Sid Meier's Civilization V

Sid Meier's Civilization V

Ocen: 62
Various Mod Components
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1.234 MB
7 sierpnia 2024 o 10:35
2 sierpnia o 6:13
Listy zmian: 8 ( zobacz )
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Various Mod Components

W 1 kolekcji stworzonej przez zai4z
zai4z's essential mods
Przedmioty: 27
Opis
  • 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. Unfortunately DLLs do not work on Mac

Credits: William Howard for the DLL, along with the functionality provided

Komentarzy: 71
the cobras 26 listopada o 21:13 
Figured it out, set the value to 0 and it was a mod conflict with something that added a new great person
the cobras 21 listopada o 15:58 
This thing is perfect, other than this part "Gaining a great person does NOT increase the cost of other great people". I modded civ like crazy and this addition generates a great person each turn later on, and its just too much to deal with
Frankenstein 11 listopada o 17:59 
swagolini :steamthumbsup::steamhappy:
zai4z  [autor] 11 listopada o 11:47 
@Frankenstein Both are DLL mods, you can't have two enabled at once
Frankenstein 10 listopada o 6:04 
How come this mod doesn't work with the Community patch? Says "Another version of this mod is already enabled" when I try to enable both the mods at the same time?
Frikster 7 listopada o 9:59 
Wow, incredible work. I am surprised - given how much attention you gave to naval combat - that you didn't address the complete weirdness that is "melee" ships being able to be targeted by land-ranged units but not vice versa.

This is very dumb in my opinion.
zai4z  [autor] 24 września o 17:51 
@Atzu I believe the 63 civ DLL is inside the 34 civ mod, you'll need to manually set it to use the 63 DLL. I haven't yet made a version for these on here though
Atzu 24 września o 2:04 
Can and how do I use this mod with the Various Mod Components - 34 Civs from Pick'N'Mix mods?
Is there a way to increase the number of civs to 63? I can't even find the DLL for that on Pick'N'Mix Mods
buhler86 23 września o 21:35 
Any chance something could be added for great person improvements? Along the lines of say customs house being a luxury resource improvement which makes more sense, with holy sites an improvement for luxury resources that are associated with religion like incense etc. Manufactories maybe be allowed to build on non food luxury resources and gain +1 of a strategic resource if built on those? Academies would maybe be a split between luxury and strategic resources based on the scientific value, like gold silver copper uranium aluminium.
WardenWolf 3 września o 19:02 
Tried. I've never been able to get this or any other mod work in Civ5.