Sid Meier's Civilization V

Sid Meier's Civilization V

Improvement Upgrades
338 Comments
Justin 17 Jun, 2024 @ 11:29am 
could probably use an update but thanks for uploading
Tavythn 28 Oct, 2020 @ 6:29am 
Looking into this, does the mod download and work?
Talcall 18 Mar, 2020 @ 4:28am 
Hey, I've subscribed but I can't seem to find the mod anywhere. is there a direct download?
Lucius, the Heavenly Dragon 16 Oct, 2019 @ 8:07am 
Could I make a mod request of a seperate that would be based on this mod?
A mod that doesn't have the improvement enhancements, and only has the following two improvements:

Island Resort(Luxury Resort renamed, Unlocking Radio) Can only be built on Atolls and tiles with at least 6 adjacent coast tiles. Yielding +1 Gold and Culture at first, but gaining +1 Gold, Culture and Food at Ecology.

Suburb(Unlocking at Electricity) Can only be built adjacent to a city and on a road. Yielding +2 Production and +1 Food at first, but increasing by +1 food at Refrigeration and Penicillin and +1 Production at Combustion and Computers.




marynowana.lasica 30 Jun, 2019 @ 5:46am 
no downloading via steam, is there direct link?
solitarywolfe1 9 Dec, 2018 @ 9:21am 
Bug report: the resources coming from the enhanced mine are creating a negative amount of that resource, then adding the resource back to my total, for a net gain of zero.
For example, an advanced mine caused me to discover a source of coal, but my coal supply did not change. I tried removing the mine and reapplying it to see if it would fix the issue, and instead, the amount of coal I had became negative while there was no mine, and returned to where it was before after I built the mine again.

For luxury resources, I recieved no happiness or trading ability. So I figure the same thing was probably going on under the hood.

I am using a lot of mods, so I'll try toying around with this, but it's an odd problem.
scottmsr 2 Nov, 2018 @ 2:40pm 
Not to seem mean, but I have 2 improvement upgrade mods ATM, and one is Version 12, and this is Version 1... so, I'm getting rid of this one, my bad if I'm wrong.
Be well, davii.adams!
(Feel free to change my mind, lol, if you want!)
Evil Paragon 31 Aug, 2018 @ 9:00pm 
Fair Trade Plantations probably shouldn't get improved yields. Though if that 3 gold were swapped for 1 gold and 3 happiness, then yeah. That also makes me think a World Congress ruling to Ban Slavery could make Plantations yield no gold (but still provide the luxuries and resources), but you could get around that by upgrading Plantations to Fair Trade Plantations.
DreadfulSummer 17 Sep, 2017 @ 9:05am 
is this worker automated?
pvkidvp 15 Sep, 2017 @ 8:34pm 
Resource extraction of this mod doesnt work well.
But with Cultural Diffusion mod ,work well.
I dont know why・・・
johnc214 7 Jun, 2017 @ 10:05pm 
I guess I'm late to rediscovering Civ V and really got into it again. I think the bison issue is the only thing I'm having trouble with. I'll watch to see if you feel like fixing it. I have no patience for things like that so I'll let you professionals do it. :)
davii.adams  [author] 7 Jun, 2017 @ 6:24pm 
@john214 Quick answer is no idea unfortunately. Are games not using the mod otherwise ok? I no longer have the CiV modbuddy installed, and hadn't moved on to 6 until quite recently, so I've no idea if I can do any changes without reinstalling things :-S
johnc214 12 May, 2017 @ 11:49am 
I was unable to find this after reviewing several pages of threads so I'll ask. I love the mod, but have issues with bison in Brave New World. The camp on bison works, but the next upgrade I get is ranch which is usually the upgrade for pasture and not the camp. I can't build a hunting lodge for bison, but I get the ranch option. It gives great food, but the display is messed up. The bison disappear from the tiles or the tiles appear unupgraded... Also, I seem to have issues with nutmeg and clover, if your mod impacts those. The bison is the big issue. Any thoughts? I'm pretty sure it's this mod causing the issue with BNW. I didn't have it before BNW (there was no bison there).
Risen 30 Nov, 2016 @ 10:07am 
Yeah I don't mean like making them into 1 mod, just a 'collection' (go to workshop -> browse -> collections -> create collection) - e.g. I made a collection of revamp mods https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=799420283
Thankss
davii.adams  [author] 30 Nov, 2016 @ 6:15am 
I'll have a look at doing that, though I've not done that before, probably down to some working better than others (for want of a better description).
Risen 28 Nov, 2016 @ 9:08am 
Hi Davii, yes that's what I meant - don't need to put your Civ's in, just your game ehnhancement ones (assuming they all work together)!
davii.adams  [author] 28 Nov, 2016 @ 7:58am 
Sorry for the slow response, things have been a bit all over the place the last couple of months.

