Sid Meier's Civilization V

Sid Meier's Civilization V

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Various Refinements

In 1 collection by zai4z
zai4z's essential mods
23 items
Description
  • Conquered cities will keep the architecture of the original owner
    So capturing cities no longer changes their art style, their original architecture (European/Asian/American etc...) will not change to the new owner's architecture

  • Some civilisation architecture/unit art has been changed to be more accurate, e.g Spain/Portugal have Mediterranean architecture instead of European

  • Human players can now choose to raze capitals and city-states, AI can't
    (Domination victory is still possible if you raze capitals)

  • Songhai ability has been changed:
    + Units pay just 1 movement to enter any tile adjacent to a river and gain the Amphibious promotion. Receive double gold from barbarian encampments and pillaging cities
    - War canoes removed
    + Added a start bias for river

    This makes the Songhai very strong along rivers, removing movement and attack penalties

  • Egypt has been buffed:
    Added a start bias for desert
    War Chariot, replaced +1 movement with "move after attacking", starts with accuracy 1
    Changed wonder production modifier to 25%
    +1 culture and faith from flood plains

  • Iroquois has a small buff:
    Great person improvements and landmarks generate forest on valid tiles (tundra/grassland/plains)
    Longhouse gives a base +5% production (1/2 workshop)

  • Statue of Zeus has been buffed:
    Now gives 25% bonus vs cities AND fortified units
    Also gives +1 faith and happiness

  • All aircraft animations are now x2 speed

  • Some improvements and resources are now 75% the normal size, this is to make them blend with the terrain better

  • Fixes the graphical glitch whereby resources would sometimes show through improvements

  • When a city is captured by war:
    Building survival chance has been increased from 66% to 80%
    Population survival has been increased from 50% to 65%

  • Fixes the generation of some natural wonders. This has been taken directly from Gibraltar, Reef, and Krakatoa Fixes, refer to this mod for more info

    I have added a fix for the issue with it breaking several map scripts like Australia, Italy, Middle East, Africa etc

  • The first player to circumnavigate will receive a great scientist in their capital

  • Kremlin has been reworked, the production bonus to armoured units has been removed and replaced with:
    "+50% Ideological and tourism influence resistance"

    It effectively gives +50% culture per turn, but only towards the culture accumulation on the influence screen... This means that ideological pressure (that causes negative public opinion and unhappiness) is reduced and also makes it harder for other civs to be culturally influential

  • If you receive a free tech from an ancient ruin, and it gives a tech you have put research into, the science lost will carry over into a following tech

  • The +2 operational range promotion now allows the Triplane/Fighter/Zero/Jetfighter to intercept in this increased range

  • Halves the time it takes to build forts, including forts in features. Forts will now be pillaged rather than just disappearing

  • Ship of the line icon has been changed to be more accurate. Ship of the line no longer requires iron, but doesn't have the +1 sight

  • Work-boat cost is halved (from 50 to 25 production), and work-boats can now be captured by other players
    Off-Shore platform now takes the same time to build as the oil well

  • Feitoria no longer removes jungle/forest from the tile (like forts)

  • Floating gardens increases the yield of Lake Victoria by 2 (since it's a lake)

  • Anti-tank gun has been reworked to a ranged unit:
    2 range, 50 ranged combat, keeps the 100% bonus vs tanks, uses ranged promotions
    This works well with my other mod: Helicopters On Carriers

  • Pathfinder's ancient ruin upgrade has be changed to archer, rather than composite bowman

  • The Maya Atlatlist has been reworked to have the same stats as the barb hand-axe (Combat 9, Range 1), but with the same production cost as a scout, making it more viable in early game combat

  • Buildings and units unlocked at agriculture are shown on the tech tree

  • Foreign legion has been reworked to be like the Landsknecht:
    Unlocked with the "Mercenary Army" policy, purchase only, can move after purchase
    Half the cost as a great war infantry, but 42 combat instead of 50
    Replaces the Landsknecht at "Replaceable Parts"
    Still has the "Foreign Lands" promotion

  • All units with the "Skyranger" promotion (XCOM Squad) can attack immediately after para-dropping

  • "Sentry" promotion now gives +10% defence too, making to more viable to choose

  • Persian Immortal's double heal has been replaced with march

  • Chu-Ko-Nu starts with "Logistics" instead of "May attack twice" (they do same thing but it prevents wasting a promotion on logistics, as they don't stack)

