Sid Meier's Civilization V

Sid Meier's Civilization V

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City Minimum Yields Fix
   
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23 Oct, 2014 @ 6:12pm
7 Nov, 2014 @ 11:57pm
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City Minimum Yields Fix

In 1 collection by TofuSojo
Immersion and Balance Mods
19 items
Description
Very subjective mod, but I think it's nonsense that the plot a city is built on gets free minumum food and prod yields no matter what. The terrain you build a city on should matter - Snow shouldn't be just as good as Grasslands.


-No minimum yields for cities and cities not on Snow get free Gardens building (+1 food)

Instead of a city's plot getting boosted to 2 f 1 p, all cities not on Snow get the free building Gardens, which represents the personal herb and vegetable gardens that most homes used to have (though this is making a comeback nowadays with Urban Gardening). Snow is meant to be useless wasteland (it represents land covered in ice sheets, like Antartica), so it shouldn't be a good place for a city.

-Garden building renamed Botanical Garden

To distinguish it from my new Gardens building and because its art icon is of a public park, not a garden anyway. Its Civilopedia historical info has been changed to reflect this.

-Windmill can be built in city on hills too
The Windmill restriction on hills was because of the effects of minimum city yields (they had +1 prod relative to city on flatlands), so it is no longer needed. They do still get the +25% defense bonus but I think that is realistic and shouldn't have anything to do with being able to build a Windmill. If that matters to you, I marked the lines to comment out or delete in the xml file, which you can open with just Notepad.


--Impact on Gameplay--
This mod is meant to be a companion to my Early Production Fix mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=324209235) which partly allows all cities to build Windmills (not just cities on flatlands). It needs this one, in my opinion, to be balanced, but this one doesn't need that one.

This restriction was meant to balance (though it fails in my opinion) the fact that with minimum city yields as they were cities on hills always had the best production so if they could build Windmills too, would always be the best place for cities.

--Credits--
This mod was inspired by and its code is based on Machiavelli's Food for Flatland cities mod.

--Compatibility--
All

--Direct Download--
For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/City%20Minimum%20Yields%20Fix.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.
17 Comments
Boltte man 12 Jul, 2021 @ 1:31am 
> If it weren't so, I would add some lua that did destroy a city in a such a terrible place, then it would correctly simulate what happens in real life to settlements built in terrible areas :).

Can you do that? Would be funny to see the AI build atop a hilly desert biome with zero food and see their city destroyed the next turn because the city couldnt produce any food...
TofuSojo  [author] 5 May, 2017 @ 5:28pm 
@Stop Solo I recently used this on a few full games, had no issues.
Cringe Isekai Enjoyer 4 May, 2017 @ 6:52am 
it crashed my game somehow
TofuSojo  [author] 27 Mar, 2016 @ 9:59am 
@TheBrave What you are describing could be achieve by simply changing the Garden building to give 2f 2p. You can easily do this yourself in this mod's xml file using just Notepad. Enjoy.
TheBraveGallade 27 Mar, 2016 @ 4:08am 
maybe you can make a different mod... cities still get the 2food 2prod, but the underlying yeilds should still be added ONTO that. or maybe just nerf it to a 1food 1 prod bonus for the tile the city is on.
pupgar1212 19 Feb, 2016 @ 9:03pm 
i can see why you made this but... i can see why they left it that way, without it citys would be useless there and its more of a every city has this this and this no matter what
TofuSojo  [author] 13 May, 2015 @ 1:28pm 
3) I just tested it myself and Desert Folklore is still working normally. The issue is that in the unmodded game empty desert has no yields, and since this mod removes minimum city terrain yields, a city built there yields nothing. The game doesn't expect this and bugs out preventing the city hex from ever being worked even when it does get yields from Petra, Desert Folklore, etc later on. Regardless of what mods one uses, I recommend everyone use a mod that increases the base desert yield to 1 prod (as it was in all previous Civ games) anyway, and as a side benefit, that prevents this bug. You technically could also wait to build desert cities until you had something, like Desert Folklore, that buffs their yield.
TofuSojo  [author] 13 May, 2015 @ 1:28pm 
@BakedBread420
1) Founding a city has always removed the feature present (forest, swamp, flood plain, etc), so the food you were getting from building there was from the minimum city yields trait, which this mod is designed to remove. So, a city on flood plains was always a city on empty desert and shouldn't yield any food (but remember you still start with the +1 food from the new Gardens building). You probably never noticed this because unlike the other features, which immediately disappear on city founding, the flood plains graphic for some reason requires a game load to disappear. After founding a city you can mouse over the hex to see that it no longer says there is a flood plain there, with or without this mod on.

2) I don't know what you meant about the interaction with the Monarchy policy. In BNW, which I have, that policy has no interaction with any of this.
TofuSojo  [author] 17 Apr, 2015 @ 1:25pm 
@BabyCakes Yes, +25%. This mod doesn't change that. I'm not familiar with these Aztec cities.
BabyCakes 29 Mar, 2015 @ 7:19am 
Do cities get a defense bonus when built on hills?
Also how about being able to build aztec style mountain cities?