@tomoscar There have been times when newly discovered resources would not be accounted for correctly, but had thought that been addressed in the last update. It is possible that game cache needs a check now n' then to clear out files from previous versions, but what you have outlined might go some way to explaining why automated workers insist on changing the improvement after the resource is revealed.

@Gradis I'll try to have a look at that; When testing, I've found things can be slightly different between normal, and advanced starts, and with plantations coming in very late in the game, it can be a mission to double check that one :-S

@Hooper As in a Steam collection?

@shanloomis I'm afraid not!
Risen 19 Nov, 2016 @ 7:04am 
Hi Davii, would it be possible for you to create a Collection containing all your created mods in one place? So could sub to collection instead of individuals, post on here if you've done! Thanks :)
Gradis 16 Oct, 2016 @ 7:14pm 
for some reason plantation doesnt work on cotton. It will be worked on and show the resources in the city view but the actual cotton resource wont be added for trade.
tomoscar 12 Oct, 2016 @ 2:00am 
I have done some testing, and it looks to me that Civ V does only recognize the resource if it is on the map prior to building a mine. If a mod makes it possible to discover a resource after the mine is built, the game only updates the graphics and the tile yield.
Most probably, the mod here has not done any changes to the underlying mechanics of how happiness and number of resource units are incremented/updated, so happiness and resource count is only updated if the mine is built after the resource is discovered.
Mamamu Tronku 5 Oct, 2016 @ 2:04pm 
Direct download link?
davii.adams  [author] 28 Jul, 2016 @ 7:25pm 
@Nexus Looks like discovered resources still have an issue, and may still need an additional script to take account of what's going on. I'll look at seeing if I can get something sorted on that, without it causing havoc with existing known resources.
Doge 21 Jul, 2016 @ 6:34am 
Hey dude, great mod! But there is a problem with the enhanced mines: when they find a new resource it doesnt add up to the counter. For example, i had 1 source of alluminium (5) and then i upgrade my mine to an enhanced mine. All good so far, i kept the 5 alluminium. But on another enhanced mine that had nothing, it found 5 alluminium, but that didnt add to my resource counter, so even tough i had 2 mines with 5 alluminium each, the empire only had 5. I tested with the in game editor and if i removed both resources my empire would have -5 alluminium! So not only it isnt adding to the counter, if i lose that it will make my resources negative.
Can you check that out please?
I'm running on BNW and already performed a cache check, issue persists.
Get that pump 17 Jun, 2016 @ 6:24pm 
Can you add some more pictures? I'd like to see more of the mod.
DDT 31 May, 2016 @ 8:34pm 
I'm running BNW. I'll give it a shot.
davii.adams  [author] 31 May, 2016 @ 3:28pm 
@sG Which version of the game are you using? The script that used to run for that was depreciated, as I found it wasn't actually necessary. If you're running BNW, then it may be worth running a check of the game cache, and see if things change for the better.
DDT 31 May, 2016 @ 5:10am 
Ah, thanks anyway.

On another note, every time I try to replace my enhanced mines with regular ones to get to the discovered strategic resources, my resource counter gets decreased even though the EMs don't contribute to the overall resource yield at all. So the downgrade from EM to regular mines basically produced zero gain, as reconnecting the resource would only make up the difference.
davii.adams  [author] 30 May, 2016 @ 4:20pm 
@sG As far as I'm aware, there is only the current Steam version, and the 2013 one in the link.

