Sid Meier's Civilization V

Sid Meier's Civilization V

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RPP Seasons
   
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9 Apr @ 6:10pm
17 Apr @ 4:45am
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RPP Seasons

In 1 collection by RipePebble
RPP Core Mods
7 items
Description
The Cycle of Nature
Adds a new core mechanic to the game, the four seasons and their effects, with the aim of providing extra depth and challenge to your playthroughs.

As the seasons succeed each other, the world will undergo dramatic changes that either facilitate or hinder your civilization's progress. Expanding during the warmer months and hunkering down for the harsh winter days is now key to making it through the eras.

A new label on the top panel keeps track of this cycle, and all information pertaining to it can be conveniently accessed by hovering your cursor over it. Also, the amount of turns per season is determined by your chosen game speed, with slower games going through longer cycles.

The Seasons
Spring
The world flourishes anew. The effects on your empire are as follows:
  • Population grows slightly faster and food yields slowly increase.
  • Costs of buying and maintaining units and buildings normalizes, production costs slightly reduced all over.
  • Happiness stabilizes.
  • Trade gold increases, and so does tourism from all sources.
  • Attackers are on equal footing with defenders.
  • Embarked units sail normally and workers finish their tasks at a normal rate.
Summer
A time of great adundance. The effects on your empire are as follows:
  • Population grows noticeably faster and food yields peak.
  • Costs of buying and maintaining units and buildings is reduced, production costs significantly reduced all over.
  • Happiness increases.
  • Trade gold greatly increases, and so does tourism from all sources.
  • Attackers have an advantage over defenders.
  • Embarked units have one extra move and workers finish their tasks 25% faster.
Autumn
Frugality becomes necessary. The effects on your empire are as follows:
  • Population stabilizes and food yields slowly decrease.
  • Costs of buying and maintaining units and buildings is slightly increased, production costs are increased all over.
  • Happiness normalizes.
  • Trade gold decreases, and so does tourism from all sources.
  • Attackers have a small disadvantage against defenders.
  • Embarked units sail normally and workers finish their tasks at a normal rate.
Winter
The unforgiving cold settles in. The effects on your empire are as follows:
  • Population struggles and food yields are greatly reduced.
  • Costs of buying and maintaining units and buildings is greatly increased and production costs are at their highest.
  • Happiness decreases.
  • Trade gold greatly decreases, and so does tourism from all sources.
  • Attackers have a major disadvantage against defenders.
  • Embarked units have one less move and workers finish their tasks 25% slower.

Seasonal Campaigns
The timing of your military campaigns is now crucial, as attacking during winter can result in severe losses and logistical problems. Likewise, if one can stall their enemy's advance until the first frosts, it becomes much easier to hold a defensive position.

Dynamic Yields
The yields of several buildings and improvements are now tied to the current season, peaking in summer and hitting their lowest in winter. All buildings affected by this change are clearly marked as such.

Buildings
The heating plant can be built in your cities to significantly counter the negative effects of winter on population growth. Unlocks at Steam Power and requires 1 coal.

Options
You can disable the sound effects that play at the start of each season in the lua file. Both humans and AI are subject to the effects of this mod.

My Main Mods:
RPP Colonies - RPP Revolts - RPP Sieges - RPP Institutions - RPP Seasons - RPP Estates - RPP Attrition - MLP:FiM Pack
Flavor Mods:
Airship Caravans - Barbarian Forts -Strategic Terrain - Exit to Linux
11 Comments
RipePebble  [author] 1 May @ 3:02am 
@ildivincodino99 Yes, I made sure to use it all throughout development.
ildivincodino99 1 May @ 1:24am 
Is it compatible with Vox Populi mod?
RipePebble  [author] 17 Apr @ 4:47am 
Small Patch: Added support for modded game speeds (defaults to 3 turns per season, can be changed in RPP_Seasons_Functions.lua).
Changed mod name.
RipePebble  [author] 16 Apr @ 3:01pm 
@Dave1072 Currently only vanilla game speeds are supported, but if I find a way to extend compatibility to modded speeds I certainly will.
Dave1072 16 Apr @ 2:47pm 
The change in season length based upon gamespeed is broken with the Aeon mod– the season never changes.
RipePebble  [author] 14 Apr @ 1:20pm 
UPDATE: Reworked code to be modular, allowing for other mods to make use of the seasons system.
Added more specific seasonal effects to all combat units.
RipePebble  [author] 13 Apr @ 6:06am 
@echo I'm not being able to replicate the first issue, it could be coming from some other mod.
For the farm thing, were you trying to build it during winter? The predicted yields are based on the current season and winter lowers farm food by 1, so the game shows it.
Thanks for the feedback so far!
echo 13 Apr @ 5:36am 
If I hover over road and then move mouse to farm it still shows road information. It starts to mess up the information when some seasons change.
I have another question. I noticed that. Tundra tile near lake produces one food, when I try to build a farm it says -1 food. It should show +1 food. I think it also shows -1 on other tiles. I guess it should be +1
RipePebble  [author] 13 Apr @ 2:58am 
@echo I had already planned to display seasonal yields on the tiles themselves yes, it'll just need me to look more into how to implement it.
And by build information, do you mean the amount of turns to build it?
echo 13 Apr @ 2:17am 
Hi. I started a game with this mod to see how it works.
Would it be possible to show yields on tiles according to seasons ?
I also noticed when worker is selected and you choose what to build on tile the information is not updating instantly when you hover over `what to build` improvements.