Sid Meier's Civilization V

Sid Meier's Civilization V

Assorted GP and Building Adjustments
 This topic has been pinned, so it's probably important
engineer gaming  [developer] 15 Feb @ 9:13am
Description Archive
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 University and Siam's Wat in this mod.
NOTE: I have only made text changes for the English language, so you will still see the original text in other languages. Just refer to this page for the changelog.


Works with my other mods, and meant to be used with my Observatory Rework mod.

This mod started as a mod to rebalance only the Sciences Great People (and buildings with their specialist slots), but grew to encompass the Arts Great People and other buildings. It is an assortment of changes that I intended to just keep as a personal mod, but I am now releasing it to the public, perhaps someone will find this interesting.

MOD CHANGELOG

Great Scientist
1. Academy yields 6 Science, increasing by 2 each time upon discovering Scientific Theory, Radio and Atomic Theory. In the unmodded game, Academy yielded 8 Science, increasing by 2 each time upon discovering Scientific Theory and Atomic Theory. (Nerf to Babylon, as their free Great Scientist upon discovering Writing will not be as effective.)
2. Scientist Buildings Changes:
  • 2.1. University and Wat (Siamese Unique University) have 1 Scientist Specialist slot, down from 2, and now give +3 Science, up from 0. Marsh tiles in a city with a University/Wat now yield an additional 3 Science when worked, up from 0. They no longer require a Library to be constructed. See the screenshot above for a demonstration (credit to Ingame Editor mod and EUI[forums.civfanatics.com])
  • 2.2. Public School now gives +33% Science, up from 0%.
  • 2.3. Research Lab now gives +6 Science, up from +4, has 2 Scientist Specialist slots, up from 1, and +33% Science, down from +50%.

Great Engineer
1. Great Engineer Production Boost formula changed from (300+30*Population of the city) (*0.67 on Quick, *1.5 on Epic, *3 on Marathon) to 50*Population (*0.67 on Quick, *1.5 on Epic, *3 on Marathon). Now rushing Wonders in 1 Turn requires a decent population.
2. Manufactory yields 5 Production, increasing by 1 each time upon discovering Chemistry, Electricity and Plastics. In the unmodded game, Manufactory yielded 4 Production, increasing by 1 upon discovering Chemistry.
3. Engineer Buildings Changes:
  • 3.1. Longhouse (Iroquois Unique Workshop) now gives +10% Production, up from 0%.
  • 3.2. Windmill now gives +10% Production to any task rather than only to Buildings, and can be built on Hills. Now requires a Workshop to be constructed.
  • 3.3. Coffee House (Austrian Unique Windmill) gives +10% Production to any task instead of +5%, and now gives +2 Gold while requiring no maintenance instead of a 2 Gold maintenance. Now requires a Workshop to be constructed.
  • 3.4. Factories now require a Windmill to be constructed instead of a Workshop.

Great Merchant
1. Great Merchant Trade Mission Gold formula changed from 350+50*Eras after Ancient Era (*0.67 on Quick, *1.5 on Epic, *3 on Marathon) to 150+150*Eras after Ancient Era (*0.67 on Quick, *1.5 on Epic, *3 on Marathon). This means it generates less Gold if used earlier than the Medieval Era and more Gold if used later than the Medieval Era.
1.1. Merchant of Venice Trade Mission Gold formula changed from 300+100*Eras after Ancient Era (*0.67 on Quick, *1.5 on Epic, *3 on Marathon) to 300+300*Eras after Ancient Era (*0.67 on Quick, *1.5 on Epic, *3 on Marathon). Despite what the game claims, Merchant of Venice's Trade Mission Gold is not double that of normal Great Merchants, only the Gold increase per Era. It now provides the correct amount of Gold.
2. Customs House yields 5 Gold, increasing by 1 each time upon discovering Economics, Steam Power and Combustion. In the unmodded game, Customs House yielded 4 Gold, increasing by 1 upon discovering Economics.
3. Merchant Buildings Changes:
  • 3.1. Market gives +2 Gold, up from +1, Bazaar (Arabian Unique Market) gives +3 Gold, up from +2.
  • 3.2. Stock Exchange gives +4 Gold, up from +3.

Great Artist/Musician/Writer
1. Artists' Guild, Musicians' Guild and Writers' Guild now give +4 Culture each, all up from 0.
2. Artist, Musician and Writer Specialists yield 2 Culture, down from 3.

Non-Specialist Buildings Changes:
1. Amphitheater, Opera House, Ceilidh Hall (Celts Unique Opera House), Museum and Broadcast Tower give +2 Culture, all up from +1.
2. Granary now gives +1 Food to each worked source of Bison, up from 0. Non-functional change: text edited to reflect changes. (Inspired by the Resource - Granary Includes Bison mod.)
3. Medical Lab 24% of Food carried over when a new Citizen is born, down from 25%, now gives +1 Food to each worked source of Citrus, Cocoa, Spices and Sugar. Non-functional change: text edited to reflect changes, and added text indicating that it requires a Hospital to be built.
4. Solar Plants can now be built in all cities not on Tundra or Snow, and requires 1 Aluminium, instead of requiring a city on or next to Desert and no strategic resource cost. Non-functional change: edited strategy text to indicate that it cannot be built in a city with a Nuclear Plant. Non-functional change: text edited to reflect changes. (Inspired by the Solar Plant Fix mod.)
5. Stable and Ducal Stable (Polish Unique Stable) can now be built with an improved source of Ivory. The former gives +1 Production and the latter gives +1 Production and +1 Gold to each worked source of Ivory. Non-functional change: edited Ducal Stable text to indicate that it gives +1 Production and +1 Gold to its resources, not their improvements (it still needs at least 1 of these resources improved to be built).
6. Stone Works are no longer prohibited from being built in cities on Plains, and no longer give 1 Happiness. Non-functional change: text edited to reflect changes. (Inspired by the Stone Works In Plains mod.)

Other non-functional changes:
1. Edited Bank text to indicate that they generate 1 extra Gold for each incoming trade route for the city and the trade route owner.
2. Edited Hospital text to indicate that it requires an Aqueduct to be built.
3. Edited Nuclear Plant text to indicate that it requires a Factory to be built, and strategy text to indicate that it cannot be built in a city with a Solar Plant.
4. Edited Trapping technology text to include Bison in the list of resources a Camp can be constructed on.
Last edited by engineer gaming; 15 Feb @ 6:22pm