Sid Meier's Civilization V

Sid Meier's Civilization V

LibertyMod
71 Comments
Ctrekoz Sep 15 @ 1:55am 
Looks hella op sadly.
I Suck At The Video Game Feb 28, 2024 @ 7:28am 
mod not showing up in my mod list :/ even though every other mod ive tried does, sucks cause I really want to try this mod out
JSON Apr 1, 2022 @ 5:33am 
+1 science in every city and +1 smile is too unbalanced, not interesting, no challenge for the player, these are real cheats. tradition will already be dull shit against the backdrop of freedom. instead of science, you can give +1 culture in each city and instead of a smile, give +1 gold in each city.
Lunar Magister Mar 25, 2019 @ 1:11pm 
This doesn't seem op to me.
brownie Jan 24, 2019 @ 8:33pm 
Lookin' op there chief
killamf Dec 6, 2017 @ 9:00pm 
I didn't think that Liberty was weak before. I have won games going liberty when I have the right setup. This just allows almost every single start to be a liberty start and a true liberty start op.
BurgerAttacker  [author] Dec 3, 2017 @ 1:53am 
I've weakened the opener a bit - Now the settler bonus is weaker in cities other than the capital.

Looking at pure numbers, this mod gives around the same happiness / hammers/ gold as tradition now, as long as you go wide (and piss off the AI) so I feel it quite balanced now. Still, if you think its too powerful, i'm open to feedback, but please state what exactly you think is too strong.
zaku_zelo May 11, 2017 @ 12:01pm 
I'm all for buffing liberty, but this is to strong, ludicrously so.
killamf Jan 2, 2015 @ 11:17am 
This is crazy op but good work.
WeirdOrange Aug 16, 2014 @ 10:49pm 
@NecRos If it's me you're talking about, then yes, I do have the most updated version and I've recently reinstalled all my mods.
BurgerAttacker  [author] Aug 16, 2014 @ 2:17pm 
That was a bug in a previous version. do you have the most updated version?
Try deleting and reinstalling the mod
WeirdOrange Aug 16, 2014 @ 2:31am 
When an AI adopts the opener and settles the city, the extra territory becomes my own territory. It's very annoying when I want to stay isolated since most AIs pick liberty.
Robo-Pig Jul 26, 2014 @ 7:02pm 
I think +1 happiness from luxuries is a little too OP, since Commerce has that as its last policy. Otherwise, really nice.
Sir Charles Dewitt Jul 23, 2014 @ 8:14am 
Finisher: Has been fixed to be truly free.

Freedom!!!!

on a more serious note this sounds great I'll try it out
BurgerAttacker  [author] Jul 22, 2014 @ 6:32pm 
Note, however, that you will not get updates if you wont get it from steam, so i urge you to try deleting the mod and then retrying downloading it.
BurgerAttacker  [author] Jul 22, 2014 @ 6:31pm 
@barrymate: Iv'e updated the topic on civfanatics. You can download it from there:

http://forums.civfanatics.com/showthread.php?p=13346174#post13346174
barrymate Jul 22, 2014 @ 5:22pm 
Great mod, but now can't seem to download it from Steam since the last update. Is there anywhere else where I can download this mod from?
BurgerAttacker  [author] Jul 21, 2014 @ 4:58am 
UPDATE: Removed the colonist from LibertyMod. You can still get it with the link in the description. This is to help people who dont have one of the expansions, as the Colonist mod requires atleast one of the expansions to work.
BurgerAttacker  [author] Jul 20, 2014 @ 11:57pm 
hmm... Maybe you are using another mod that's conflicting with this one?

When you take the Liberty opener, do you get 2 free tiles upon founding a new city?
󠀡󠀡󠀡󠀡Unbanshee Jul 20, 2014 @ 11:45pm 
I've got all the DLCs, I'm going to try removing and reinstalling the mod. Sometimes that helps when they get fussy.
BurgerAttacker  [author] Jul 20, 2014 @ 11:33pm 
Do you have BNW or GnK? you must have one of those for the colonist to work. Some other functions, such as the extra territory to new cities in the liberty opener, also require one of the expansions.