@Pesto Ah, going for the culture overload huh ;-)
DDT 30 May, 2016 @ 6:04am 
Would you happen to still have the 2014 version of the mod still lying around?
PestNerd 28 May, 2016 @ 1:34pm 
Cool, thanks, I have the XML mod program thing so I can do that.

Had a game just before I posted this comment where I was playing on a hard difficulty, trying to play ultra wide, too... and was basically relying on Suburbs to catch up to the AI. Suddenly realized they didn't do what they used to, and resigned XD
davii.adams  [author] 26 May, 2016 @ 12:33pm 
@Pesto You could tweek the xml file yourself, and put the adjacent culture option back say, though whether you could do that in something like Notepad, I've no idea.

Alternatively, the an old version exists here: {LINK REMOVED}

It's dated as 2013, so how many versions back it is, I couldn't say!
PestNerd 25 May, 2016 @ 7:47am 
Is there a way to revert to before the update? I liked playing with the OP suburbs..!!
davii.adams  [author] 15 May, 2016 @ 3:59pm 
@McGruff I've not used that mod, so it depends on what changes are made. Off the top of my head, if it doesn't make any changes to techs, it should be ok.

@tookmeforever Thanks! I'm not working on things anywhere near as much as I used to, and I'll probably do little more now that Civ 6 has been anounced, but there are a few mods I may still throw up for the heck of it.
tookmeforever 15 May, 2016 @ 2:31pm 
Still my favorite mod of all time. So happy to see you still working on this. Keep up the good work and thank you!
Bottom of the Well 13 May, 2016 @ 2:53pm 
Will this work with the Community Patch that alters the .Dll ?
davii.adams  [author] 4 May, 2016 @ 3:42pm 
I should (finally) have an updated version ready to go in the next few days, but not sure if it will work for all versions. Fingers crossed!
davii.adams  [author] 29 Apr, 2016 @ 8:34am 
@marton I've had a reworked version on the go for a while, which addresses a few of the issues mentioned in general, but have become stuck resolving the saving of data.

I'm trying out new methods for persisting data, and do the change, but not as confident as I want to be with it as it stands.

I may upload the new version to address the non data issues, on the basis of everyone being aware of saving data having an issue, but want to give it a bit more time if I can :)
marton 10 Apr, 2016 @ 10:45am 
I've played a few of long games with it. Overall it's fantastic, but I have a few issues:

- Suburbs are overpowered. They just are. They make your cities grow so fast that happiness will be a big problem.

- Some don't work properly. The sawmill is offered as an option on jungle next to river, but will remain unimproved after your worker spends a few turns on it. I had the same happen on a valid plains tile when improving it into a suburb, randomly.

- Having to upgrade existing improvements (farm -> suburb, mine -> enh mine, etc) is tedious. Couldn't it just happen automatically?

- Ranch is limited to sheep and cows - what about bison?

- I love the beach resort concept - what about something for junk, flat desert? Something like solar plants or landfills, giving gold or prod?

- Anything for jungle tiles? They're already great late game with trading posts and universities, but not quite as good as suburbs. :)

Thanks for your work man, it's really cool.
davii.adams  [author] 5 Nov, 2015 @ 9:23am 
@easte I've been suspicious of the files for storing data, but haven't been able to pinpoint anything specific. That said, the issue you're having sounds like one from some time ago, so I'm going to look into quite a few things (across a few mods) as things quieten down towards Xmas, and see what I can get sorted.

I'll look at the Suburbs while I'm at it, though the loop with automated workers + Saw Mill may be a bit harder. There's nothing in the database that says they should even be trying to build them on marshes, but removing them, and producing a loop isn't helpful!
easte 1 Nov, 2015 @ 1:54pm 
Advanced Mines broken - the game does not "recognize" the AM as a "mine" for strategic resource purposes so if you build an AM on Coal for example the Coal will "disappear" from your yield. Also if the AI "gifts" you a SR on an AM it SUBTRACTS from your yield possibly making you go NEGATIVE!
ElSuper 7 Jul, 2015 @ 9:38am 
Been using this mod and overall I love it!

