Sid Meier's Civilization V

Sid Meier's Civilization V

Acken's Minimalistic Balance
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Update: Nov 12, 2016 @ 10:39am

-Reduced base unit maintenance.
-Reduced AI train unit prod bonus by 5% across all difficulties.
-Increased modifier for friendship to reduce the likelihood of betrayals

Update: Sep 11, 2016 @ 5:45am

Buildings :
-Constabulary and Police Station give 1 happiness.
-Caravansary gives 2 gold
-The CN Tower give one free musician instead of pop/happiness
-The pentagon also gives 1 free copy of your land units similarly to the terracota army
-The terracota army now gives 3 culture instead of 1

Misc :
-SS parts no longer require alluminum (mostly an AI buff here due to AI stupidity)
-Truly free great people

AI:
-Significant nerf to AI unit experience. They are closer to humans on Immortal and above difficulties with only 15 free and 25% bonus instead of 30free and up to 100% bonus.
-The AI should care more or less about your lands based on its meanness stat.
-AI will wait a bit more before pumping settlers

Update: Jun 28, 2016 @ 5:24pm

Minor fixes

Update: Jun 26, 2016 @ 7:29pm

Warfare
-City strength base has been increased to 7 from 8, city strength from pop has been increased to 0.33 from 0.30
-Chariot Archers now upgrade to Crossbowmen instead of Knights
-Pikemen now upgrades to Musketmen instead of Lancers
-Catapults, Trebuchet, Canons now have the indirect fire promotion
-Catapults, Trebuchet, Canons and Artillery cost more production
-Knights now are 21 strength

Policies
-Industrial Espionage has been reduced to 33% increased espionage speed.
-Military tradition no longer boosts the production speed of the Heroic Epic, instead the Heroic Epic gives 4 happiness.
-Warrior code now gives 2 warriors instead of a spearman and an archer.

Misc
-No limit for barb exp
-Better spy rate in the later eras. Customized spy formula.
-Some national wonder cost were reduced or how much extra cities make the cost grow
-The cost of science and culture buildings in faith (reformation beliefs) has been increased by 33%.

AI
-AI should be a little more tolerant for other civs early expansions
-Deceptive AIs are more likely to build an army but now the AI no longer hides whether or not it covets your land.
-New AI flavors to encourage culture and science buildings under specific conditions (mostly city size)
-More AI building decisions improvements
-Slightly higher AI tech penalty exponent due to city number

Fixes
-The change to GPP generation was not working properly. GSEM specialists now give the correct 2 per specialist.
-Removed the vanilla bug allowing to easily renew friendships on the turn it expired. The AI will now update its opinions before the player is able to send a demand.

Update: May 29, 2016 @ 4:09pm

THIS VERSION IS NOT SAVE GAME COMPATIBLE

Policies:
-Industrial espionage increases tech stealing by 50% instead of 100%
-Resettlement gives 3 extra pop instead of 5
-New Exploration tree:
Navigation School was replaced by Colonies giving +1 pop +1 worker +1happiness for newly settled cities
Treasure fleets now boosts coastal tiles without sea ressources +1prod +1gold
Both of these policies are based on the work of Fruitstrike for the NQMod so thank him and visit his mod.
The free admiral, more admiral movement and faster admiral generation are now in the finisher. The boost to naval strength has been decreased to 10%..
Naval tradition only boosts the buildings production by 50% instead of 100%

Warfare:
-Cities have 250 health instead of 200
-Melee units take a bit less damage on city assault
-Captured cities have 65% health instead of 75%
-Pictish Warrior, Mandekalu Cavalry have +1 strength
-Increased defense of embarked units

