Sid Meier's Civilization V

Sid Meier's Civilization V

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CommunistMountain's Consistency Mods
   
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Description
Mods that I believe makes Civ 5 slightly more consistent with itself in terms of balance. All my mods are compatible with each other.

Alternatively, download from Google Drive[drive.google.com], and paste each mod in Documents\My Games\Sid Meier's Civilization 5\MODS (I use windows, idk how it looks like in another OS). If that for whatever reason doesn't work, create another MODS folder within the first MODS folder and put it in there (inner MODS folder is for mod creators to separate their own work from other mods, that's where I took my mods from).

I don't recommend it because in the far future I may update my mods on Steam but forget to update the Google Drive version, so try to download it from Steam.
Items (14)
Banana Plantation Buff
Created by engineer gaming
Makes Banana Plantations give 2 more Production than in the unmodded game, or 1 more if the terrain below the Jungle is non-Hill Grassland (but do note that Grassland below Jungle is rare). Previously, Banana Plantations gave +2 Food and -1 Production to B...
City State Bonus Rebalance
Created by engineer gaming
Nerfs Cultural CS very slightly, nerfs Mercantile CS in earlier Eras and buffs it in later Eras, buffs Militaristic CS slightly, buffs Maritime and Religious CS significantly. In the unmodded game, these are the bonuses: Cultural: At Friends level, +3 Cult...
Gold Cost Adjustments
Created by engineer gaming
Adjusts gold costs of almost all buildings/units which can be purchased with gold to better fit trendlines. First, base buildings/units are made to fit the gold cost against production cost trendline (Gold=24.279*Production^0.6528 for base buildings, Gold=...
Luxury Resource Yield Rebalance
Created by engineer gaming
Version 2: Now every luxury gives exactly 1 non-Gold yield when improved. More luxuries give 3 Gold when improved (on top of the non-Gold yield). 1. Unimproved Wine yield changed from 1 Food, 1 Gold to 2 Gold despite being edible, in order to keep to this ...
Slight Composite Bowman Buff
Created by engineer gaming
Composite Bowman Ranged Strength now 12 instead of 11, Combat Strength now 9 instead of 7. This fits the general trend of military units better: as production cost increases, ranged/combat strength per production decreases. I am aware it is already a good ...
Trade Range Increase For Bigger Maps
Created by engineer gaming
Version 2: New method of extending trade route range on Large and Huge, Tech Tree should no longer be bugged. Requires BNW, of course. Increases land and sea trade route maximum range by approximately 24% on Large Maps and approximately 54% on Huge Maps. F...
Yet Another Industrial Ranged Unit Rebalance
Created by engineer gaming
READ ME PLEASE! IF YOU DOWNLOADED THIS MOD BETWEEN 07-08-2019 AND 10-08-2019: I have made a terrible mistake! I uploaded the files which were for another mod to this one by mistake! You're probably looking for my other mod named Trade Range Increase For Bi...
Fertilizer Benefits Freshwater Farms
Created by engineer gaming
Upon unlocking the Fertilizer Technology, all Farms (and Terrace Farms) get +1 Food, when previously only non-freshwater Farms (and Terrace Farms) got the bonus. This makes freshwater Farms superior to non-freshwater Farms even after Fertilizer, and while ...
Captured City Less Death No Building Loss
Created by engineer gaming
Version 2: Recycling Center now has a 100% capture rate just like most other buildings in the mod. The mechanism for preventing a player from having more than 5 Recycling Centers already makes it so the capture rate drops to 0% once you reach the quota. I ...
No Minimum City Tile Yield
Created by engineer gaming
In the default game, cities will give its tile additional yields such that it will have at least 2 Food and 1 Production, helpful for settling on Desert, but that means you lose value when settling on tiles with Food or Production. This mod ties the 2 Food...
World Wonder Rebalance
Created by engineer gaming
This mod is meant to be played with BNW. Is likely to be uncompatible with any other mod which makes edits to the Wonders/buildings mentioned below. NOTE: I have only made text changes for the English language, so you will still see the original text in ot...
Observatory Rework
Created by engineer gaming
This mod requires BNW to work. (Version 2: Mountain/Snow tiles now give 4/3/2/1 Science if they are 0/1/2/3+ tiles away from the city centre and within workable tile range, from 2 Science regardless, because Mountain/Snow next to the city affects early dev...
_Trade Range Map Scaling_
Created by engineer gaming
Trade Range Scales With Map Size Requires Gaia's Core Mod and BNW. Compatible with Sapiens. Land and Sea Trade Range modified by approximately -50%/-30%/-19%/+24%/+55% on Duel/Tiny/Small/Large/Huge Maps, based on their vertical heights relative to Standard...
Assorted GP and Building Adjustments
Created by engineer gaming
This mod requires G&K and BNW. All changes are applied to specific buildings rather than all buildings in the same class, so for example if you are using a Civ from another mod which has a unique University, it will not benefit Marsh tiles like the regular...