Sid Meier's Civilization V

Sid Meier's Civilization V

Scaling Great Merchant (BNW)
13 Comments
Machiavelli  [author] 25 Nov, 2021 @ 5:29am 
Permission granted, enjoy!
nobubblegums 20 Nov, 2021 @ 1:03pm 
Hi, I modified this mod to make General&Admiral combat bonuses era-restricted like Civ6. I did almost everything (Lua wise) based on your code or by imitating what you have done, so I wanted to ask your permission before I published.
Machiavelli  [author] 1 Mar, 2014 @ 5:52pm 
Unfortunately Sweden's level of influence is hard-coded. Changing Civilization traits is probably outside the scope of this mod. I've considered making a mod that mixes up the existing Civilizations (changes their traits, unique units, etc) but don't expect such a mod soon. I've got imminent updates for "Race for Religion" and "Reform and Rule" coming this week. After that I plan to focus on developing an expanded version of this mod. The working title is "Titans of Commerce, Science and Industry".
kmelt93 1 Mar, 2014 @ 5:37pm 
Can you also scale Sweden's level of influence when gifting GP?
darkwave09 3 Dec, 2013 @ 7:45am 
Yes. Please expand the scope to include great engineers and scientist. Both need major tweaking imo. Thanks for the great work. I DL some of you other mods too.
Machiavelli  [author] 30 Sep, 2013 @ 3:59pm 
If this mod was expanded to include changes to great engineers and scientists it would be designed in such a way that a user could easily disable the "engineer" part or the "scientist" part. Similar to how my Social Policy mod (Reform and Rule) allows people to disable changes the Reform and Rule mod makes to specific policy trees.

As for what would be changes with respect to great engineers and great scientists. Likely the improvement tile for the engineer would be improved a bit, so that he isn't always used for rushing a wonder. The great scientist would have the amount of science they bulb for increased in the early stages of the game and reduced in the later stages of the game. To make it worthwhile to use them early to get critical techs rather than saving them all for a post-plastic slingshot.
sportscomicfantasy 30 Sep, 2013 @ 12:39pm 
could you make the mods seperate for Engineers and Scientists incase someone doesn't like one, or must you combine them all together on one mod?
Jin 26 Sep, 2013 @ 1:54am 
I personally prefer standalone G8$ version, but what kind of changes will be made to G8E/G8S? :o
Chronoreaper 25 Sep, 2013 @ 6:42pm 
thanks man cause this makes the great person more useful later on instead of being overshadowed by the scientist and writer
Machiavelli  [author] 25 Sep, 2013 @ 4:30pm 
I am considering expanding the scope of this mod to include changes to Great Engineers and Great Scientists. Would people be interested in such an expanded scope or would they prefer this mod stay narrow and focused?
Machiavelli  [author] 23 Sep, 2013 @ 3:46pm 
With Venice you get double gold and +30 Influence.
dmanlehan 23 Sep, 2013 @ 3:29pm 
How does the merchant work with venice? is every stat doubled?
Jin 23 Sep, 2013 @ 1:47am 
nice 1. :D it'll make me even more OP. xD