Sid Meier's Civilization V

Sid Meier's Civilization V

Ancient Techs Rebalanced
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Update: 8 Sep, 2016 @ 10:15am

With this update players will have earlier boosts to fish and crab. Building a workboat costs nearly as much as a worker and it can only be used to improve 1 tile and gives a meager +1 food for fish and crab. Having fish traps should hopefully balance this. I have modified the lighthouse yields to accomodate this change and not make fish overpowered. Idea for fish traps borrowed from Civ4 mod: Rise of Mankind - A New Dawn.

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Buildings
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New Building: Fish Traps
- Requires fishing
- + 1 food for each source of fish and crab

NOTE: I realize that the icon for the fish traps building is too pixelated in larger sizes. If anyone knows of a better icon feel free to let me know :)

Lighthouse: +1 food bonus for fish removed for balance purposes (see above)

Furrier: Now grants +1 happiness
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Fixes
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Adjusted carpenter text to be more specific

Update: 28 Aug, 2016 @ 6:08am

HOTFIX

- Reduce cost of carpenter building from 75 to 60 (it was accidentaly too expensive)

Update: 28 Aug, 2016 @ 2:53am

This is a major update (largest since release). 2 techs have been added with 2 buildings and 1 new unit. From this point onwards updates will be smaller and focus on adding a few extra buildings to the existing techs in the ancient era.

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Techs
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- Added stone tools tech (tier 1)
- Added woodworking tech (tier 2)
- Animal Husbandry requires hunting, changed from agriculture

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Units
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- New Unit: light axeman - combat str 5/4 (ranged). Requires stone tools
- Scout requires hunting tech

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Buildings / Wonders
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Lascaux Caves
- Added cattle and horse to lascaux caves as optional prerequisite resources
- No longer requires that resources in city vicinity need to be improved resources. They only just need to be in city borders (Thank you LeeS).

- Monument now requires stone tools

New Building: Carpenter
- Requires woodworking
- 10% building construction boost

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Resources
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- Horse revealed with hunting (down from animal husbandry)

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Improvements
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- Lumbermill improvement requires woodworking (down from construction)

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Difficulties - AI Free Techs
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- Removed mining from Diety , gave it stone tools and mysticism

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Corrections
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- Elder council text corrected to reflect that it expires with education, not theology

Update: 11 Aug, 2016 @ 11:42am

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Buildings - Wonders
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Added Lascaux Caves Wonder

+3 Culture
+2 Faith per Deer / Bison / Ivory

City must have Deer / Bison / Ivory to build it.

Update: 6 Aug, 2016 @ 10:09am

- minor update; corrected text description for Elder Council

Update: 5 Aug, 2016 @ 10:06pm

- Put mayan Pyramid in mysticism (thank you Wololo-Pocalypse!)

- Elder council is now obsolete with education (was Theology before)

- Removed sheep bonuses from furrier (for now - any opinions on this can be put forward in the discussions section)

- WIP: Wonder that will be available with hunting

Update: 31 Jul, 2016 @ 1:06am

Buildings Update

- Added Bison and Sheep for furrier bonus.
- Updated furrier text to correctly refelct the modified gold bonuses.

Update: 30 Jul, 2016 @ 2:42pm

- New tech: mystcism; allows for building of elder council and shrine.

- New building: Elder Council (requires mysticism); grants + 1 science, obsolete with Theology

Other Modifications:

- shrine tech requirement changed to mysticism (not pottery)

- removed hunting tech requirement for scout unit

Update: 28 Jul, 2016 @ 11:46am

This minor update makes hunting more worthwhile researching if you have not spawned next to deer / ivory / fur / bison

- scout unit requires hunting
- archery tech requires hunting

Update: 27 Jul, 2016 @ 11:25pm

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General Adjustments
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- Agriculture is researchable

- Reduced initial gold for fur by 1; this is regained and surpassed with new furrier building (see Buidlings section below)

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AI Difficulty Adjustments
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- removed pottery from AI for all difficulties
- removed free the wheel tech for diety AI (it now gets agriculture, fishing and hunting)
- removed free Mining from immortal AI (it now gets agriculture, fishing and hunting)

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Buidlings - Added: Furrier (building)
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Requires:

- Trapping (tech)
- An improved source of deer or fur to build

Generates:

+ 1 gold

+ 2 gold for every source of deer and fur

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Default AI Free Techs
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NOTE: techs in brackets represent what the AI used to have.

King (Pottery)

Agriculture
Hunting

Emperor (Pottery, Animal Husbandry)

Agriculture
Hunting
Animal Husbandry

Immortal (Pottery, Animal Husbandry, Mining)

Fishing
Hunting
Agriculture
Animal Husbandry

Deity (Pottery, Animal Husbandry, Mining, The Wheel)

Animal Husbandry
Mining
Fishing
Hunting
Agriculture