Sid Meier's Civilization V

Sid Meier's Civilization V

Better Natural Wonders
17 Comments
Weensauce  [author] Mar 21, 2022 @ 5:06pm 
@bay harbor kusher

Change notes fully updated, hopefully no mistakes. I also added screenshots of every NW in-game.

That's it for now, but I will consider adding a change to Spain in this mod possibly in the future. I also may balance some things- perhaps nerf and buff as appropriate.
Weensauce  [author] Mar 13, 2022 @ 7:10am 
I'm leaving for the week and won't have access to my files- changelog is about halfway up to date, and I will probably finish it this coming weekend.

@TopTierCuttingEdgeMLGPro
Quick thoughts- some of them have less than 12 yield total even now. My major issue with this idea is that yields aren't created equal. What I mean is that gold is not as valuable as production for example. Even later game when gold is more efficient for purchasing buildings, it's still about 3 gold per hammer to buy something (without cost reduction policies, which are a trade-off).

I don't dislike your idea, but maybe give some thought to that. Have you tried this mod as-is? You might find it's not as out of balance as it looks. Remember a lot of NW were *worse* than normal tiles even with 5+ yields


@bay harbor kusher
Thanks again for your feedback, changelog is coming along, and will be done soon. I will try to add pictures of each wonder as well for a quick visual reference

Thanks all!
TopTierCuttingEdgeMLGPro Mar 12, 2022 @ 2:54am 
@Weensauce
Ye, I mean 12 total yield. What those yields are, eg. 4 science and 8 food, or like 5 culture and 4 happiness (since happiness would be worth more) would be up to you.

With regards to the tech, I haven't seen it done before in any other mods before, but spain's ability might be a good starting point.
Weensauce  [author] Mar 11, 2022 @ 9:06pm 
GP Improvements differ a bit, and they do change over the course of the game. So if you mean like an academy with +6 science, and then +2 with scientific theory (or whatever tech it is), and +4 with Freedom....for a total of 12 science, I'm not sure I get what you mean.

Do you mean 12 total yield? Because most of them don't just offer one thing. Krakatoa is 5 straight science, which is a lot different than Old Faithful's 2 plus happiness.But those are both quite different from Fuji with gold, culture, and faith.

It's true you can get them early, but it's still uncommon in practice (in my experience so far with the tweaks I've made). I want them to change the game to a degree without breaking it to be fair.

The tech change is a fine idea, but there are limits to XML modding. If the function doesn't exist, there isn't much I can do, and I don't think it quite works like that. With a policy I could. And I can look into tech changes.
TopTierCuttingEdgeMLGPro Mar 11, 2022 @ 8:42pm 
@Weensauce (that is a cursed username lol)
I think it would be good if the yields were roughly equivalent to a great person improvement (+5, and +2 on suitable terrain) with the freedom bonus (+4), so a total of +11.
This way they would be at least on par with the strongest possible improvement, while not being too op since they are available from the start of the game.
Another thing is you could add in some sort of tech which increases the yields of natural wonders, so that early-game they are balanced, and later game, once you have the tech, they are still useful.
Weensauce  [author] Mar 11, 2022 @ 7:05pm 
Bay Harbor- Excellent point. This is my first real mod that's public so I didn't stay on that. I can see how a detailed list of exact changes would be nice. I will try to add those in over the next few days/weeks as I can.

Renzino- Thank you, glad you're enjoying

TopTier- I suppose I could. I could duplicate the mod and change some of the values. Do you have any specific requests? No promises, but it would be relatively easy compared with making the first mod
TopTierCuttingEdgeMLGPro Mar 1, 2022 @ 12:05am 
I like the idea. Is there any possibility you could release a version where the natural wonders are slightly less powerful (but still better than default)?
brometheus Feb 28, 2022 @ 6:00pm 
id love to sub and try it out in a real game, but unfortunately I dont see a detailed changelog of what exactly changed :/
renzino Feb 23, 2022 @ 6:30am 
Nice work !! Thank you !
Weensauce  [author] Feb 14, 2022 @ 4:35pm 
I know there are a lot of mods out there with orders of magnitude more subscribers and views etc- but I am surprised to see how many folks have checked out this one, and given it a try. Thanks so much to everyone who has.

Please feel free to leave feedback or comments if you like, it's always welcome. I will update the description soon, but I left out that this mod changes the amount of first-finder gold for El Dorado to 300 instead of 500.

I am thinking of nerfing Potosi just a little bit, but not sure. I will also hopefully get around to adding a companion mod to reduce Spain's ability involving NWs, but I really don't know when.

That's all for now!
Weensauce  [author] Jan 23, 2022 @ 2:29pm 
****Importantly, I do not know if you can play MP without crashing if you've changed your LUA script in these ways. I will do some research and add comments later if I find out. Probably if everyone has the changes it wouldn't be a problem, but it's a lot to ask of someone else.

