Sid Meier's Civilization V

Sid Meier's Civilization V

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Immersion and Balance Mods
   
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Description
I made these mods to increase the immersion of my own games and, in my opinion, to balance the game out. Plus I think they are fun!
Items (19)
Better City Defenses
Created by TofuSojo
I find cities are too easy to conquer in the early game. Siege units are not needed until later than they should be. E.g. if a city has Walls, siege units should normally be requried to take it (just like in real life...way back then). Early cities also ta...
Coasts and Rivers Yield Gold Again
Created by TofuSojo
Coasts and Rivers yield 1 gold again, which the BNW expansion removed. I always liked how this represented small scale local trade. Yes you can make lots of gold later on with the trade system, etc, but they didn't add a replacement for gold generation in ...
Forts and Kasbahs Can't Be Adjacent
Created by TofuSojo
Though I love the improvement itself, in my opinion, the fact that Morocco's unique improvement, the Kasbah, can be built adjacent to each other looks terrible. Add on to that the facts that since they are forts Morocco is very easy to defend, and it is mo...
Improvements in Water Tiles
Created by TofuSojo
I miss sea improvements from Alpha Centauri. I liked being able to invest in improving the sea as the land. I also hate how the bountiful ocean is represented in game as food deficient, plus that shallow ocean over continental shelves (the ocean's breadbas...
Terrain Names Corrected
Created by TofuSojo
Several incorrect or inaccurate terrain names have been changed everywhere I could find them, even in the Civilopedia, including its pages on the relevant buildings, units, and promotions. The goal is for them to more scientifically represent their respect...
Trading Posts Grow into Towns
Created by TofuSojo
As they are worked by citizens over time, Trading Posts grow into Hamlets, Villages, and finally Towns yielding more gold as they grow, just like Cottages in Civ IV grew into Towns. The Towns are still improvements, not a new city. I loved this system as I...
Water Tiles Enhanced
Created by TofuSojo
I miss sea improvements from Alpha Centauri. I liked being able to invest in improving the sea as the land. I also hate how the bountiful ocean is represented in game as food deficient, plus that shallow ocean over continental shelves (the ocean's breadbas...
Early Production Fix
Created by TofuSojo
I believe the Ancient and Classical eras would benefit from a production building. I think it's silly you have wait until the third era for one and that it slows the game down too much. I also fixed problems I perceive with the Stoneworks and Windmill. -Ne...
Information Era Ship Fix
Created by TofuSojo
This mod adds three new ships to the Information Era and rebalances the Modern and Information Era's naval units' required resources, as well as a few other Information Era units'. All affected units' text has been updated. Details of changes below: --New:...
Techtree Overhaul
Created by TofuSojo
This mod adds units, buildings, and techs to change the tech tree to fix the following problems, in my opinion: 1) A unit's upgrade shouldn't be right after it -Infantry no longer comes right after Great War Infantry 2) Old units should become obsolete onc...
City Minimum Yields Fix
Created by TofuSojo
Very subjective mod, but I think it's nonsense that the plot a city is built on gets free minumum food and prod yields no matter what. The terrain you build a city on should matter - Snow shouldn't be just as good as Grasslands. -No minimum yields for citi...
Solar Plant Fix
Created by TofuSojo
Solar Plants are too restricted and thus rarely built, unless you are on a desert map...This mod widens the restriction about where they can be built, while maintaining realism, and makes them require a strategic resource to still limit their production. T...
Better Resource Buildings
Created by TofuSojo
All bonus and luxury resources should get buffed by a building as the Mint and Lighthouse buff a few of them. Gems is an oddity in that it gave an extra gold without a building. Also, a building for speeding the production of ranged units (like the Stable ...
City and Barb Camp Placement Fix
Created by TofuSojo
Prevents cities from being founded, and barbarian camps from spawning, on Snow Tiles or waterless Desert Tiles (not next to an Oasis, River, Lake, or the Coast) for realism's sake. Snow Tiles represent Antartica-like conditions (land buried under miles-thi...
Hardwood Resource
Created by TofuSojo
Adds Lumber Yard which produces Hardwood Resource. This is then required to build wooden siege and naval units, and later on an optional gold building to do something with the then useless resource. -New resource: Hardwood -New building: Lumber Yard at Min...
Natural Wonders Fix
Created by TofuSojo
My version of Barathor's great Natural Wonder Yields Mod - Mythic Wonders Included. I added the three BNW natural wonders to it; set the Fountain of Youth and El Dorado to be just as common as the others; renamed them normal names, so they aren't "mythic" ...
Real Future Era
Created by TofuSojo
This is a companion mod for my Techtree Overhaul mod, meaning it requires Techtree Overhaul to be enable too as it adds onto it. The biggest thing that makes it different than other mods that flesh out this era is that it is designed to be in the same form...
Nuclear Plants Can Meltdown
Created by TofuSojo
Every turn every Nuclear Plant has a chance that it will have a meltdown, just like in Civ 4. This also makes Solar Plants more desireable. I recommend my Solar Plant Fix mod ( http://steamcommunity.com/sharedfiles/filedetails/?id=329991093 ) or it's alter...
Renewable Energy
Created by TofuSojo
This mod is meant to be a more realistic alternative to my Solar Plant Fix mod. -Instead of the Desert restriction, Solar Plant cannot be built on or next to Snow or Tundra tiles This simulates their impracticality near the poles where they would get a lot...