Sid Meier's Civilization V

Sid Meier's Civilization V

Acken's Minimalistic Balance
115 Comments
PracticalIncarnation Mar 28 @ 2:52pm 
Great mod, could use some more tweaks, but much better than vanilla. The AI was much more competitive.

Played a game on Epic and the pacing was quicker, too quick. Vanilla was perfect on pacing in that regard. The higher tech costs in later eras wasn't enough to counter the higher beakers you get.

Found a bug, the last change for the CN tower doesn't work, doesn't give you a Great Musician but the food and happiness bonus is removed.

Add this to Wonders_Buildings.sql to fix it:
INSERT INTO Building_FreeUnits
(BuildingType, UnitType, NumUnits) VALUES
('BUILDING_CN_TOWER', 'UNIT_MUSICIAN', 1);
iamsce Aug 20, 2024 @ 1:59pm 
Bug report... I was playing as Montezuma, and I did not have the early special unit replacing the warrior, I could not promote my warriors to swordsmen later in the game, and I could not build any swordsmen at all. The option was not in the list.

This is the first issue I have ever noticed with this MOD. Before this I have played it exclusively for several months. It is really a lot of fun, and is in fact harder.
Damthe Aug 1, 2024 @ 6:51am 
Dear Acken,

First of All, i have to say that this is the best balancing mod i've ever played. It has been a while but i've made the same comment to your post in civfanatics a couple of years ago. Thank you for your efforst you have put into this mod.

I know it is a lot to ask for but i hope that one day you comeback to civ 5 and continue updating your mod.

Best Regards,
Christopeiter Apr 1, 2023 @ 2:41pm 
Does anyone get strange behaviour from automated and AI workers? They all seem to target the same hex at the same time. E.g, if an AI settles a single city across an ocean, I'll often find a mass migration of 20+ workers heading towards it. When railroads get researched, they'll all stop what they're doing and start heading towards the same tile.

I haven't played in ages so it's possible this is a base game issue and I just didn't notice it before, but that's a bit surprising if so.
friend robocat Feb 2, 2023 @ 9:23pm 
also 3x: please bring back isolated starts and islands to Fractal map type
friend robocat Feb 2, 2023 @ 10:06am 
also also: could you look into integrating CIV IV DIPLOMATIC FEATURES into your mod, or at least ensure smooth compatibility?
https://steamcommunity.com/sharedfiles/filedetails/?id=141452526
friend robocat Feb 2, 2023 @ 9:51am 
also, you made the civ ai into a killer. a simple killer, but a killer all the same.
friend robocat Jan 30, 2023 @ 6:36pm 
hey Acken, can you fix this problem of crashing whenever more than 16+ civs are added into a game?
Jise Sep 28, 2022 @ 6:17pm 
Tourism bonus from the Aesthetics tree is too strong.
friend robocat Nov 5, 2021 @ 1:54pm 
fun mod
need to fix the occasional crashes
jusst had a great german game where i threw everything at shakas xcom and land ironclad spam with tanks in 1943
MinorBug Mar 22, 2021 @ 6:00am 
Yo Acken! Would you be willing to share the source code for this, if you still have it? I've been looking to make a similar balance mod myself and your DLL seems to have combined a lot of things that would be very useful.
Acken  [author] Aug 11, 2019 @ 7:29pm 
@Snakeshit
Those modes are not compatible because they both mod the source code of the game. You should use one or the other (trying both may result in either crashes or unexpected behavior) depending on whether you prefer an overhaul (vox populi) or something closer to the base game. Note that vox populi is still updated while I currently no longer update mine.
Snakie Aug 11, 2019 @ 8:10am 
Hi Acken. Really great mod you made here thanks for your effort, had many fun games with it. Should I use this with the Vox Populi mod(never tried it) or are those mods to be used separately? Thanks.
:{BabyloN_PaladiN}: Nov 5, 2017 @ 4:00pm 
Thanks you are the best ! I hope you or someone make a similar mod for Civ 6.
Acken  [author] Nov 5, 2017 @ 1:06pm 
5 lines*
Acken  [author] Nov 5, 2017 @ 1:06pm 
@Eterneal War
Remove these 3 lines from units.sql
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN', ObsoleteTech='TECH_GUNPOWDER' WHERE Class='UNITCLASS_PIKEMAN';
UPDATE Units SET GoodyHutUpgradeUnitClass='UNITCLASS_MUSKETMAN' WHERE Class='UNITCLASS_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_PIKEMAN';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_GERMAN_LANDSKNECHT';
UPDATE Unit_ClassUpgrades SET UnitClassType='UNITCLASS_MUSKETMAN' WHERE UnitType='UNIT_ZULU_IMPI';
:{BabyloN_PaladiN}: Nov 5, 2017 @ 1:47am 
Hi Acken

