Sid Meier's Civilization V

Sid Meier's Civilization V

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Various Mod Components
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File Size
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1.233 MB
7 Aug, 2024 @ 10:35am
11 Apr @ 6:53am
5 Change Notes ( view )
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Various Mod Components

In 1 collection by zai4z
zai4z's essential mods
23 items
Description
  • Internal trade routes and airports will now form city connections

  • The Smart AI mod is integrated into this mod

  • Atomic bombs and missiles no longer contribute to unit "supply" cost

  • Great people from policies, traits, buildings, etc, do NOT increase the cost of the next great person

  • Gaining a great person does NOT increase the cost of other great people

  • Units in allied militaristic city-states can upgrade as if they were in friendly territory. Doing so will incur a small time delay to the next free unit from the city-state

  • New ability to recall trade routes in trade overview...
    Internal routes will end the following turn
    International routes will end upon reaching the home city, until radio is discovered, then they will turn around immediately

    Updated trade route UI to make it more compact
    Possible destination cities are displayed in tool-tip when re-homing a trade unit
    City-states with trade quest will have an icon to identify them

  • Allows marble internal trade routes to be made. This moves the wonder production bonus from the home city to the target city.

  • National Wonders requiring a building in every city exclude those being razed or puppets. So taking cities no longer stops you from building national wonders

  • City-states will only raze captured cities if it will make them very unhappy (less than -10) as opposed to just unhappy (less than 0)

  • City-states can be liberated after being married into Austria or assimilated by Venice

  • City-states allied to a major act as territory of the major - other units may not enter the territory unless they can enter the allied major's territory

  • Pro-rata building purchase - putting in production to a building will reduce the gold cost

  • City-states at war with each other, but allied to the same major, will declare peace

  • Upon razing a coastal city, naval units will jump to the nearest available sea plot and not the nearest city. Naval units in hill cities attack from the harbour (flatland), not the top of the hill

  • Settlers (and other units capable of founding a city) produced from a city with religion, may take a religion with them. When the new city is founded it will fully adopt that religion. The chance a religious settler will spawn is proportional to the religious followers in the city

    Religious settlers are converted accordingly into religious refugees upon capture, if using my other mod: Refugees

  • A Great Artist, Writer or Musician who does NOT create a Great Work (e.g they are killed by capture or used their other ability), can be reborn such that the Great Work is not lost

  • Submarines under ice are immune to surface attacks (can still be attacked by other subs)

  • Enables the AI to use combat units as workers (e.g legion) and settlers (e.g conquistadors) if they not doing anything else

  • Inquisitors will keep religion out of allied City-state cities if positioned adjacent

  • Pointless inter-turn diplomacy is removed. These are dialogs where the response doesn't matter, as the AI ignores your response. E.g "I'm sorry" or "Get over it", or ones with a "back" option

  • "Cannot Enter Deep Ocean" promotion (on the trireme, galleass...etc) has been changed to "Weak Hull". This promotion allows ocean crossing, but halves movement on ocean, and if the unit ends the turn on an ocean tile, it will die.

    This allows players to cross that annoying 1 ocean tile, to get to a new coastline, while still preventing ocean exploration until astronomy

  • "Altitude Training" promotion (from Mt. Kilimanjaro) has been changed so that it allows the unit to cross mountain tiles (will still take attrition dmg). The other buffs have been removed. Mounted, siege or armor units won't get this

  • "Air Recon" promotions now has 3 levels:
    I = 5 sight, on triplane
    II = 7 sight, on fighters
    III = 9 sight, on jet fighter and stealth bomber

  • New pantheon: +1 Culture and +1 Faith from Mountains

  • Ancient ruin rewards are now era dependent and scale accordingly...
    (The upgrade unit reward now only applies to scouts and warriors)

    Rewards
    Ancient
    Classical
    Medieval
    Renaissance
    Industrial
    Modern
    Atomic
    Information
    Map
    Free tech
    Reveal camps
    Population
    Low faith
    High faith
    ~60
    ~130
    ~190
    Gold
    ~50
    ~100
    ~200
    ~400
    ~800
    ~1600
    ~3200
    ~6400
    Culture
    20
    40
    80
    160
    320
    640
    1280
    2560
    Settler only
    Free worker
    Free settler
    Modded only

Also adds support for my other mods - Navigable Rivers, Mountain Cities, Canals

If you would like to disable any of these additions individually, leave a comment

Compatibility
Does not work on multiplayer and can't be used with other DLLs

Credits: William Howard for the DLL, along with the functionality provided
39 Comments
zai4z  [author] 23 Jul @ 10:18am 
@ment0l In base game, Polynesia has a hidden mechanic that removes the "PROMOTION_OCEAN_IMPASSABLE" promotion from every unit. This mod won't change that, so Polynesia won't receive "Weak Hull" and can move freely as normal
Zath 22 Jul @ 7:10pm 
That would be awesome, thanks!
zai4z  [author] 22 Jul @ 5:12pm 
@Zath Sorry for the late reply, I will see if I can stop the auto explore moving the unit into the ocean in the next update
Zath 21 Jul @ 12:53pm 
Also it somewhat conflicts with another mod I have that allows ships to heal outside of friendly territory without needing supplies and makes supplies work like march.
Zath 21 Jul @ 11:36am 
Could I please get a version of this without the 'Weak hull' promotion? It's nice to have but I prefer to play on huge small continents maps, and having to micro 4 different triremes to explore is annoying since if you set them to auto-explore they beeline for the nearest ocean tile and instantly die.
zai4z  [author] 21 Jul @ 11:21am 
@uncmaxxer yeah it's likely a mac issue, I'll look into this
uncmaxxer 21 Jul @ 10:52am 
@zai4z My starting era is ancient era in the gameoptions. I uninstalled IGE at the same time as I was installing this mod earlier today, so it's not enabled in game at least. I tried going into the workshop folder to see if IGE was still there somehow but can't find it. I'm on Mac if that makes a difference
zai4z  [author] 21 Jul @ 9:57am 
@uncmaxxer That's weird, what is the start era in your gameoptions? Are you using IGE?
uncmaxxer 21 Jul @ 9:28am 
Hey, I have this issue where the ancient ruins rewards era dependency is broken, and I keep getting way too much gold and culture in the early game. It seems to pick one of the eras at random, sometimes it's 1600, 50, 800, etc. I tried disabling all other mods and the issue still persists. Loving the mod otherwise, hoping this will be fixed!
zai4z  [author] 14 Jul @ 3:18pm 
@VengefulAncient I'll look into this, unfortunately I don't think this creator merged it into Howard's original DLL