Misc:
-GE, GS, GM no longer increase the counters of each others but GE, GM and GS specialists only give 2 points instead of 3. The first specialist now costs 75.
-Guilds increase gold from trading posts by 1 to preserve for a total of +4G at Economics, staying in line with +2 hammer at chemistry/scientific.
-Caravan food was reverted back to its orignal values
-Spies are no longer more resistant based on level and tech differences
-Spies with levels are now more efficient at stealing cities protected by constabularies and police station
-Spies are more efficient at stealing if there is a big gap in tech numbers
-High Food is converted to production more efficiently when building settlers (max(0,excess-2))
-The map reveal map is now a 5 range circle around the ruin
-If you don't hook the required luxury fro 20 turns in a city for the We Love The King Day bonus, the luxury will be changed.
-Reverted nuclear plant changes
-No longer lose trade routes after a declaration of war

AI:
-Tweaks
-The AI should neglect Rationalism less
-Boosted number of units used by AI for defense a bit
-Increased maximum number of units to CS
-The logic for the AI growth bonus (above prince) has been changed. Instead of diminishing the growth threshold it now decreases food consumption.
-Increased AI tech penalty for cities slightly
-Reduced slightly the default AI era scaling bonuses (further production cost reduction, further growth reduction etc) across all King+ levels.
-The AI no longer has any bonus for making wonders

Techs:
-Manufactories get +1 production from Chemistry, Physics, Steam Power Combustion and Robotics
-Academies get +2 science from Printing Press, Scientific Theory, Electronics and +4 from Atomic Theory and Telecomunications
-Custom houses get +2 gold from Economics, Refrigeration, Steam Power and Computers
-Slight increase of the tech ramp cost
-Machinery is now a prerequisite of Gunpowder
-Flight is no longer a prerequisite of Balistics (this should make AA more accessible)

Wonders:
-Artemis Temple no longer gives a great engineer point
-Stonehenge gives 2Engineer points instead of 1point
-Parthenon also boost the city GPP by 25%
-Great Lighthouse gives 2Merchant points and 4 gold instead of 1 point
-Terracota cost reduced to 185
-Angkor Wat cost has been reduced to 325
-Himeji Castle cost has been reduced to 400

Maps:
-More sea oil and alluminum
-More randomness in the amount of strategics a tile provides (more 2-3 horses, less 4 horses etc).
-City states now have a choice among 5 luxuries on standard instead of 3
-Less disabled luxuries per map (none on standard size)
-Mount Fuji can now appear on pangeas
-A bit more randomness in luxuries (more randoms, less of those dedicated to a region)
-A bit more ruins

Bug fixes

Update: Apr 17, 2016 @ 4:59pm

Update: Dec 29, 2015 @ 1:53am

Map changes:
-City states now have a uniform probability of ressources (this only modify things like Sugar no longer being more common than Copper for city states)
-City states now get a variety of 6 luxuries instead of 3 (more possible luxuries out of city states)
-Slight reduction in fish number
-Included NQMap v10 (which include a continents version of the NQ mod)

Some changes have been made to make science scale a little less with empire size to help slow down the post renaissance game (more changes based on feedback)
-Public schools and Laboratory no longer give +3 and +4 science respectively
-Laboratories now have 1 scientist slots, Library have gained 1 scientist slot
-The exponent for the tech penalty from wide play has been increased by 0.15 for the AI on king+ difficulties only
-Scientists slots now give +2 science instead of +3 to put them more in line with other specialists (engineers give +2 production and merchants +4 gold)
-Free thought no longer give +1 science to trade posts but gives +7 science to Oxford University instead (and 17% to universities)
-High growth requirement has been reduced by reducing the exponent from 1.5 to 1.35, this should make a noticeable difference in growth after size 15+ only to help tall play
-The maximum discount for already known techs has been reduced from 30% to 20% (discounts due to having met civs that already have the tech)
-Spy rank now diminishes the chance of getting killed by a counterspy (by the same amount the counterspy increases it)
-Tech# differences diminishes the chance of the spy getting killed
(spy result is a number between 0 and 300, if it's above 200 you get killed. Spy ranks diminishes the number by 30 (it increases by 30 for the counterspy), and each tech you have less by 5)

Misc:
-Effect of tech on city strength has been lowered for late game cities (exponent went from 2.8 to 2.7).
-The ISS project is now available at Rocketery instead of Satellites
-Hospital and Medical lab cost reductions have been pushed further they now cost 250 and 375 respectively.
-The national epic is now +3 culture instead of +1
-Theme bonus is no longer increased by 1 (change added with the mod)
-Pearls now give 3 gold
-The base gold of Merchant trade missions is 500 instead of 300, the era increase is 150 instead of 100 and the influence from trade missions is 60 instead of 30.
-The unit limit is "back" but soft. The base limit is now 20 instead of 7 making it unlikely for a human to ever reach it.