I really like your mod ! But is it possible to change the pikeman upgrade back to Lancer instead of
musketman. I think they become obsalate to early and Impis and Samurais also upgrade to musketmans instead of riflemans. Can i change that back somewhere ?
Acken  [author] Aug 13, 2017 @ 5:41pm 
@McAnters Shrines properly give +2 gold in my game. Save your game, look at your gold per turn, delete a shrine and see if it changes the amount.

Sorry for late response.
Acken  [author] Aug 13, 2017 @ 5:35pm 
@MCAnters I'll look into it.

@ppchkff Ive never tried. If dll mods are allowed in hotseat I don't see why it wouldn't work.
ppchkff Aug 9, 2017 @ 11:37am 
So does someone try this mod in hotseat (with Custom Advanced Setup Screen (and HotSeat with Mods)) ? Or it cant work together ? Thanks
MC Anters Jul 17, 2017 @ 5:54am 
Small correction; apparently the shrine cost removal is intended, but the tooltip thingy is still lying :P
MC Anters Jul 17, 2017 @ 2:42am 
Been trying this out in a game where at the moment I'm at early Medieval Age. It certainly feels more balanced, but I noticed a small bug (probably something you missed).

The tooltip of the Social Policy :SocialPolicy: Theocracy says that Shrines will provide 2 gold per turn. My shrines now cost nothing to maintain instead of giving 1 gold. You wanna change the tooltip description or make the shrines precious money makers :P
spaceweezle Jul 2, 2017 @ 10:04am 
Okay thanks for answering that. Unfortunuately I had to stop playing your mod because of the excessive turn times. It would probably be much less of a problem for smaller games on short time scales.

I was however able to find many components of your mod to run seperate to the map scripts which was very enjoyable. Cheers!
Acken  [author] Jul 1, 2017 @ 2:07pm 
@spaceweezle:
Yes because the AI can have more units than in the base game. Civ5 chose to go 1UPT with a bad AI and pathfinding engine which will make the game slow during AI turns if the AI gets a high number of units. There's not that much I can do about it besides making the AI dumber.

@Sisk:
It should still be available.... can't really help there.

@pbobbert:
I answered on CFC thread.
p.bobbert Jun 30, 2017 @ 12:01pm 
Acken, Im looking to use this mod in tandem with Whoward's variable mod components dll (to ultimately put together a modpack for multiplayer use via mpmpm). However with only one dll allowed I have removed the dll from this mod. Can you help me predict the conficts with that? I know that whowards vmc dll has the stuff for smart AI (the dll core behind uninteligence, from what I read).

@Sisk, have you tried unsubscribing and resubscribing? That should download them again. Make sure you do this in game though with the "get mods" button, otherwise it never works for me.
POWERqILion(PQL) Jun 29, 2017 @ 4:28pm 
Today stopped showing up in my mods, it seemed to do some update and now it says no mods installed. Anyone else?
spaceweezle Jun 11, 2017 @ 8:56am 
Great mod so far. But is it normal that AI turns take way longer than normal for this mod ?

I noticed it can hang on one Civ's turn for over a minute. On a Marathon game, that's kinda painful. Also when you click next turn, it takes a while for it to register sometimes.

At any rate, I appreciate your work, Thank you.
Acken  [author] Dec 14, 2016 @ 7:51pm 
I didnt see your comment Oougho. The mod is not compatible for Linux and Mac due to a custom dll.
Frozen Gnu Sep 11, 2016 @ 6:47am 
The game crashes as soon as I try to enable this mod, on linux.
Acken  [author] Sep 11, 2016 @ 5:56am 
I have updated the mod to v8
Nick Jun 28, 2016 @ 7:49pm 
Wow thanks man this dedication to a mod so late into a games life cycle is really impressive
Acken  [author] Jun 28, 2016 @ 5:25pm 
I've uploaded a hotfix to make it less likely a friend will go into deceptive mod as well as a couple map script changes.
Acken  [author] Jun 28, 2016 @ 5:10pm 
@Ripping It's certainly not perfect and vary game to game. I'll look further into backstabs since these should not happen on a regular basis.
Acken  [author] Jun 28, 2016 @ 5:07pm 
@Snakeshit
No this sounds like a bug. The AI sometimes has a lot of difficulty bringing the spaceship parts together. This is not my fault as this also happens sometimes in the base game. I've tried to fix it but will look further if it keeps happening.
Snakie Jun 28, 2016 @ 12:18pm 
Hi Acken, thank you for this great mod!