I believe Hellblazer has fixed a lot of these issues with their maps, including a slider for how many NWs to include from what I hear, so that could be a good solution too. This is just what I have done.
Weensauce  [author] Jan 23, 2022 @ 2:28pm 
A few final thoughts on the below- I am considering changing Spain's ability to be a little less ridiculous given how much stronger the wonders are, and how many there are in my maps. I can hopefully do that successfully, and add that in to this mod later as an optional change.

There are a total of 17 wonder in game with all DLC/expansions, so don't turn the numbers up past this.

I didn't include the LUA changes for Gibraltar and GBR because I did not write them. I cannibalized someone else's mod, and put the code in directly so I could play without activating mods. I will play around with using a similar fix as I did for Krakatoa (to be honest, I borrowed that idea from someone on a forum as well) to see if that works. Would be less messy.
Weensauce  [author] Jan 23, 2022 @ 2:17pm 
Lastly, I changed the distance Wonders could spawn away from any Civ's start point by doing this-

Line 2,129 for me is a code snippet like this:

self:PlaceResourceImpact(x, y, 6, ***2***) -- Natural Wonders layer, set a minimum distance of 5 plots (4 ripples) away.

Notice it says 4 ripples, this is usually the fourth value in the parentheses. I changed it to 2, so they could come as close as 3 tiles away. Again, change as you like.

In case it's not very clear, the asterisks are there for emphasis only, do not add those in. Just change the 4 to a 2 or whatever number you like. Keep in mind if it's very large (though I don't know why you would want it that way), it may mean there is no room for all NWs to spawn.
Weensauce  [author] Jan 23, 2022 @ 2:13pm 
The next changes are much simpler: Just a few lines down (line 6,056 for me) from that area is a line of code that looks like this-
-- Determine how many NWs to attempt to place. Target is regulated per map size.
-- The final number cannot exceed the number the map has locations to support.
local worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = 3,
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = 7,
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = 9,
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = 12,
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = 14,
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = 17
}

Those values are initlally set to 2,3,4,5,6, and 7. Starts at 2 for Duel, and goes to 7 for Huge basically. This means the ratio is one per civ for Dule, and closer to half that for Huge maps.

That's not necessarily bad, but I thought it would be cool to have at least 1-1.5 per Civ on any map now that they are more interesting. Obviously this will add more happiness to the game, and is in Spain's favor, so it's up to you.
Weensauce  [author] Jan 23, 2022 @ 2:04pm 
For example, if a standard map is 52 hexes high, the NWs will have an exclusion radius of 10 tiles in any direction. No other NW can appear within that circle. Given that I turned up my total number of wonders, I wanted to make sure there would be room for them. I am considering turning this number up further because I think it's ok to have NWs a few tiles apart perhaps (though it could be unbalanced of course). But it's up to you. I put in 10 to make the radius about 5 or 6 on Standard.

The city state layer I believe has the 4th number set to 1. This means there is basically no restriction on how close the map can generate a NW to a CS. Given they can't really make much use of them, and it takes away from the fun in my opinion, I turned that number up to 4. If I recall correctly that means it will be 5 tiles away at a minimum (I could be a little off, but it's working well at that value for me so far).
Weensauce  [author] Jan 23, 2022 @ 2:04pm 
This is on line 6,020 for me:

-- Now place this wonder and record the placement.
plot:SetFeatureType(feature_type_to_place)
table.insert(self.placed_natural_wonder, wonder_number);
***self:PlaceResourceImpact(x, y, 6, math.floor(iH / ***10***)) -- Natural Wonders layer***
self:PlaceResourceImpact(x, y, 1, 1) -- Strategic layer
self:PlaceResourceImpact(x, y, 2, 1) -- Luxury layer
self:PlaceResourceImpact(x, y, 3, 1) -- Bonus layer
***self:PlaceResourceImpact(x, y, 5, ***4***) -- City State layer***


The parts with asterisks are the relevant lines for us. I will explain them and you can decide how to edit. natural wonder layer is the one that decides distance from each other (it's a minimum distance, so it can vary). iH/5 is the original value and it means simply that it will take the height of the map, and divide by 5 to make a radius.
Weensauce  [author] Jan 23, 2022 @ 2:03pm 
As to how I edited my own LUA script. There is a file called AssignStartingPlots.lua. There is more than one because of the DLC, so you need to find the correct one. Assuming BNW and all expansions, this is in SteamApps>Common>Civ5>Assets>DLC>Expansion2>Gameplay>LUA .

Make sure you don't just go to Civ5>Assets>Gameplay>LUA, I don't believe that will actually change anything. Once there, open the file in Notepad. I highly recommend you copy and paste either the entire file (probably easiest if more bulky) and place it somewhere you can find it like your desktop. You may want to include notes on where to put it back in case you forget.

Unlike the XML files, you can directly edit LUA code and make changes without building a mod (at least that's how it's worked for me). This is a very big file. Search is your friend. Next comment has the relevant code for changing how far apart NWs spawn from each other, and from City States.