Sid Meier's Civilization V

Sid Meier's Civilization V

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Acken's Minimalistic Balance
 
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4.077 MB
Aug 4, 2015 @ 4:26pm
Nov 12, 2016 @ 10:39am
15 Change Notes ( view )
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Acken's Minimalistic Balance

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Description
DESCRIPTION
for Singleplayer and AI improvements.

This mod includes a partial integration of Artificial Unintelligence and also includes the NQMapscript.

Version 8

V8 Main improvements:
Balance changes

This mod rebalances many aspects of the game with a minimalistic approach. It will feel like the same game, with mechanics untouched but with a lot of subtle changes that rebalance things and provide additional, usualy neglected, options.

The mod also works on the AI and improves it in multiple way. The AI is (a bit) smarter but also more opportunistic and agressive. Some changes have been done to warmongering AI opinions and reckless expander.

Most of the changes are made with a singleplayer frame and this is probably the best way to enjoy the mod. Some bugs have also been fixed (center tile not working, white peace bug).

Note that this mod increases the difficulty of the game. The combination of nerfs, buffs, bug fixes, AI improvements and agressiveness will make your experience harder. If you are looking for a mod diminishing the difficulty this is not it. However if some mechanics always frustrated you like the inefficiency of wide empires or early warmongering hate, you will like this.

For the full list of changes, videos and discussions please visit Civfanatics.com !
http://forums.civfanatics.com/showthread.php?t=550671

The mod changes the following aspects of the game:
-AI. Through the (in progress) implementation of Artificial Unintelligence and some adjustments made by myself the AI should be once again a force to reckon with.
-Culture acquisition has been changed and you should have a bit more policies to play with throughout the game.
-Wide game is less punishing while still trying to maintain some efficiency of tall empires.
-Warfare is more volatile and melee units make a comeback ! Warring is rewarding, more diverse and will punish undefended territories.
-Policies and ideologies have been revamped to improve balance between them. No longer feel obligated to play a boring 4 city Tradition into Secularism and explore more options to help you to victory.
-The tech progression is now a lot smoother reducing the big jumps in the mid games. Games should take a bit longer to complete and make the Renaissance+ eras more interesting.
-The religion beliefs have been rebalanced
-Buildings and wonders have been rebalanced
-Techs have been rebalanced
-A new difficulty level between Immortal and Deity
-Many more small changes (details below in video and spoiler tag).
Big thanks to Whoward (PickNMix mod), Delnar_Ersike (Artificial Unintelligence), Fruitstrike (NQMod) and HellBlazer (NQMapScript) for their work on their respective mods from which I took some parts.

Compatibility:
Enhanced User Interface should be 100% compatible.

It is suggested to use this mod as a standalone, with a minimum of other mods for the best experience. This is a mod designed for balancing the game while staying close to the original game after all !
However, simple XML/LUA mods should still be compatible with it (extra civs, extra units, buildings, UI stuff etc) but I cannot guarantee they'll fit in since they are likely balanced for the base game or may simply be unbalanced to begin with.
Note that this mod changes the DLL so any mod also changing the DLL will not be compatible.

I may try to extend compatibility in the future but this is not the most pressing thing on my schedule
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101 Comments
:{BabyloN_PaladiN}: Nov 5, 2017 @ 4:00pm 
Thanks you are the best ! I hope you or someone make a similar mod for Civ 6.
Acken  [author] Nov 5, 2017 @ 1:06pm 
5 lines*
Acken  [author] Nov 5, 2017 @ 1:06pm 
@Eterneal War
Remove these 3 lines from units.sql
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN', ObsoleteTech='TECH_GUNPOWDER' WHERE Class='UNITCLASS_PIKEMAN';
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN' WHERE Class='UNITCLASS_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_PIKEMAN';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_GERMAN_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_ZULU_IMPI';
:{BabyloN_PaladiN}: Nov 5, 2017 @ 1:47am 
Hi Acken

I really like your mod ! But is it possible to change the pikeman upgrade back to Lancer instead of
musketman. I think they become obsalate to early and Impis and Samurais also upgrade to musketmans instead of riflemans. Can i change that back somewhere ?
Acken  [author] Aug 13, 2017 @ 5:41pm 
@McAnters Shrines properly give +2 gold in my game. Save your game, look at your gold per turn, delete a shrine and see if it changes the amount.

Sorry for late response.
Acken  [author] Aug 13, 2017 @ 5:35pm 
@MCAnters I'll look into it.

@ppchkff Ive never tried. If dll mods are allowed in hotseat I don't see why it wouldn't work.
ppchkff Aug 9, 2017 @ 11:37am 
So does someone try this mod in hotseat (with Custom Advanced Setup Screen (and HotSeat with Mods)) ? Or it cant work together ? Thanks
MC Anters Jul 17, 2017 @ 5:54am 
Small correction; apparently the shrine cost removal is intended, but the tooltip thingy is still lying :P
MC Anters Jul 17, 2017 @ 2:42am 
Been trying this out in a game where at the moment I'm at early Medieval Age. It certainly feels more balanced, but I noticed a small bug (probably something you missed).

The tooltip of the Social Policy :SocialPolicy: Theocracy says that Shrines will provide 2 gold per turn. My shrines now cost nothing to maintain instead of giving 1 gold. You wanna change the tooltip description or make the shrines precious money makers :P
spaceweezle Jul 2, 2017 @ 10:04am 
Okay thanks for answering that. Unfortunuately I had to stop playing your mod because of the excessive turn times. It would probably be much less of a problem for smaller games on short time scales.

I was however able to find many components of your mod to run seperate to the map scripts which was very enjoyable. Cheers!