I just played a game into the late game and gandhi had something like 7k score and 160 future tech, but he didnt go for any of the victory conditions so I could eventually win a science victory even tho I was decades behind him in tech. Is the AI supposed to go only for domination in this mod? I was just wondering if this is intended or not because I love everything about this mod but I also like to play with the pressure of an impending defeat and my win this time wasn't legitimate at all.
Nick Jun 26, 2016 @ 5:54pm 
This aggresiveness in this modpack is a little much honestly. For instance my last game I made a declaration of friendship with the celts after going to war together against england. 2 turns after I make peace with england the celts attack me with a solid 10 spearmen and 4 catapults. Keep in mind this was while we had a declaration of friendship. This happens quite often and I sometimes have to stop using the mod due to constant war ruining other aspects of the game
Acken  [author] May 29, 2016 @ 4:09pm 
A new version was uploaded and is not save game compatible sorry
Acken  [author] May 17, 2016 @ 5:18pm 
Thank you it's appreciated.
76561198130311291 May 17, 2016 @ 12:28am 
A truly challenging and interesting mod. Thanks Acken!
Acken  [author] Apr 17, 2016 @ 5:41pm 
V5 is not savegame compatible
Acken  [author] Jan 8, 2016 @ 11:11pm 
@Andrew Regarding AI agressiveness. While you get some diplohit for expansion the impact is small at the level you are describing (level 1 or 2 of 4).
Denouncement are usually a consequence of land dispute instead. It's very likely your neighbours will denounce and start to attack you yes.
Andrew Jan 8, 2016 @ 10:52pm 
It's also been impossible to buy them off at the last minute as you planned, and I like the changed unit strengths. Combat has been fun. AI is more aggressive. AI is making nice moves.

Really like the science changes so far. Early scientist slots for Sejong is gold of course. Really like the overall feel of the changes as I've started to get a bit sick of Civ lately.

Sorry for long post but watned to give feedback and thanks again.
Andrew Jan 8, 2016 @ 10:51pm 
In the first two games I put out 3 expos bang, bang, bang starting turn 35 - 40 or so, and in this Sejong game I put out two then deliberately held the fourth until turn 80 - 85, and in each case all or most of the AIs are showing "worried about how aggressively we are expanding". Even those on the other side of the Pangea. I'm sure that Shaka/Harald/Attila all had way more cities than I. I also seem to be getting some pretty aggressive/random denouncements. Unsure if this is what you intended, but it seems impossible to avoid the expansion diplo hit at the minute. I've kept a poor but reasonable military and played diplo as friendly as possible.
Andrew Jan 8, 2016 @ 10:50pm 
Currently at T150 Sejong Demi God Tradition game about to hit tech lead with attempted 2 GS (my third and Pisa)/Oxford/Radio/WF into Freedom. Harald has just betrayed opportunistically after Monty DOW. I popped GG in bottle neck and took out first wave and once again AI is flanking nicely. Doesn't know I have roads and Hwach'as waiting...
Andrew Jan 8, 2016 @ 10:48pm 
Hi again, enjoying this. Some notes:

Fun Immortal Siam game went 4 into Honor for early units and culture then timed Legalism for free Wats. Gave up well in front at turn 130 ish.

Nice Demi God start as Arabia, got smashed by Oda at turn 60 or so who launched on me nicely taking a close CS and flanking mountains. I did forward settle on a NW and was only 5 turns off CBs. Thought AI was smart. continued...
Acken  [author] Jan 3, 2016 @ 7:47pm 
It should appear in your mods in civ5 menu.
Happy Jan 3, 2016 @ 1:55am 
Hey i'm a noob to all of this. I Subscribed , how do i download ?
Acken  [author] Jan 2, 2016 @ 9:50am 
@Andrew Thanks, appreciated.
Andrew Dec 31, 2015 @ 9:07pm 
Thanks for this Acken, and for all of your posting and videos over the years. You've added a lot to Civ for me. Just installed v.4., if I find any bugs or problems I will post here.