Sid Meier's Civilization V

Sid Meier's Civilization V

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Titans of Commerce Science and Industry (BNW)
   
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Aug 6, 2014 @ 3:48pm
Aug 18, 2014 @ 4:30pm
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Titans of Commerce Science and Industry (BNW)

In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Description
Giovanni de Medici, Albert Einstein, Alexandre Eiffel -- titans of commerce, science and industry whos actions shaped the history of the world! Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?

Features:
Great Merchants:
Their Trade Missions provide more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival, securing Diplomatic Victory or denying it from the rival empire! Custom's Houses also provide an extra Trade Route, enhancing the economic development of your empire.

Great Scientists:
Great Scientists now have decreasing returns making it inefficient to generate nothing but Great Scientists. Each time a Great Scientist is born (after the first) the modifier the player gets to "Discover Technology" (aka Bulb a Great Scientist) decreases by 25%. The modifier starts at +50% and has a minimum of -50%. Producing tons of Great Scientists early for Academies makes it less effective to Discover Technology after Labs. But waiting until after Labs to Generate your first Great Scientist means they will Discover Technology very efficiently![/box]

Great Engineers:
When born they provide 2 extra citizens to their city. Building a Manufactory will provide +2 Global Happiness, ensuring you are never unhappy with your new citizens. When Hurrying Production Great Engineers now scale better with the population of the city, allowing them to singlehandedly build World Wonders even in the late game.

Guilds:
New Merchant's, Scientist's and Engineer's Guilds are available from the start of the game. These Guilds provide a way to generate Great Person points from very early stages of the game. However, dedicating much of your city's population to staffing guilds can potentially delay your growth and expansion.

Palace Yield:
The above mentioned Guilds also reward rulers who specialize their cities. When you build a Guild the Gold/Production/Science provided by your Palace goes away. No longer will your Capital city be your best city in every aspect. By building the Guilds in different cities you can focus the cities in your empire to an economy that is greater than the sum of its parts!

Specialists:
Adjustments have been made to account for the rarity of the different yields provided by Specialists.
  • Merchants: +3 Gold
  • Engineers: +3 Production
  • Scientists: +2 Science

Discussion thread[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] from CivFanatics
If you like the mod and want me to prioritize development of it let me know by rating the mod, making it one of your favorites, or by posting in the comments or discussion thread.

FAQ:
  • Q: Why did I get a blank spearman unit after building a Guild?
  • A: This unit should be automatically deleted for you. Sometimes other mods will mess up the code that handles deleting the unit. If you see one of these units delete them manually or enable the "DeleteBlankGuildUnits" check (instructions after the FAQ).

  • Q: Why did no changes happen after I started a game with this mod?
  • A: Are you running Civ 5 in a language other than English? English is the only currently supported language in Titans of Commerce, Science and Industry.

  • Q: How do Great Merchants of Venice work?
  • A: Great Merchants of Venice provide double gold and +30 Influence.

  • Q: Is this mod compatible with the Separate Great People Counters mod?
  • A: Yes it is.

  • Q: Why is the Separate Great People Counters not part of this mod?
  • A: Short answer: Concerns it would make rushing Great People mandatory and have a homogenizing effect on player strategy.

  • Q: Is this mod compatible with the Scaling Great Merchant mod?
  • A: It is not. However, Titans does everything Scaling Great Merchant did so it would be redundant to use both mods.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but the vast majority of the time it will be compatible. Mods that add new eras could cause the scaling influence from Trade Missions to drop to 30 for the new eras.

How to enable DeleteBlankGuildUnits:
You should only enable this if the guild units are not being deleted automatically.
  • Go to your 'Sid meier's Civilization 5/MODS/Titans of Commerce, Science and Industry (v X)/Options/DeleteBlankGuildUnits' directory.
  • Open 'DeleteBlankGuildUnits.lua' with notepad.
  • Uncomment the line described at the top of the file.

Known Issues:
  • If another mod adds a new era, while in that era players will only get 30 influence from Trade Missions.
  • You can not get more than 30 extra Trade Routes from building Custom's Houses (I can increase this maximum if any epic speed players think the number is too low).
48 Comments
Martin Jul 19, 2023 @ 7:22am 
The new guilds are perhaps a bit to strong. It allowed me to easily catch up on science during the classical era while playing on emperor difficulty. I do like the changes to the great people though.
Machiavelli  [author] Dec 28, 2014 @ 9:12am 
That is not a bug. The new guilds don't show up on the tech tree because they do not require a technology to build. I wanted to give players the option to generate great people as early in the game as possible, so that they could try some great person blitz strategies.

I did experiment with having the new guilds require an ancient era technology before they can be built. It would be very easy to add such constraints back in yourself via a mod-of-a-mod or editing the files directly.
Eonfge Dec 28, 2014 @ 4:30am 
Gave your mod a go, but i encountered something wierd. I expected the new great-people buildings to be fully intergrated into the tech-tree, but I found that they are available at the start of the game. Is this intended or is this a bug? It seems more reasonable that they are unlocked along the techtree, like the artisan workshops.
Lena Oct 27, 2014 @ 12:27pm 
I really love this mod..... but it looks like the latest update will basically break the Great Scientist :/ Apparently, they're considering the ability to get multiple free techs in a row an exploit, and so they're nerfing the max overflow to 5 turns of science. Which sucks.
Machiavelli  [author] Oct 22, 2014 @ 5:09pm 
Zarkham, mods that change science speed usually work by editing the scaling factor for science or by directly change the cost of techs. The only part of this mod which that could impact would be a Great Scientist's "Discover Technology", but since that is based on the quantity of science the player is generating I don't believe it is scaled by the ResearchPercent in GameSpeeds.
zArkham4269 Oct 22, 2014 @ 8:29am 
Is this mod affected by games which slow down science but keep production costs/time the same? I wouldn't think so but I've noticed more buildings usually means larger populations which means more specialists and thus the game can get a bit unbalanced.
Machiavelli  [author] Sep 3, 2014 @ 9:13am 
FierceKuma, good to know everything is working properly for you. You can probably get away with re-enabling the mod since two parts of the version 5 update (released Aug 18th) were intended to address the specific issue you were seeing. If the black guild units aren't being deleted automatically you can enable some optional code that will delete them at the start of each turn. See the "How to enable DeleteBlankGuildUnits" just after the FAQ above for how.
FierceKuma Sep 2, 2014 @ 11:18pm 
Hi Machivalli, I have removed some other mods I think is causing conflict and this mod is working as intended, thanks for the amazing mod.
xanxan Aug 30, 2014 @ 11:27am 
How does the AI behave with this mod? Are they aware of the potential of building this early to maximize the benefits, or just build it randomly after everything else is built?
AdrienElrico Aug 24, 2014 @ 5:48am 
Humm the usual name of Alexandre Eiffel is Gustave Eiffel that's better .The mod is cool however.I'm french so sorry for faults