranged strength (up from 60).
Battleships now upgrade to Missile Cruisers.
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World Congress Resolutions

Nuclear Non-Proliferation is now available at Atomic Science instead of Advanced Ballistics.
Renamed Scholars in Residence to Dumb People Research Things Faster.
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Civilizations

America: Minutemen now cost 125 production (down from 150). Manifest Destiny now grants a free Great General at Iron Working in addition to its existant effects.
Arabia: Camel Archers upgrade to Gatling Guns instead of Cavalry.
Byzantium: Patriarchate of Constantinople grants a free Great Prophet at Theology in addition to its existant effects.
Carthage: African Forest Elephants have 16 combat strength (up from 14) and cost the same as horsemen (75, down from 100).
France: Cities of Light (renamed from City of Light) gives +1 culture in every city until steampower, in addition to its existant effects.
India: War Elephants cost the same as Chariot Archers (56, down from 70).
Indonesia: Kris Swordsmen have 16 combat strength (up from 14).
Mongolia: Keshiks upgrade to Gatling Guns instead of Cavalry.
Rome: Legionaries have 18 combat strength (up from 17).
Songhai: Mandekalu Cavalry have 22 combat strength (up from 20).
Spain: Tercios cost the same as Musketmen (150, down from 160).
Sweden: Caroleans have 3 points of movement. This is not a promotion, so it is lost when the unit is upgraded to Great War Infantry. Nobel Prize gives 100 influence with a city state when given a Great Person gift (up from 90).
The Celts: Pictish Warriors have 12 combat Strength (up from 11).
The Huns: Battering Rams have the Cover II promotion.
The Iroquois: Longhouses give a 10% production bonus (a la the default Workshop). Mohawk Warriors have 16 combat strength (up from 14).
The Maya: Atlatists cost 32 (down from 36).
Venice: Great Galliassies cost the same as default Galleassies (100, down from 110).

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UPDATES

June 10th, 2019:
Changed America's Trait. They now get a free Great General after researching Iron Working in addition to their other benefits.

June 8th, 2019:
Increased the Production bonus from Monument to the Gods to 15%.
Battleships were not properly upgrading to Missile Cruisers. This has been fixed.
The changes to peace loving have been temporarily disabled. For some reason I couldn't get the code to work properly, so it's suspended until I can either find a solution or until I can find a different effect to implement.

May 28th, 2019:
Reverted Maintenance on Shrines back to 1.
Removed the extra 4 faith on Holy Sites from Piety Finisher.
48 Comments
Mario  [author] 31 Dec, 2019 @ 10:38pm 
@Logan Hello! I've included a direct download link in the description. A lot of people have had a similar problem as you, and I'm not sure why that is. You can move the mod into your mod directory, and it should work fine from there. :)
Logan Anarcho-Capitalist 30 Dec, 2019 @ 4:20pm 
I like these balances a lot, but i'm not seeing this in my mod list. IDK whats up.
Keelojee 12 Aug, 2019 @ 1:11pm 
Fair enough, but my point stands lol
Mario  [author] 8 Aug, 2019 @ 2:15am 
"so many things" i literally only changed the names of two things lol
Keelojee 7 Aug, 2019 @ 8:58pm 
I like the idea of this mod but why did you rename so many things to stupid ass stuff?
Mario  [author] 10 Jun, 2019 @ 2:40pm 
Yeah I put out a hotfix for that. v6 should have corrected that. Glad you like the change!
Silver1906 10 Jun, 2019 @ 1:27pm 
Just had a test game and it worked well. I went for a domination victory, and the free general allowed me to go for other policies to build myself up easier. It would also would have helped me defend myself if I had been attacked early, which didn't happen.
I noticed that in-game and on the list of changes on this page you accidentally noted the Great General as being a Great Prophet.
Mario  [author] 10 Jun, 2019 @ 2:04am 
@Silver1906 I went ahead and added a new bonus for America's trait. It's not a resources-based one, but I just gave them a free great general at Iron Working. Hopefully this will give them a better chance of being able to do something early-game with their military while they are waiting for their Minutemen.
Mario  [author] 9 Jun, 2019 @ 5:25pm 
I'll try out a game with America and see if I can think of something if I'm not feeling it lol
Silver1906 9 Jun, 2019 @ 2:47pm 
I think simply swapping out the tile discount for something else wouldn't be too bad. Their main problem seems to be dying early game before they get their Minutemen, so something other than discounts that can be used early would help them. If you want to stay with the theme, giving them extra gold in some way would suffice, or you could try something different like extra food or city defence.
Anything would work really, but I think you could put something there.