Sid Meier's Civilization V

Sid Meier's Civilization V

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Easy Promotions
   
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28 Apr, 2014 @ 6:40am
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Easy Promotions

In 1 collection by Civitar
Unit Customization
5 items
Description
Lowers the XP cost of promotions by half, allowing more customizable units. Recommended for use with mods from the Unit Customization collection. Compatible with both expansions and all DLC.
68 Comments
KakubsSVK955 21 Feb @ 8:26am 
how to make it work with VP in multyplayer?
AlanDawn 31 Dec, 2023 @ 8:42pm 
The mod doesn't seem to be working now, I can't enable it in-game
PestNerd 11 Apr, 2017 @ 9:32am 
Thanks for the reply! I will look there. I'm not much good at modding myself though so unless it's an easy XML change, I'm stuck.
Civitar  [author] 9 Apr, 2017 @ 1:34pm 
Hey Pesto

I'm not sure about the exponential thing; look around in the GlobalDefines table of the database, there should be a tag that controls the cost modifier. You would most likely want to set the tag to 0, but experiment with it to see what works; Civ5 is weird and not very intuitive with these sorts of things.

I still mod occasionally, but over the last two years real life has been a crazy rollercoaster so I haven't had a ton of time.

Cheers
PestNerd 9 Apr, 2017 @ 5:13am 
Hey, I installed this mod probably a couple years ago or so, and I've been having a load of fun with it ever since.

I've even made two personal mods of my own - "Easier Promotions" (sets the initial promotion cost to 3) and the slightly silly "Easiest Promotions" (sets it to 1 - a single melee attack will get you the first two promotions, and IIRC even just building a Barracks is enough to get March/Logistics..!).

I was wondering if you knew how to set the exponential factor, though - what I'd really like is to have units that promote at the normal rate at first, but don't require silly amounts of experience at higher levels. Even with Easy Promotions, it takes a very long time to upgrade your archers with Range and Logistics.

I guess you're probably not working on modding Civ anymore, but I'd really like to know how to set the rate so that e.g. it caps at 30 XP between promotions, or so.
Azghall 20 Sep, 2016 @ 3:28pm 
Extra barbarian spawn + Raging barbs + Shaka (25% less xp = 75% less xp with this mod) + Unlock Skill Level 4 (Promotions - exp pack, gives +100% xp, 150% with Honor) = Multiple level ups per combat O_o

I gonna try this mod, since with Promotions mod the +100% xp with Shaka + honor i was leveling up like crazy.
Maitre Supreme 7 Apr, 2016 @ 7:50pm 
Great mod - THX
Civitar  [author] 1 Apr, 2015 @ 12:55am 
I've heard the strategic bombing suggestion before - unfortunately I haven't a clue how to make it work. Forget Lua, that might take DLL modding which I'm not ready to take on now. I agree it would be awesome.
Actually, here's a compromise - bombers cannot hit empty hexes "intentionally", but they can get a promotion that damages random amounts of hexes adjacent to the target hex. So say they have Blast Radius I (you come up with a better name). Then if it bombs a city, it will also pillage one improvement adjacent to the city... and with Blast Radius II, it pillages two, and so on.
TrollofReason 31 Mar, 2015 @ 10:32am 
Ooh! Or a mod that adds pillaging to bombers like there was in Civ4. At first just one hex, and then later give it "carpet bombing" after that pillages the target hex, but also all the hexes around it. This could be offset balance-wise by giving it an anti-interception strength penalty.

Ah, musings...
Civitar  [author] 31 Mar, 2015 @ 2:46am 
I actually kind of like that idea, only I think it would take some slightly complicated Lua code. Which I can do, but have no desire to at the moment.

Actually though, you know what you made me imagine? A mod where if any units fight on a tile with an improvement, the improvement is pillaged. For extra realism, roads could avoid being pillaged or this could only kick in after the Renaissance era (when gunpowder comes into play).