Sid Meier's Civilization V

Sid Meier's Civilization V

Salt Tweak
24 Comments
Gilbere Jul 12, 2016 @ 6:16am 
Started immortal game with England only to find out boudica had 6 salt on her island.
MrSaturn Aug 7, 2015 @ 1:52am 
Thanks for this. My games are always ruined by a beasty snowballing AI who has a Salty start, particularly when they take Tradition. The AI with Salt leaves all other AIs in the dust and makes the game into a 1v1 between me and the AI with Salt. This was a real blunder by the devs!
ThePolishFury Aug 28, 2014 @ 5:47pm 
i think they needed to add 1 extra gold to salt or something to do with global food, think of it give an empire salt, they can fight.. take the salt they cant survive
Signur May 16, 2014 @ 2:18am 
in ancient time, salt was worse more than gold, gems, spices or any craft. Salt was the life, it was power and money.

I think that's why they made it a luxury that powerfull.
stroopy Feb 1, 2014 @ 9:02pm 
Then is it possible to make a mod that makes fighting over salt a worthwhile goal?
Aluminum Elite Master Jan 27, 2014 @ 3:49am 
Mod's author is spot on: Salt has too high a total yield due to getting both an 'improvement bonus' as well as an 'improved resource' bonus added to the base yield of the luxury.

From a purely game-based approach (as opposed to historical), salt is problematic. If you get a couple salt tiles in your starting area, it's like knocking the difficulty level down almost one whole level.

I usually just re-roll a start if I get salt (unless I'm feeling lazy), but if it bothers anyone when the AI gets it, then this is the mod for you.
Oreos Jan 26, 2014 @ 2:06pm 
i mean salt is powerful and i like the idea of the mod but salt should be less powerful in the ress to the moden so thats what i think
Barrowulf  [author] Jan 6, 2014 @ 11:57am 
I won't get into discussing and explaining many things, or assuring that I'm aware of salt's history, but I will throw this out there:

The default game's salt is even inadequate for the things you desire due to its role assignments, placment methods, and frequency. Other than the extra single yield, it grants no special abilities and is equal in value to other luxuries when traded away. The AI doesn't give it any special treatment and doesn't go out of its way to fight for it over other types. It doesn't even have a special building assigned to it or one that grants it a bonus, like some others.

In my opinion, it was a bit unbalanced; especially when assigned to regional luxury placement. If it was meant to be a "powerhouse" luxury and one that stands out among the others, then it shouldn't be treated like every other normal luxury in the game (minus the extra yield, of course) and should've been given special treatment similar to marble.
stroopy Jan 6, 2014 @ 10:43am 
It's a cool balance idea but you're downplaying salt's impact on history. Civ is supposed to be a historical game and salt was the motherfucking king of our ancestors. By removing salt as a powerhouse luxury you're removing the desire to fight for it and making the game less interesting. Access to salt is supposed to make civilizations more powerful.
Sauvagess Sep 26, 2013 @ 9:38am 
On top of that, even still, for one to make use of a natural salt, you don't actually need to properly work it anyways. You could still get its resource in minute quantities just with your own bare hands through nature, so still. I'd say change the improved resource bonus from food to gold instead of removing the improved terrain bonus you get from quarries.
Barrowulf  [author] Sep 26, 2013 @ 8:32am 
Shiboleth, indeed, I'm aware of that, as are many others, I'm sure. It was also paid to Roman soldiers, where the phrase "not worth his salt" probably comes from and also where the word "salary" originates from, it also has strong ties in religions and beliefs, it's of biological importance, yadda yadda yadda... Yes, salt was indeed important in history; I wouldn't ever question that. That's why it's a luxury in the game.

