Sid Meier's Civilization V

Sid Meier's Civilization V

Luxury Resource Yield Rebalance
9 Comments
The Lord Of Drinks 30 May @ 7:42pm 
Also instead of faith, Wine and incense should give food because having faith is a bit OP (increases the chance of founding a religion before others)
The Lord Of Drinks 30 May @ 7:06pm 
Great mod! I think Cotton and Dyes should give +1 production instead of culture for 2 reasons: 1- culture makes them much more useful compared to other luxuries, culture improvement is a unique improvement for civs like France or Polynesia 2-It makes sense as these resources are used for producing clothes for units and tapestries or flags for buildings.
engineer gaming  [author] 26 Jul, 2020 @ 6:19pm 
@Immortalits My intent is to make it so every luxury yields EXACTLY ONE non-Gold yield when improved (look at v2 patch notes), no more, no less. If they already yield food when unimproved (e.g. Salt), the improvement will not give food.

There is no right or wrong answer to modding. This is my take on a luxury yield mod, if you disagree you can always make your own.

Also yummy silkworm go squish squish in my mouth mmmm
Immortalits 26 Jul, 2020 @ 7:19am 
I know it's late comment and everything, but... a few ideas and questions:
- why does silk give food? I know worms, but their amount shouldn't be enough as a viable food source
- to defend salt + food yield, it's a food preserver
- as a general 'guide' on how to rebalance the resource yields:
if it's CLOSELY related to eating (practically spice, sugar, salt and animal based stuff), it's food+ anything, but production
other stuff either +1 production +1 gold (marble) or +2 gold, maybe some faith/culture/science variables for metals

most improvements should give the exact same bonuses, except if it's a faith/culture base bonus, those should be +2 gold, when improved
elotar 17 Sep, 2018 @ 11:05am 
Obviously refrigeration is represented in civ as a +food - look at Granary.
engineer gaming  [author] 14 Sep, 2018 @ 5:46pm 
So what you're say is, edible resources which don't provide energy shouldn't be considered as a food source? Good point, but even then, sugar, spices and truffles should be on the list. Sugar and spice make up a big part of human diet, and the only reason why truffles is not a big part of our diet is because it is hard to farm and thus rare and expensive, but Civ 5 doesn't care about rarity, 1 copy of a lux is 1 copy. The only one which shouldn't give food, by your definition, would be Salt.

But there is an indirect way Salt gives energy: it was used as a preservative before refrigeration was invented, and is still used today, and keeping people's food from rotting is effectively giving them more food. (Okay, maybe that's taking it too far.)

To be honest you could simply make another mod for personal use with the changes you want. Try modding, it's quite easy if you only want to change simple things like the yield values of certain things.
BOY♂NEXT♂DOOR 14 Sep, 2018 @ 3:53pm 
The reason that Sugar, Truffles, and Spices don't provide food is that they are not something which you eat for food like Citrus or Bananas. Salt shouldn't provide food though if it is meant to make it consistent or realistic.
engineer gaming  [author] 12 Sep, 2018 @ 5:19pm 
Great minds think alike, thanks.

At least now you get Faith from Incense when improved, it's still not a good resource but I hope it's better.
Mathetes tou Megalou Alexandrou 12 Sep, 2018 @ 1:39pm 
I was thinking something similar to this but you beat me to releasing it.

Ugh desert incense is the downright worst, while jungle and marsh resources are also terrible, and camp luxuries are often just as terribad if not worse, since Calendar tech leads to Philosophy at the very least.