Religions:
-Feed the world is back to +1/+1.
-Peace Loving is now per 7 foreign followers but no longer requires peace... and has been renamed Charity Missions
-Pantheon now cost 20 faith for everyone.

Policies:
-Merchant Confederacy no longer requires Philantropy as a prerequisite (patronage)
-Landed elite is now 15% growth

Changes to coastal empires:
-Workboat importance has been increased to give +1F +1H for improvements while the Lighthouse no longer gives additional hammers
-Harbor gives 1 gold to all sea tiles and Seaport gives 1 hammer to all sea tiles (instead of sea ressources only)
-Harbor increases cargo gold by 2 rather than 1

Changes to nukes:
-Bombshelters are now available at atomic theory
-World congress nuke ban is available at Nuclear Fission rather than Advanced Balistics
-Nukes no longer automaticly kill everyunit on the impact tile and the same rules for damage aplly for them as for the radius
-Nuke strength one level damage (atomic bomb) is no longer 30 + rand40 + rand40 (max 110 and average 70) but 50 + rand 25 (max 75, average 62)
-Nuke strength two level damage (nuclear missile) is no longer an automatic kill but 50 + rand 25 + rand 35 (max 110, average 80)
-Nuclear missile cost is reduced to 800 instead of 1000
-Fallout probability is 35% instead of 50%

Units changes:
-Melee ships can now hit and run like cavalry units
-Riflemen are 36 (+2) strength instead of 37 (+3)
-Triplane now has a 100% (from 50%) chance of interception and the destroyer has a 50% chance of interception (from 33%)
-Bombe

Update: Oct 2, 2015 @ 11:33am

Buildings changes
-The Nuclear plant no longer consumes Uranium but requires an Uranium ressource near the city instead.
-The Research laboratory gives +2 science instead of +4
-Forge is now available at IronWorking and cost 100 instead of 120
-Caravansary now costs 60 hammer, boost external routes by 3 gold and is available at animal husbandry
-Borobodur is now the Piety wonder
-The great mosque is available to everyone but must be built in a holy city
-Angkor Wat now also gives a free university and 3 culture
-The east india company also gives a trade route slot
-Police stations cost 200 production (down from 300)
-National intelligence agency requires constabularies instead of police stations
-RedFort cost is now 450 instead of 625
-Windmill, Seaport, Hospital, Medical Lab, Stadium, Recycling Center costs are reduced by 20%
-TerraCota Army now also gives 5 culture after archaeology
-The Pentagon now costs 800 production
-The Kremlin now gives a flat 20% production bonus in the city instead of a bonus to armor production.
-Pyramids cost has been reduced to 160 from 185 to be consistent with the worker cost reduction

Wonders GPP bonuses have been added or changed:
-GreatLibrary +1 Writer GPP
-Angkor Wat +2 Writer GPP
-Forbidden Palace +1 Writer GPP
-Globe Theater +2 Writer GPP
-Neuschwanstein +1 Writer GPP
-Mausoleum +1 Artist GPP
-TerraCotta Army +1 Artist GPP
-Alhambra +1 Artist GPP
-Borobodur +1 Artist GPP
-Hagia Sophia +1 Artist GPP
-Parthenon +1 Artist GPP
-Uffizi +1 Artist GPP
-SistineChapel +1 Artist GPP
-TajMahal +1 Artist GPP
-Louvre +1 Artist GPP
-CN Tower +2 Musician GPP
-Broadway +1 Musician GPP
-Sydney Opear +2 Musician GPP
-NotreDame +1 Musician
-Cristo Redemptor +1 Engineer GPP
-Hanging Gardens +1 Engineer GPP
-Kremlin +1 Engineer GPP
-Prora +1 Engineer GPP
-Statue of Liberty +1 Engineer GPP
-Pisa +1 Engineer GPP
-Great Firewall +2 Scientist GPP
-Hubble +2 Scientist GPP

