Sid Meier's Civilization V

Sid Meier's Civilization V

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Roads and Forts
   
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2.063 KB
28 Aug, 2020 @ 1:12am
1 Change Note ( view )

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Roads and Forts

In 2 collections by elotar
Essential Mods Collection
27 items
Elotar's Mods
12 items
Description
When I was annoyed while doing stupid "build two turns of road and cansel" sequence I've made this small mod.

Changes:

1. Roads and Railroads takes 1 turn to build (at standard speed) [Roads and Railroads.xml]

2. Farms and Mines take 1 more turn to build (to compensate) [Farms and Mines.xml]

3. Repair action takes 3 turns ("Pillage - repair trick is also stupid") [Repair.xml]

4. Forts take 4 turns to build (It makes them a little more useful) [Forts.xml]

5. Trading Posts and Lumber mills takes 4 turns to build (it's quite weak improvments so at leas building time will be fast) [Trading Posts and Lumber mills.xml]

6. Fallout takes 13 turns to remove (There was some talk that fallout is too weak) [Fallout.xml]

As usual, if you don't like any of the changes - navigate to:
Users\...your username...\Documents\My Games\Sid Meier's Civilization 5\MODS\Roads and Forts
and delete corresponding file.

Comparability:

"Trading posts grow into..." mods are supported.

Works with all mods I'm using

In general there should be no compartibility issues unless other mod change exactly the same things (I think I haven't seen any such ones at workshop).
1 Comments
Justin 17 Jun, 2024 @ 12:01pm 
could probably use an update but thanks for uploading