Sid Meier's Civilization V

Sid Meier's Civilization V

Really Advanced Setup
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Update: Aug 13, 2015 @ 3:43pm

Update: May 6, 2015 @ 6:13pm

Renamed the custom PlotIterators file in my mod so it should no longer interfere with other mods that use that file.

Removed the Optional Settlers option which was causing conflicts with other mods that use custom AI code.

Removed the Disable Research, Disable Policies, and Disable Happiness options because they use in-game code that has problems.

Removed Permanent War or Peace because this mod currently has no way to set individual Civs at war with each other thus making this option useless.

Increased maximum starting Gold to 10000.

Increased maximum starting Culture to 10000.

Increased maximum starting Faith to 10000. This currently has no additional effect because the game takes all of the player's faith when creating the first Great Prophet.

Increased maximum starting Free Techs to 50.

Tweaked the code that controls the sliders. Gold, Culture, and Faith values now have a step value of 10 and the scroll wheel should work a little more smoothly on some sliders.

Update: Jul 6, 2014 @ 4:49pm

Update: Jul 6, 2014 @ 2:58pm

Update: Jul 5, 2014 @ 3:21pm

Update: Mar 11, 2014 @ 12:15pm

Update: Mar 11, 2014 @ 4:43am

Update: Mar 11, 2014 @ 4:39am

Update: Feb 12, 2014 @ 11:09pm

Update: Jul 11, 2013 @ 2:45am

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This mod includes all of the standard options normally found in the Advanced Setup screen. It also adds new features which allow you to modify game play significantly.
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Tired of loosing when you play at the next higher skill level? Then give yourself a few perks and try again. If on the other-hand you find the game to easy then give the computer controlled players some extra perks. Or you could give all players some bonuses to change the way the game starts. You can even start without settlers so that one or more civs will have to conquer a city before they can progress farther.

The mod adds the following options.

Select Active Civilizations:
This allows you to determine which civilizations are active. Simply deactivate the civs that you don't want and they won't show up. Even when using randomly selected civilizations.

Set Your Civilization's Starting Bias:
Allows you to set your civilization's starting bias to: Start Along Ocean, Start Along River, Region Priority, or Region Avoid. The region biases allow you to select up to three regions such as grass, plains, hills, desert, tundra, jungle, forest, and hybrid.

Give Starting Bonuses:
This allows you to set the amount of Gold, Culture, Faith, and Free Techs that each player starts with. If you have the expansion pack installed these bonuses will appear immediately after a player acquires their first city. Otherwise they appear at the beginning of the next turn.

Change Starting Units:
You can give each player a large number of units if you wish. The actual number received will be limited by the size of the map, the number of civs located on the map, and the type of terrain surrounding the player's starting location. Once the game starts the players still have to contend with the usual game mechanics such as unit maintenance and production penalties so you should also take that into account when deciding what units to hand out. You can also set how much if any experience each unit starts with. There is an option to not include settlers for any player that you choose. The AI has been modified for players that start without settlers - it is much more aggressive and will go all out to capture that first city. Once you change a given player's starting units they no longer receive any of their standard units. So you can control exactly which units they will or will not get (as long as there is enough valid plots to place them). If you have the expansion pack installed then air units will appear immediately after a player acquires their first city. Otherwise they appear at the beginning of the next turn.

Add Extra Resources:
You can add extra resources to the game. You determine roughly where they are placed by telling the game how close or how far they can be from a civilization's starting location. There are three options when placing resources within your specified area. You can have the mod try to place them as close as possible to the player's starting location, place them as far away as possible, or place them randomly. Any resources that you add are extra resources - they do not replace any resources that are already on the map. Actual resource placement is limited by the type of terrain around the player's starting location.

Increase Starting Visibility Range:
You can increase the amount of the map that is visible when the game starts. The setting can be adjusted with the maximum value allowing a player to see up to 10 plots away from their starting spot. This option applies to all players.

Early Courthouse:
With this option you can enable the courthouse from the beginning of the game. This can be especially useful for players starting with large armies since that often results in cities being captured much earlier than normal.

For more information: http://forums.civfanatics.com/showthread.php?t=486324