Sid Meier's Civilization V

Sid Meier's Civilization V

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Acken's Minimalistic Balance
   
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4.275 MB
Aug 4, 2015 @ 4:26pm
Nov 12, 2016 @ 10:39am
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Acken's Minimalistic Balance

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
112 Comments
Christopeiter Apr 1, 2023 @ 2:41pm 
Does anyone get strange behaviour from automated and AI workers? They all seem to target the same hex at the same time. E.g, if an AI settles a single city across an ocean, I'll often find a mass migration of 20+ workers heading towards it. When railroads get researched, they'll all stop what they're doing and start heading towards the same tile.

I haven't played in ages so it's possible this is a base game issue and I just didn't notice it before, but that's a bit surprising if so.
friend robocat Feb 2, 2023 @ 9:23pm 
also 3x: please bring back isolated starts and islands to Fractal map type
friend robocat Feb 2, 2023 @ 10:06am 
also also: could you look into integrating CIV IV DIPLOMATIC FEATURES into your mod, or at least ensure smooth compatibility?
https://steamcommunity.com/sharedfiles/filedetails/?id=141452526
friend robocat Feb 2, 2023 @ 9:51am 
also, you made the civ ai into a killer. a simple killer, but a killer all the same.
friend robocat Jan 30, 2023 @ 6:36pm 
hey Acken, can you fix this problem of crashing whenever more than 16+ civs are added into a game?
Jise Sep 28, 2022 @ 6:17pm 
Tourism bonus from the Aesthetics tree is too strong.
friend robocat Nov 5, 2021 @ 1:54pm 
fun mod
need to fix the occasional crashes
jusst had a great german game where i threw everything at shakas xcom and land ironclad spam with tanks in 1943
MinorBug Mar 22, 2021 @ 6:00am 
Yo Acken! Would you be willing to share the source code for this, if you still have it? I've been looking to make a similar balance mod myself and your DLL seems to have combined a lot of things that would be very useful.
Acken  [author] Aug 11, 2019 @ 7:29pm 
@Snakeshit
Those modes are not compatible because they both mod the source code of the game. You should use one or the other (trying both may result in either crashes or unexpected behavior) depending on whether you prefer an overhaul (vox populi) or something closer to the base game. Note that vox populi is still updated while I currently no longer update mine.