Though, I found this part of what you said a little funny: "and sometimes worth its weight in gold" Yet, it's easily more powerful than Gold (and everything else) in the game. : ) (If one is hung up on realism.)
Shiboleth Sep 25, 2013 @ 9:11pm 
Although salt today is a very common and very cheap resource, for much of ancient history salt was extremely valuable, and sometimes worth its weight in gold. Salt was one of the only ways to preserve food, and the only way to obtain it was to trek across hundreds or even a thousand miles across deserts. Therefore, I have no problem with it being OP in the early game.
Sauvagess Sep 2, 2013 @ 6:47pm 
Yeah, if anything, I'd take the extra food from the mix. Have it 1F 1G 1P (though personally, I'd have chose to shift it to 1F 2G 1P instead). 'Cause salt enhances and preserves, but it's not something you can eat on its own. Especially with the omnipresent one-resource-benefits-all type of dealio the game plays on.
JNR Sep 2, 2013 @ 4:52pm 
I don't think that every mine has to yield production, as lockstep proposed. It's obvious that salt can be mined, but I can't think of any application of salt in the early industry with a considerable importance. The chemistry bonus could be negated, if you desire to do so. You would have to duplicate the mine improvement and change all necessary aspects, so that the new modernization "Salt Mine" is a special improvement.

The advanced solution:
1. retexture the dutch polder, replacing the colourful fields with salt-white.
2. Instead of a salt mine, create a salt evaporation point as a new special improvement for salt, using the model from (1.)
Barrowulf  [author] Sep 2, 2013 @ 4:06pm 
Hey, lockstep. I actually had an alternate version planned for tomorrow when I can sit at my desktop and release some more things. The alternate would treat salt less as a hybrid bonus/luxury resource, and will wind up being more of a jack of all trades type at +1F+1P+1G. The reason for this other version is exactly what you said, it returns the expected yield outcome to salt upon improving it with a mine, and doesn't do anything fancy.

Yeah, forest grassland tiles are certainly possible, as are plains and tundra ones, as it's the quaternary plot list of salt.
Kittenmittens© Sep 2, 2013 @ 3:15pm 
then again salt was a very important a valuable resources in anchient times i mean thats what roman soldiers mainly got paid in was salt
lockstep Sep 2, 2013 @ 12:16pm 
Your reasoning why salt should be slightly nerfed is compelling. However, I suggest to remove 1F instead of the mine's 1P. It is somewhat counter-intuitive that building a mine doesn't add production to a tile. Plus, if forest grassland tiles with salt still are possible (I've definitely seen them before), improving them will result in a 4F/0P/1G tile -- and a mine without production at all really breaks immersion for me.
Sauvagess Sep 2, 2013 @ 12:08am 
So, basically, you're removing the tile improvement bonus. Why not just change it to something else? You build mines for production points.
MaddBookBoy Sep 1, 2013 @ 7:36pm 
The tweak was needed, have you ever thought of doing a tweak for sheep, like 1F1G the gold for wool, because sheep are most known for their wool.
Again thanks for the tweak.
Barrowulf  [author] Sep 1, 2013 @ 1:34pm 
Well, then, what about incense or furs? If that were true, shouldn't they at least yield more gold since they heavily favor lower yield regions?

Also, salt is often found on plains. In fact, salt's primary tile choice is plains, followed by desert, and then tundra. So, even when it's assigned to a region designated as a tundra or desert one, the game searches the whole area for plains tiles first, with a ratio of about 1 placement for every 4 found. The same goes for random type luxury placements throughout the whole map.

I like to treat salt as a hybrid bonus/luxury resource. Hence, I kept its initial bonus applied to a tile at +2F +1G. In my opinion, adding in an additional +1P is just a bit overboard. On plains, it’s crazy.
OwariNeko Sep 1, 2013 @ 11:46am 
I don't think this mod is needed. Any luxury that is found on tundra or desert tiles deserves to yield more than the luxuries found on inherently rich tiles. The strength of salt - in my opinion - is its ability to turn a lousy 1 food tile of tundra into a rich oasis.
Keukotis Sep 1, 2013 @ 5:30am 
I always knew Salt seemed a bit strong, but I guess I wasn't paying attention. Aren't Gems also extra strong still? Anyway, this is a good mod, thanks for it.
Barrowulf  [author] Aug 30, 2013 @ 5:42am 
Thanks! Also, indeed, I believe so too, which is why I kept it at 2F1G instead of 1F2G to represent its importance as a food preservative. Plus, flavorful representation aside, and looking at gameplay, it helps support the lower food areas it belongs to.
Arrek Aug 29, 2013 @ 4:30pm 
I like the rebalancing as it can tweak the game a slight bit harder or at least more to what it was before. However just to point out, I think the made salt this way to reflect it's historical importance and current value still as a food preservative and industrial material.