  • All existing promotions now have unique icons (not just the default triangle) and names (no functional changes)

  • Satellites tech will keep cities visible, making them targetable even if there is no direct line of sight

    Unfortunately, due to a glitch in the game code, razed city tiles will remain visible. This is fixed if you're also using Various Mod Components

  • COMPLETE IDEOLOGY OVERHAUL
    Please refer to the images above for all the changed ideology policies

    These changes allow for better synergy between play-styles and ideologies, e.g:

    Order tend to be for players who play wide, with lots of cities, and more city connections means a higher yield from "Economic Union"

    If you rush railroad (entering the modern era, hence adopting an ideology), "Workers' Faculties" gives you 3 workers to help you promptly get those railroad connections and that +25% production AND science

    Freedom players tend to have a lot of city-state allies to protect, "Arsenal of Democracy" allows you to keep your influence by gifting units, and those units will be very strong to the city-state due to the "Palace Guard" promotion giving a 100% combat bonus

    "Double Agents" (Catch spies in your cities x2 faster), incentives putting spies in your own cities. This will also grant you +1 delegate for every one of your cities with a spy in, once "Party Leadership" is adopted

If you would like to disable any of these additions individually, leave a comment

Compatibility
This mod makes a lot of database changes and will conflict with mods that change the same things. Causes certain mods to be redundant, e.g, "Faster Aircraft Animations", "Gibraltar, Reef, and Krakatoa Fixes", "Lake Victoria Fix", "R.E.D. - Smaller Landmarks", "Raze Capitals and City States", "War - Less Damaged Captured Cities"

Credits:
Barrowulf for Gibraltar, Reef, and Krakatoa Fixes
Nutzzz for R.E.D. - Smaller Landmarks
23 Comments
Sundae 9 Jul @ 8:59am 
@zai4z Legend, Thanks mate.
zai4z  [author] 9 Jul @ 12:59am 
@Sundae Much appreciated, I'll see if I can fix it
Sundae 8 Jul @ 7:51pm 
https://pastebin.com/p5B6XXwW

[546.464] Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization 5\MODS\d1b6328c-ff44-4b0d-aad7-c657f83610cd (v 102)\Lua\Import\ChooseInternationalTradeRoutePopup.lua:193: attempt to index global 'TradeConnectionTypes' (a nil value)
[546.476] Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization 5\MODS\d1b6328c-ff44-4b0d-aad7-c657f83610cd (v 102)\Lua\Import\ChooseInternationalTradeRoutePopup.lua:193: attempt to index global 'TradeConnectionTypes' (a nil value)

Seems to be trying to read from a Windows folder given the C:\

MacOS path would be /Users/USERNAMEHERE/Library/Application Support/Sid Meier's Civilization 5/MODS

Direct copypaste file path: /Users/USERNAME/Library/Application\ Support/Sid\ Meier\'s\ Civilization\ 5/MODS
zai4z  [author] 8 Jul @ 6:33pm 
@Sundae Thanks for confirming, I don't have a mac so I can't test... are you able to check the lua.log for any errors, you will need to enable logging in the config file first

@luke-keen See below
Sundae 8 Jul @ 5:26pm 
@zai4z Can confirm. Various Mod Components breaks it.
If you want any more details let me know. Thanks for the help and for the mods :)
zai4z  [author] 5 Jul @ 5:01pm 
@Sundae Various Mod Components changes the trade route UI, so it might be this
Sundae 5 Jul @ 4:05pm 
@zai4z Done. Sure enough, this mod isn't the conflict.
I'm gonna do fresh install of the game, I think some existing mods never cleared properly. Will update with more info when I can.
Perhaps42 5 Jul @ 8:12am 
Would it be possible to get a version of this mod without the changes to social policies/ideology? One of the mods I really enjoy playing with also changes those things, which has caused conflicts. Only reason I ask is because a couple of the mods I used to use for some of this stuff got folded into this mod, and I worry they may no longer be usable. No worries if not, tho
zai4z  [author] 4 Jul @ 4:54pm 
@Sundae Can you start a new game with only this mod, and see if its the same?
Sundae 4 Jul @ 3:52pm 
I also have the trade route issue on MacOS.
I only have the mods in your essential collection. I'm not sure which one would be causing this.