I might remove the colonist from this mod and have it strictly as a seperate mod if more people have this issue.
󠀡󠀡󠀡󠀡Unbanshee Jul 20, 2014 @ 11:24pm 
So I updated from v2 to v3 but now when I use the Colonist, it doesn't act as anything beyond a more expensive Settler.
BurgerAttacker  [author] Jul 18, 2014 @ 8:24pm 
UPDATE: Added a new unit: Midgame settler replacement: The Colonist - Founds cities with additional population / territory / buildings.
BurgerAttacker  [author] Jul 16, 2014 @ 12:53pm 
UPDATE: Removed the fast border growth from liberty and gave it back to Tradition.
Instead, gave Liberty extra territory upon founding a city.
This will make it so that liberty cities will have more land earlier on, but will actually have smaller cities mid and late game.
This will further encourage mass settling instead of few super cities turtle with Liberty.

Also fixed a bug with liberty's finisher, sometime making the GP rasie the cost of future GP's.
Odysseas_84 Jun 27, 2014 @ 8:36pm 
I believe all this is way too much. Tradition is overall slightly better than liberty and it is really great that you had this kind initiative to develop this mod, but trying to balance two policy trees is certainly something that doesn't happen by improving opener, finisher and every single perk. Besides, civilizations that expand have the advantage of, well, expanding and in average wide civilizations tend to be much more competitive than tall ones in the game. The problem is that tall civilizations should choose tradition among the two for sure, while for wide ones it might be that either is best, depending on game details. I would like to have a liberty tree which would further motivate an expanding civilization to choose it instead of tradition, but no more than that.
BurgerAttacker  [author] Jun 11, 2014 @ 9:42am 
In the unmodified game it does, in this mod, no.
Erocco Jun 9, 2014 @ 6:33pm 
Does the finisher for this 'Free Great Person' suppose to increase the great people points required by 100?
Erocco Jun 5, 2014 @ 10:23pm 
Good mod! Tested it on a new game and I liked it! The only thing I would be willing to change is the -15% Gold maintenance cost for buildings. I find it a bit too strong at later games and I tend play all the way to the end every game. So for me -10% is good enough. Not much the first 150 turns but really good later on.
BurgerAttacker  [author] Jun 1, 2014 @ 11:12am 
I Should add, I dont consider LibertyMod to be balanced. I made it to be as powerful and viable as Tradition is: but i think Tradition is far too strong.

If i ever make a full social policies "patch", ill make liberty slightly stronger, but not as much as i did with this mod, and instead make Tradition weaker.
BurgerAttacker  [author] Jun 1, 2014 @ 9:47am 
Hi Tom, I uploaded a new slightly stronger version of the mod. Let me know what you think, I'm afraid its a bit too strong this way.
As for the honor modification you want, i will try doing it next weekend.
@Venice: You should still get the merchant of venice, though i havent tested it. it wont have the +1 Move promotion, but i can fix it (it makes sense really).