I see a couple other people have mentioned suburbs being overpowered, and I agree-- they're better than Great Person tile improvements.

If I may suggest some possible solutions:

-Remove base +1 culture yield; cumulative culture from adjacent suburbs is plenty
-Remove science and production entirely, or reduce them to something like +1 if adjacent to 4 or more suburbs (and with requisite tech).
-Remove railroad gold bonus, and restrict suburbs to being built on or adjacent to railroad-- this is also realistic, as suburbs IRL rely on transportation infrastructure to exist.
-INCREASE tile defense bonus to 20%-- this is a nice, somewhat unique feature.
Elkian Lionblood 4 Jul, 2015 @ 12:38pm 
Sometimes the workers get caught in an infinite loop of Improvement progress (this is especially likely if you try to build a Saw Mill on a Marsh tile). You can make the them leave the tile and come back an continue progress, which sometimes works, but not with the Saw Mill+Marsh issue. Other than that, a really good mod.
Creeping Death 3 Jul, 2015 @ 7:57am 
Hi. Do you think you can make this mod working together with the Resource expansion mod?
davii.adams  [author] 13 Jun, 2015 @ 11:21pm 
I had hoped to spend some time looking over all the mods I'd done, but other things continue to need to come first, so have all but resigned myself to drawing a line under it all, and waiting to see how Civ 6 turns out.

I'd been a bit suspicious of whether detail is/was getting saved correctly in newer things I've tried out, so it wouldn't surprise me if there's some things mentioned that I have actually tried to address (Suburbs is definitely one), only to be left with ambiguous conclusions :-S

@Sepens66 Cool that you've spent some time tweaking! Farmland Estates were removed due to the Farm bug, but they're probably easier to do since they patched that :)
Serp 8 Jun, 2015 @ 3:08pm 
I included this mod into my multiplayer modpack.
Thanks for the great work!

I fixed some bugs and did an overhaul of some improvements. So I think it is much more balanced now and not that overpowered anymore. If you want to use my changed version without the complete modpack, you can simply extract the mod from the mod folder. But you also need the "farm replacement mod" for graphic from farmland estate!
I also included the new luxuries mod. Though I don't think there would be an issue, if you play without it.

It is avaible here:
http://forums.civfanatics.com/showthread.php?p=13779673#post13779673
Rileyo 3 Jun, 2015 @ 9:55am 
The saw mill seems to be able to be built on any tile next to a river?
Bran 2 Jun, 2015 @ 4:14am 
I'm quite fond of this mod, the base game was direly lacking in improvements. Great job!
Edward K 9 Apr, 2015 @ 2:32pm 
I think many people would be happy if you did a version where:
suburbs do not yeald food (so you still need farms and other food sorces)
sawmills can be built in any forest instead of just besides rives (maybe this would make the flood plain glitch easier to fix)

and something that would be nice even in this version is that advanced mines/quarries required a mine or quarry before building(but if that is hard to do don't even bother)

I really like your mod but I might have to stop playing with it because the AI with flood plains end up without tile inprovements and food becomes undervalued with the suburbs
Read_The_Theory 5 Apr, 2015 @ 6:03am 
Hello! It's a wonderful mod you've made. I've tried first with my own mod, then with yours and lastly with the games code, to make the workers work faster and move faster, but nothing seems to work. Is It possible for you to make similar mod but with faster workers and settlers?

If not, no harm. I just love this mod so much, and it's a ***** to wait 8 turns for suburbs -.-;;;

Thanks!
buddha2723 11 Jan, 2015 @ 3:31pm 
I've wanted a suburb type upgrade that started at 1 gold, but got adjacency bonuses for resources, cities, and potentially improvements, via policies. So it might give 7-8 gold if next to two resources and a city. Balance it by making this imrpovement sacrifice the worker, aka the new residents. Think that is doable? If so how might I start?