Misc Balance
-Casus Bellis now have a 50turns expiration
-Cargos increase route yield by 50% rather than 100%
-Caravans and Cargos are no longer considered military units (for production bonuses)
-Prophets are now 4 movements (same as missionaries)
-Musicians are now 6 movements, let music fly far and wide ! (helps the AI, the player has a bunch of exploits to go around that anyway)
-Musicians can now enter enemy territory without declaring war (same reason, players could work arount it but not the AI !)
-City lesser damage is now -30% instead of -20%
-Notre Dame and forbidden palace now also have an artistic slot
-Base trade route food value is 2 instead of 3
-Sacred Sites gives 1 tourism 1 culture 1 gold instead of 2 tourism
-Penalty attacking cities for mounted units is 20% instead of 33%
-Captured cities have 75% health instead of 60%
-Strength per pop is 30 instead of 40

Techs
-Removed Scientific Method as a prereq for Steam Power
-Removed Economics as a prereq for Rifling
-The prereqs for compass are now Philosophy and sailing
-Infantry is now available at Combined Arms
-Cannon has been swapped with arsenal
-Pikeman is now available at Chivalry
-The cost increase per era is now 5% instead of 4%

Natural wonders
-Baringer Crater is now 4science 4gold
-Grand Mesa is now 4hammer 4gold
-Krakatoa is now 6 science and should be on the coast more often
-Gibraltar is now 3food 6gold
-Old Faithful is now 3science 3happiness
-Potossi is now 12 gold and is now as common as the others
-Solomon Mines are now as common as the others

Policy changes:
Oligarchy now gives free defense buildings instead of stronger range attack
Artistic Genius now gives +1 tourism to GW instead of +2
Covert action now increases the chance of a coup by 15% and removes the 85% cap
Economic Union now gives +3gold to all international trade routes
Their Finest Hour now gives +15 strength and +50hp to all already existing cities
Patriotic War gives +20% bonus instead of +15%
Double Agents now gives +1 Level to all spies
Party Leadership gives +2 to all yields instead of +1 and also i

Update: Aug 28, 2015 @ 2:00pm

Update: Aug 28, 2015 @ 12:04pm

-Removed the unit cap (the production penalty for too many units)
-Mint also gives 2 gold to copper
-Garrisoned range units get a multiplicative 20% damage boost
-Removed the Wheel prerequisite for Construction, to make composite bowmen easier to field against or with spears/swords armies
-Archery is a prerequisite to Constuction
-City states should no longer build settlers
-AI units free XP has been reduced on level 7 and 8 to 20 instead of 30
-Shrines maintenance is back to -1 (original)
-Salt no longer gives base gold
-City health is back at 200 (original)
-Base city strength is now 6 instead of 5(original = 8)
-City health capture is down to 60% (original = 50%)
-Garrisoned cities strength is increased by 25% of the unit strength instead of 20%
-Cities act as if they had Cover 2 (+50% strength against ranged attacks)
-Siege units are back to 200% bonus damage against cities
-City ranged attack is reduced by 20%
-God of Craftmen requires a minimum of 2 pop (original = 3)
-Gifts of wisdom pantheon now gives +1 science only
-God of offerings now gives +1culture +1faith instead of +1food +1faith
-Liturgical Drama now gives +1 faith to amphitheaters and +2 faith to opera houses instead of +2,+2
-Choral Music now gives +2 culture to temples and +1 culture to opera houses instead of +2,+2
-Battering rams are now considered catapults, have a base strength of 12 and no longer suffer a penalty on defense
-The culture from the honor opener is reduced to 50% of the target strength
-The culture cost exponent has been increased to 1.94 instead of 1.90 (original=2.01)
-Cathedrals now give +2 culture instead of +3