Sid Meier's Civilization V

Sid Meier's Civilization V

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The Tile Yield Mod
   
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Nov 21, 2015 @ 5:22pm
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The Tile Yield Mod

Description
This mod allows you to change the base yields from tiles. Default yields set to 0, see below for justification.

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One of the things that first struck out at me when playing Civ was how unrealistic it was having a tile yield food or production without having ever been touched by man.

This mod fixes this immersion issue by removing the yields from the base tiles, i.e. grasslands, plains, hills, and tundra. Yields from resources and most features are not changed (forests still give production), except for jungles, which give +1 production like forests. It also allows farms on tundra tiles.

But fear not! In response to the lower base food, citizens will only consume 1 food per population, not 2. Thus you will find that your city will grow at the normal rate, and in fact will speed up as you leave the classical era (as is realistic).

In response to the lower base production, mines on hills will give +3 hammers, essentially recouperating the lost 2. Lumber mills now give +2 hammers which on top of the +1 from the forest should cover any losses from not having plains give +1. In addition, if you're pressed for production early on, the lower food consumptions means having two or three unemployed citizens is no longer a big issue, as less farms are needed to feed them.

Overall you should not feel any net losses to this mod, and will see benefits as you progress in the game. Plus the map looks much cleaner without all those base yield icons!

Thecrazyscotsman's Starting Worker mod is HIGHLY recommended, helping you get those mines and farms up sooner: http://steamcommunity.com/sharedfiles/filedetails/?id=232999184

Also you may want to consider Kramer's lumber mills on jungle tiles mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=239639742
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For those who would like to change the base yields to not zero, the mod files include all relevant parameters so you can modify to your heart's content. After subscribing to the mod, simply go into your MyGames/SidMeier'sCivilization5/MODS folder, find this mod, and edit the Terrain.xml file. If you want to remove the food consumption edit, simply delete the GlobalDefines.xml file. I am completely open to any suggestions.
15 Comments
ChainedDjinn May 27, 2023 @ 4:10pm 
I think forests should still give food as humans started as gathers before learning to hunt, and there's a lot you can gather from a forest if you know where to look.

Then again this is civ, that has wine and incense as equals when wine is made from grapes which should make it closer to salt as a luxury but meh.
toxikaraidur Jun 21, 2016 @ 11:25pm 
As far as the gameplay goes it can be a make or break mod for many civs. As far as aesthetics go for the yield icons, just turn them off in the overlay thing.
Fornaas Jan 3, 2016 @ 11:25am 
This is great, i have a scenario where i need to limit how much the cities are allowed to grow. This mod will probably do a good job.
Mylon Dec 1, 2015 @ 11:36am 
@The Alchemist: Resource tiles don't represent food directly, they represent access to a particular style of farming. Farms without resource tiles represent a place to grow all of the food types you have access to, An unimproved plains tile may contain nuts/berries/wild game while a farm means grain/cattle is now being produced and a resource represents a boost in productivity that having specific and desirable grains gives.

From a game design standpoint, this mod changes the tradeoff of flat/vertical growth (typically already shallow in the Civilization series) making vertical growth required whereas you might have better luck improving the vertical growth aspects of the game so that there is more to gain by investing more into building.
Danny Dec 1, 2015 @ 6:00am 
A base tile yield is still being worked on by a city (each population point of a city is still a large workforce), so just rudementary plants and animals live there, but nothing major.
An(tho)nie  [author] Nov 26, 2015 @ 1:04pm 
@Tnesniv Your mod request has been uploaded, go to my mods and you'll see it (I put it up as viewable by friends only)
Tnesniv Yørel Nov 25, 2015 @ 3:56am 
@ The Alchemist [ICON_RESEARCH]
That's very nice of you!
An(tho)nie  [author] Nov 23, 2015 @ 10:01pm 
No yields is only the default. You in no way need to stick with what I think is realistic if you dont want to. The purpose of the mod is to give you the power of what you want the base yields to be. I just found that 0 was a reasonable default position, and I made a few adjustments to make the game playable under this thinking. You can modify the file to be whatever you wish, and its all compressed into one handy notepad file so you dont have to go around digging in the game code to do it yourself. Just trying to make people's lives easier here.
An(tho)nie  [author] Nov 23, 2015 @ 9:58pm 
@Jeelen There are no berry, nut, seed, root, carrot, apple, or pear resources in the game. If there were, they would get the food tile, not the ground itself. Resources give food, not barren terrains.
JEELEN Nov 23, 2015 @ 3:10pm 
No grains? Seriously, you only eat grains? What about berries, nuts, seeds, roots, carrots, apples, pears, etc. There are no grains in a jungle, but people have lived there for hundreds of thousands of years.