Sid Meier's Civilization V

Sid Meier's Civilization V

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NewRules_HistoricReality
 
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Nov 14, 2015 @ 8:39am
Dec 26, 2015 @ 2:24pm
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NewRules_HistoricReality

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Description
Changes in game rules aimed at increasing historic accuracy and making each choice to have a more realistic impact (e.g. the science is based on specialists; religious buildings give happiness but decrease science). You need about 800 turns to finish the game, so switch on the "Auto end turn" option in order to save your wristles :).

COMPATIBILITY:
DO NOT USE (at the same time) other modes that make changes to science, social policies, buildings, improvements or units. Recommended mods for playing with this mod are referecened below.

I. SCIENCE:
1) Resaerch is far less dependant on the population size and much more on the specialists and academies. Population without special buildings give no science. Make sure you employ as many scientists as possible if you don't want to get stacked in the Ancient/Classical Era.
2) Changed technology tree: a) more historically justified order; b) most or all of the discoveries from the previous era must be made before jumping into the next era.
3) Scientists discover less, so it makes more sense to found Accademies instead of bulbing them.

II. GAME SPEED and GENERAL DEFINES (note: USE ONLY STANDARD GAME SPEED):
1) Much longer game, with long eras.
2) You will have time to build all buildings if you're not in war.
3) Als are producing much more units, so wars are more interesting and last longers. (However it can heavily use your processor and RAM resources, so I recomment not to use wordlsize largere than Standard or Medium).
4) Units are more costly to maintain, the wars are very costly. On the other side you can earn much gold when in Peace.
5) Less unhappiness from non-occupied population and cities but much more from occupied population and occupied cities.
6) City defense buildings strengh is increased.
7) Many others.

III. BUILDINGS & IMPROVEMENTS
1) Village replaces Trading Post. It gives +1 Production an +1Gold at the begining but then it gives much more depending on the Social Policies and
2) New science buildings which employ scientists and/or increase the scientists efficiency.
3) You can implement government programmes that are costly to maintain but give many benefits: Free Education, Public Research Funding, Labor Law, Women's Rights.
4) Religious buildings provide happiness but decrease science.
5) Many other changes to existing buildings.

IV. SOCIAL POLICIES:
Changed many of the existing Social Policies. NOTE: the descriptions for the changed policies are only in Egnlish, if you have other language you will not see it. I may have time to translate them later to Polish and Russian but for those who don't use English version I put the changes here:

LEGALISM
+1 [ICON_CULTURE] culture from each library.
+3 [ICON_HAPPINESS] happiness in the capital city.

CITIZENSHIP
A free worker unit and workers efficiency +25%.
+1 [ICON_HAPPINESS] happiness from each Amphitheater.
+1 [ICON_PRODUCTION] production from villages.

FLOURISHING OF ARTS
33% growth in culture, and 10 turns of golden age.
+2 [ICON_CULTURE] culture from each amphitheater, opera and museum.

CULTURAL EXCHANGE
Increases tourism from countries with open borders, shared religion and trade routes (+15% by each factor).
+1 [ICON_CULTURE] culture from each village.

HUMANISM
Great Scientists are +100% more frequent.
+2 [ICON_HAPPINESS] happiness from each library.

ENTREPRENEURSHIP
Merchants are +25% more frequent and generate twice as much profits from missions.
+1 [ICON_GOLD] from each village.

THEOCRACY
+25% [ICON_GOLD] gold from each temple.
+1 [ICON_FAITH] faith from each village.

PROFESSIONAL ARMY
Army units upgrade is 33% cheaper.
Army buildings are built twice faster.
+1 [ICON_FOOD] food from each village (no need to recruit peasants so they can work in producing food).

FREE THOUGHT
Universities give +10% [ICON_RESEARCH].
+1 [ICON_RESEARCH] from each Village.

SECULARISM
+1 [ICON_RESEARCH] from each Specialist.

MERCHANT CONFEDERACY
+2 [ICON_GOLD] for trade routes with City-States.
+1 [ICON_GOLD] from each Specialist.

SCIENTIFIC REVOLUTION
+5 [ICON_RESEARCH] from each Academy located outside the city walls.
Boosts [ICON_RESEARCH] from research agreements by +50%.

COLLECTIVE RULE
Newly founded cities have 1 more citizen.

WORKER'S FACULTIES
+10% [ICON_RESEARCH] from Factories.
Build factories 2 times faster.
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19 Comments
SolarFlare1234 Oct 31, 2017 @ 4:44pm 
Galileo would disagree, richard.
Kaiser Wilhelm II Sep 1, 2017 @ 6:13am 
ok
prb  [author] Aug 29, 2017 @ 12:49pm 
Sorry, I no longer maintain the mod and have not played Civ for more than half year. Last time when I played the Manhattan project was on its place, maybe some game update mad the mode to behave otherwise...
Kaiser Wilhelm II Aug 18, 2017 @ 3:37am 
By some reason this mod makes me able to start the manhattan project 4000 BC. Why does this happen? Can this be fixed? I have turned off all other mods, so it is clearly this that creates this.
K.Sausez Mar 5, 2017 @ 9:05am 
Great thx for this historical tree research
Death689God Jul 8, 2016 @ 3:40pm 
PS: May want to alter the AI so that the whole xBC, and xAD doesn't appear. (Breaks my immersion given the slower tech progression.
Death689God Jul 8, 2016 @ 3:39pm 
About Religion: Maybe instead of buildings cosing loss of faith, instead revamp the belief system to basically do a checks and balances there?

For example, Change the pantheons to things like: One True God(penalty for science, bonus to spread and faith generation), or something along those lines.

IDK if it would be possible to not make chosen pantheons and policies obsolete(seems like that would be hardcoded, but I'm no modder). But if possible, it would be great for streamlining things to: Polytheism, Monotheism, Pantheism, etc, with Militant/Peaceful/Progressive/etc variants.
Toby Keko Jan 22, 2016 @ 5:44am 
Islamic scholars did not start the Renaissance, they stoped making new discoveries around the 13. centuary and the Renaissance was around 300 years later.
Malkor Jan 21, 2016 @ 3:40pm 
More or less, in the medieval west, Islamic Scholars made most of the breakthroughs, and their knowledge diffused to Europe and began the Renaissance. Their knowledge was not "ceased and forbidden." Their discoveries went hand in hand with their faith, with many discoveries being done to try to better understand their God. Religions do not directly stunt knowledge, but faith becomes one with tradition. Tradition desires stability, to keep the status quo. With large discoveries can come great change and upheaval. This is why the Roman Catholic Church held back Copernicus, and why technological advancement stagnated in Ming and Qing dynasties.
prb  [author] Jan 20, 2016 @ 9:42am 
Treebeard , you mean the monastaries maintained the remains of the Roman's knowledge which had not been destroyed by the Christians earlier due to their religion superstitions. Just look at the fate of the antic astronom, Hypatia, who was killed by Christians. The church has a lot of money to take care of the "proper" education, bu the facts are different.

Regarding Muslim scholars, they did make a short breakthrough in science based on the ancient knowledge but then these discoveries were ceased and forbidden by their religion. In other words their discoveries were possible so long as the religion did not interfere with them.