@theViking, i Uploaded a new version, so try downloading it now. if you still cant get it, i'll upload it to a diffrent site and provide a link.
Julian the Philosopher May 31, 2014 @ 1:08pm 
Also, now that I am thinking about it, if I could inquire: if I were to play as Venice (haven't tried this yet) would I still be able to get a free Great Merchant of Venice, instead of a Settler? And does the Great Merchant of Venice retain the same buffer as the Settler (i.e. -- the one extra movement per turn)? If not, could you possibly add buffers to make the Liberty policy tree somewhat viable for people who play as Venice? I don't have any other suggestions to give Venice a buffer off the top of my head, but if I think of any and you need some, just ask! Thanks, again!
Julian the Philosopher May 31, 2014 @ 1:04pm 
@NecRos I've had this modification for a while now, and I absolutely love it -- this makes the Liberty policy tree a viable alternative for Tradition, and suits the purpose for wide empires. After the recent string of "upgrades" for the policy trees to fit the new DLCs (Gods & Kings and Brave New World, specifically) I believe Liberty and Honor have been severely nerfed in terms of whether or not both are viable as an early game utility. If I could make a quick suggestion -- could you make a modification patch to give the Honor policy tree a decent buffer? Originally, as you know we received happiness for the Tier 3 finisher, for each military building we had in our cities, and if you could modify this so we can retain some form of happiness from adopting Honor, this would make it worthy of being utilized and completed early game, again. Either way, thanks again for creating this Liberty patch/buffer!
El Muerto May 30, 2014 @ 1:03pm 
Steam refuses to download this mod. Is there any other place where I can download it?
Random Guy May 12, 2014 @ 10:03pm 
Is incompatible with anything?
BurgerAttacker  [author] May 8, 2014 @ 6:11am 
@][G][Dark ass liver: Just like its worth going Tradition just for meritocracy? My intent was to make Liberty as powerful as Trad, thanks for making me sure i hit the nail on its head.
RavenMagus May 6, 2014 @ 11:06am 
@firstconsul: Liberty is currently a good pick for early Warmongering, which seems to be your main goal. For peaceful expansion, Tradition is still better by far, due to the early Happiness/Gold from Monarchy (both things that Liberty strangely lacks) and the huge growth bonuses/free Aqueducts. If you think these changes will make Liberty outshine Honor too much for early war, then that's a good argument, but for peaceful expansion these things are necessary to keep up with Tradition...

Right now this mod fixes quite a few issues I've had with peaceful Liberty expansion in the past - namely border expansion rates (I have no idea why Tradition gets this but not the 'fast expansion' Liberty) and early happiness.

It does occur to me that this mod doesn't specify an expansion set. I assume it's for Brave New World; heavy expansion was better previously but was nerfed (perhaps a little too much) in BNW.
][G][Dark as Sliver May 4, 2014 @ 6:46am 
This seems really op just from looking at it, does the +1 happines from every luxury work the same way the finisher for Exploration does on Communitas. Because if so it might be worth picking up this tree just for that.
firstconsul May 3, 2014 @ 11:43am 
As near as I can tell, everyone is split into 3 groups:
I-The people who complain that Liberty is already a viable alternative to tradition
II-The people who praise this mod as tradition is a godlike policy track, and liberty cant compete
III-I almost didnt add this one as it is so small of a group, but the group that says that liberty is already super pwerful and should be nerfed (weakened) with this mod
i am in the first category, by the way. i never have more than 3 cities of my own, and though i typically have 5-6 this is because i play as rome and ive near comepletely dominated my opponents by the renissance era
BurgerAttacker  [author] May 1, 2014 @ 7:03pm 
I've tried -10% building maintenance costs at first, but it seemed too weak early on. later i tried 20%, but it gave me lots of cash lategame, so i settled on 15%. i can change it back to 10% or maybe replace it with 1 gold/city instead. anyways, tradition has 8 free maintenance free buildings, maintenance free units, and monarchy (which is affected by markets/banks) so i think liberty needs some building maintenance discount to help with all those shrines/monuments/granaries.

