Sid Meier's Civilization V

Sid Meier's Civilization V

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Ancient Ruins Expanded
   
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Apr 25, 2015 @ 10:48am
May 23, 2015 @ 4:18pm
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Ancient Ruins Expanded

Description
A complete rewrite of the Ancient Ruins system allowing for new and updated rewards.

Adds the following new rewards:

- Food growth in the capital city (alternative to population growth used in higher difficulty games)
- Production boost in the capital city (adds hammers to the current building construction; does not apply to training units)
- Research boost (alternative to free technology used in higher difficulty games)
- Faith boost (alternative to pantheon/prophet reward, useful for specifying the faith amount)
- Reveal other ancient ruins (every other ancient ruin on the map has the probability of being revealed specified by RevealProb in AncientRuinsRewards.xml)

Enables the following previously unused rewards:

- Trigger a trap that spawns barbarian units around the ruins (more will appear in higher difficulty games; not triggered by scout units)
- Low gold and high gold (used to differentiate amount given based on difficulty)
- Spawn a friendly scout or warrior
- Grant the unit experience (used in place of unit upgrade in higher difficulty games)
- Heal the unit if damaged
- Reveal the nearest random resource (luxury and strategic only)

As well, the Culture, Experience, Gold (all), Food, Science, Faith, and Production rewards are modified by the current difficulty and gamespeed. Lower difficulty settings and slower gamespeeds yield higher amounts. The HandicapModifier setting for each reward type in AncientRuinsRewards.xml is multiplied by 7-(0=Settler, 7=Deity). The GameSpeedModifier refers to the setting in GameSpeeds.xml used to scale the reward, multiplying it by the setting/100.

Determination of the reward given is different from the base game. Every ancient ruin has the same chance of giving any available reward for normal units. However, Ancient Ruins discovered by a unit with the Pathfinder promotion will have a random list of available rewards.

Tested and appears to be compatible with Vanilla, G&K and BNW.

Suggestions for new rewards welcome.

Version 5 Updates:

- Changed the Barbarian trap reward to spawn fewer units closer to cities
- Added the probability that a Barbarian trap reward will spawn units appropriate to the player's current era
- Fixed an issue that allowed the settler reward to be given when One City Challenge is enabled
- Changed the population/food rewards so that they won't be given if the civilization is already unhappy
- Fixed an issue that prevented ruins from being flagged as an archaeological site

Version 4 Updates:

- Changed the unit upgrade reward to work only if the upgrade unit type is from the Ancient/Classical era
- Fixed an issue that allowed Venice to receive the settler reward
- Fixed a bug that allowed the reveal ruins reward to be given even if all ruins have already been revealed
- Made a variety of changes to improve performance

Version 3 Updates:

- Fixed an issue that prevented previously revealed strategic resources from being shown after loading a saved game
- Fixed an issue that allowed rewards to be received multiple times in succession by saving/reloading a game

Version 2 Updates:

- Fixed a bug that occasionally caused Pathfinder units not to be shown a reward choice
- Fixed a bug that allowed the Production reward to be given when training units
- Changed the Reveal Resource reward so that it won't reveal luxury resources on plots owned by other civs
58 Comments
semolina Dec 30, 2023 @ 8:01pm 
doesnt seem to work with quick movement on
dlk441 Jan 5, 2020 @ 4:40pm 
A Heads up! For some reason this Mod caused a bad conflict with my World Builder program. It locked every map into the same Ancient Civs...Hittites,etc. in Scenario Editor. Took me a day to find out this Mod was causing the conflict. Might never happen with anyone else...HOPEFULLY !
Meddius Jan 4, 2018 @ 8:30am 
Is it compatible with the Ancient Ruins Choice Mod?
Obunga Apr 18, 2016 @ 9:04pm 
i see this is prolly the best extended gamespeed mod out there
re: monju125 previous comment, did u?
monju125  [author] Sep 19, 2015 @ 12:08pm 
Gotcha. I'll look at turning gold down and culture up. Also, the reveal ruins isn't 100%, but I do have it set at 75%, so I should probably turn that down a bit as well.
Erunaraina Sep 19, 2015 @ 10:03am 
I felt both the gold was too high and the culture too low. Default culture gift on Prince is usually around 60. Additionally, later in my game I picked up another ruin which showed me the location of all the ruins on a new continent - which I also think is completely overpowered.
monju125  [author] Sep 17, 2015 @ 8:27pm 
You got a "High Gold" reward. High gold rewards are available in Prince and lower, and as the name suggests, you get a pretty decent amount of gold from them. Culture does scale with difficulty and gamespeed. In this case, being on Prince/Marathon means that the formula is (5+(7-3 difficulty rating)) * (3 gamespeed modifier) = 27. Do you feel that's too low or that the gold reward was too high? I scaled down some of the rewards but kept the others at the level they were at in vanilla (gold being one of them). I could be convinced to nerf it.
Erunaraina Sep 17, 2015 @ 4:37pm 
Can you explain why on a Marathon/Prince game I got 700 gold from one ruins, but only 27 culture from another (just so happened to be exactly the amount I needed for a policy). Shouldn't the culture amount be static and scale similarly to the gold gifts? This is the same complaint I have with about discovering ancient technology with the vanilla ruins - it should give you a static amount of science points.
GreatBigBore Jul 20, 2015 @ 4:59pm 
@monju125 Ah, cool, I get it. Thanks again, even though I keep getting beaten up by treacherous barbarians popping out of the ruins!
monju125  [author] Jul 20, 2015 @ 12:52pm 
@GreatBigBore That's actually how it's supposed to work. Check your tech tree the next time it happens; you'll notice you have that many beakers towards that tech. I made it to work the same way the free tech goody works, so it doesn't give you beakers towards your current tech, but a random one in the ancient era that you can currently research.