Sid Meier's Civilization V

Sid Meier's Civilization V

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Natural Wonder Balance
   
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14 Jun, 2015 @ 2:43pm
16 Jun, 2015 @ 11:38am
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Natural Wonder Balance

Description
This mod intends to balance the natural wonders by buffing some of the weaker ones. The idea is that these tiles should have the best yields in the game. Ones that do not provide happiness should be worked nearly all the time, and ones that do provide happiness should be worked for a majority of the game.

Baringer Crater: 6 Gold and 3 Science.Originally Baringer Crater was only worth working either in the early game where 3 Science is quite a lot, or in the very late game when you run out of good tiles. With the extra gold attached, the tile becomes useful enough to forgo working a food tile. Additionally, I decided not to add Science to the tile, since that would cause overlap with this wonder and Krakatoa.

The Grand Mesa: 4 Production and 4 Gold. Originally The Grand Mesa had the same yield as an unimproved Gems tile. Now it enough production to be one of the best production tiles in a city with a decent gold boost as well. I did not want to add too much production to this wonder because that would start to overlap its function with King Solomon's Mines.

Old Faithful: 2 Food, 2 Science, 2 Gold, and 3 Happiness. Originally, Old Faithful was almost never worth working, and its only benefit was the Happiness making it worse than a unique luxury. The yield on this tile is now on par with a Jungle tile in a city with a University improved with a Trading Post after Economics is researched. This essentially makes it a decent tile to work on top of having the 3 Happiness.

Rock of Gibraltar (2 Food, 8 Gold) and Cerro de Potosi (15 Gold): With Gold being one of the weaker yields a tile can have, I felt that these wonders needed a buff to make them very good tiles instead of situationally good.

In the future: Considering adding 1-3 science to Krakatoa and Baringer Crater, 1-3 production to The Grand Mesa and King Solomon's Mines and/or 1-3 culture to Kilimanjaro and El Dorado. While these changes would make these wonders, in my opinion, on par with the Faith based wonders, it may also create balance issues when Spain is in the game. As it stands now, the tile yields for Krakatoa, The Grand Mesa, and King Solomon's Mines can be matched by: Scientist Specialist + Secularism, Silver or Gold + Mint + Chemistry, and Iron hill + Iron Works + Chemistry. However, these tiles are unmatched until Renaissance Era.
8 Comments
bends11  [author] 10 Nov, 2019 @ 7:07am 
@Skinal
I looked at the file of another mod and found that this will update the Happiness Yield:

<Features>
<Update>
<Where Type="FEATURE_REEF"/>
<Set InBorderHappiness="1"/>
</Update>
</Features>
Skinal 9 Nov, 2019 @ 10:52am 
Hello, nice work. I try to change myself some values but i don't find how to do with Happyness which doesn't seem to be listed in the YieldTypes
bends11  [author] 12 Aug, 2015 @ 11:17pm 
@gmdaoust No problem. Mods like this are actuallly very quick and easy. If you ever want to change the yield of a tile/improvment/building, the process is very easy, and you should consider trying it yourself! I'm glad you liked it!
yappy118 12 Aug, 2015 @ 4:41am 
Thank you very much for this mod. I have been searching for just the like. I too felt that some Natural Wonders left a lot to desire when compared with what I can achieve with a tile, given time. It's a WONDER, for crying out loud. It should be wonderful. Of course, there is always Spain, but you can either shun it, of consider choosing it as added piquant to a game, knowing full well that if they set their hands on one of these, your carrots are cooked. Especially at Deity level, my favourite difficulty level. Anyhow, I'm glad you took the time to create this mod.
bends11  [author] 19 Jun, 2015 @ 10:38am 
@JEELEN Read the description.
JEELEN 19 Jun, 2015 @ 3:26am 
@bends11 I didn't click on any mod. And I don't quite see how increasing bonus will give a greater balance. As in 'Natural Wordl Balance'?
bends11  [author] 17 Jun, 2015 @ 9:48am 
The natural wonders do not need to be perfectly balanced, but if they are to be called wonders, it should be a priority to settle near them. In my opinion, the wonders that I changed were not good enough to prioritize. The description explains why I made each change. Even with the changes, I still have these as the worst natural wonders.

If you feel that Spain is an overpowered civ, then you could just not play with them, but the whole point of Spain is that they have a chance of having a game breaking start if they find a natural wonder.

If you disagree with the notion that natural wonders should be balanced, why would you click on a mod titled "Natural Wonder Balance"?
JEELEN 16 Jun, 2015 @ 10:48pm 
Why would natural wonders be balanced at all? And how is your modification making them more balanced? (For instance, the Spanish double all natural wonder yields.)