As for the settler thing, i want taking liberty to enable the user to fast build settlers straight away. maybe ill change the opener to 25% in the capital? and add another 25% in all cities in collective rule? (or even less)
danaphanous May 1, 2014 @ 4:34pm 
Also, I have yet to test it, maybe this weekend, but I'm a little worried about the -15% maintenance costs. It's true you are strapped for gold initially due to extra buildings and liberty doesn't help you with it, however, later the amount of cities has the potential to produce a lot more gold than tradition. I'm just thinking from a logical standpoint: we want the changes to make sense intuitively. Does it make sense that a wide approach should be helped by cheaper buildings? Not really...this will also snowball hard later when you have so many buildings in the empire. I think the reduced road costs are good enough as they allow you to make more road connections and earlier for gold.
danaphanous May 1, 2014 @ 4:29pm 
A compromise might be:
moving collective rule up and dropping the free settler altogether. moving the -50% to settler costs to collective rule again. Since it is in all cities I think it is powerful enough without the free settler. Now make everyone hard-build. This will reduce abuses of just taking the liberty opener and make it harder to mix the trees using a small-empire, republic approach. This is kinda tradition's format making the most powerful policies lower in the tree.
danaphanous May 1, 2014 @ 4:29pm 
Hmmm, I think the beginning focus of the tree should be fast expansion followed by infrastructure and happiness/gold support so switching them would make sense from a timing standpoint. This would also reduce abuses where tradition players would go for republic, as it is really nice for any-sized empire, reducing all building costs AND maintenance. Making it 3rd or 4th pick would do this. Some ppl may complain about the free settler so early bc it might allow liberty players the first pick on second city spots. The -50% production on settlers already kinda does this though, and I'm a little worried that the -50% production in the opener will make it the default first pick for anyone...even tradition ppl removing the advantage.

BurgerAttacker  [author] May 1, 2014 @ 4:02pm 
dansnewworld, the -15% is mainly to give liberty quick happiness for its 2nd city, much like Monarchy does with tradition. if people keep getting confused ill have to add an ingame explanation...
BurgerAttacker  [author] May 1, 2014 @ 3:55pm 
What would you think about switching collective rule and republic?

I'm currently testing this, but i cant decide whether or not this makes the tree too front-loaded (im worried people will just take the opener and collective rule and then switch back to tradition).

Do you think it will be too powerful?
danaphanous May 1, 2014 @ 1:35pm 
The +1 to luxuries is much more powerful and accomplishes its purpose by matching the happiness benefit of tradition. Tradition has +5 happiness from a 10 pop capital quite early. You need 5 luxury sources to match this in the liberty mod or 5 city connections which is far slower than growing your cap to 10 pop. And as the city connections require a city which immediately drops you -2to-4 happiness, it is not a good happiness option for supporting growth. You usually only have 4 or so luxes early-game so I think you'll still suffer more on unhappiness early with liberty. Later, when you get 20 luxes you'll still be break-even with the 40-pop tradition capitol so it is basically the same thing. The city connections and -5% pop unhappiness just help liberty cities grow a tiny bit larger. As liberty already suffers from very tiny cities that can't make up their cultural or scientific number this seems fine.
danaphanous May 1, 2014 @ 1:32pm 
As is, tradition is as good at expanding early-game as liberty is. I believe the intent of liberty was to enable earlier expansion allowing you to go a bit wider but not supporting growth and culture as much. This mod makes changes reflecting that.

To the complainers:
It is -15% unhappiness from _number_ of cities, not globally. This is a pittance on any map setting and especially so on huge which is what I prefer for large empire games like this. You'll net maybe 0.3 extra happiness per city. (I'd take it out altogether NecRos, it's confusing ppl)
gonchi27.huete May 1, 2014 @ 2:25am 
esta bien el mod
Wunis Apr 30, 2014 @ 9:30pm 
@Traveler Monarchy and Landed Elite are crazy good. Monarchy solves your economy problems for quite awhile. Landed Elite provides more food for growth and a 10% bonus to growth in your capital, which is good synergy with Monarchy.
Traveler Apr 30, 2014 @ 10:22am 
Hmm, liberty is already much better than tradition except on the smallest maps or if you have Venise
RavenMagus Apr 29, 2014 @ 2:00pm 
@Darkwing Duck: Tradition is god-tier. The free four culture buildings doesn't matter at all, but Monarchy and the growth bonuses in Tradition make it far stronger than Liberty - even for expanding early. The free settler is nice, but you usually want to start building settlers before that policy is ready, and Liberty lacks the amazing early Happiness that Tradition (Monarchy) gives you, and so has a harder time making use of those settlers. Right now, Liberty is only good for Poland and early warmongering with Pyramids pillage repair.