Sid Meier's Civilization V

Sid Meier's Civilization V

1 Turn Tile Improvements
91 Comments
Ultra-Violent Radiation 9 Jun, 2019 @ 8:51pm 
Makes things like the Pyramids and that one liberty policy practically worthless.
Luxa 9 Aug, 2018 @ 4:03pm 
Is it this mod or the CBP that makes workers never build roads until they have finished literally everything else?
dcain3456 8 Aug, 2018 @ 5:38pm 
instead of one-turn builds, just let us stack workers.
QuantumPaws 14 Dec, 2016 @ 5:11am 
Does not work
Namul Niram 8 Oct, 2016 @ 9:56am 
I agree with what Chicken Bear said, with Civ VI people will want to still play Civ V, and if workers were conumed after 3-4 uses but were instant at building things, that would add some different dynamic to the game. Any thoughts?
Chicken Bear 29 Sep, 2016 @ 5:09pm 
This needs to be updated so that they are consumed after improving a tile or maybe get 2 charges now that we know this is what Civ 6 is going to be like. It's actually the way I found this mod was searching in hopes someone had done that already. You could be the first! :SocialPolicy:
JohnBlaze 25 Apr, 2016 @ 9:42pm 
You havent dont anything to balance out the liberty social policy or the bonus to worker improvement speeds from Pyramids. It seems as though you just shortened it down cause everyone is too lazy to invest in developing their tiles - which i beleive makes a huge difference to game play.

That being said im a player who controls all workers and never automates them so i do agree and sympathise with the sometimes 14 turns to clear a jungle and build a mine.

Good mod besides the lack of game balance, I was initially excited to see what you had given liberty to rebalance as some people have a flair for historic bonus creation. Keep up the good work!
diademic111 30 Jan, 2016 @ 3:27pm 
this is very nice.. most games I never finish developing all my land because I don't function like the computer and build 50 workers to compensate for my growth.. the few workers I have tend to follow the new cities and forget about the old unless there's new resources to connect... cheers!
RJ  [author] 7 Jan, 2015 @ 10:59am 
@BOB MARLEY, pretty sure it does. The mod affects workers, not the player themselves, so AI workers should build stuff similarly fast, though they might potentially build too many workers still since they probably aren't coded to deal with such fast improvement speeds.
Mistah Jah 7 Jan, 2015 @ 6:23am 
does thi work for the AI?
Thanmaster 25 Aug, 2014 @ 5:50pm 
I used it with the "Voyager Space Probe Wonder (Brave New World)" mod. I don't know how that mod added to the crash, but I am pretty sure the space probe mod is okay (I used it with many other mods before).
RJ  [author] 25 Aug, 2014 @ 5:18pm 
@nathanilm97, I've not heard of or seen that particular crash before. Were you only using this mod or was it in combination with something else? It's possible some combination caused problems whereas it shouldn't do it by itself.
Thanmaster 25 Aug, 2014 @ 1:15pm 
I totally agree with this mod, improvements take too long! However, it is kind of hard to advance when the game crashes around turn 100 or so. Once that bug is fixed, I will use this mod much more often
lucas 14 Aug, 2014 @ 6:15pm 
I might look into it someday, but until I'll get it to work I'll make mods in txt files. Maybe I could allow Barbarians to capture cities or something.
RJ  [author] 5 Aug, 2014 @ 1:28pm 
@Cowkiller, remember that you could always self-publish to Civ Fanatics or something along those lines to retain 100% credit. I suppose I could be your middleman for Steamworks publishing, but you'd likely miss out on comments on the mod and stuff unless always manually checking it yourself (not to mention you might not get the [author] tag even if you did check). Still recommend trying to get VS and ModBuddy working somehow, I'm sure there is some solution that could work for you.

As for the scripts and stuff, look at C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V SDK\CvGameCoreSource. ...\steamapps\common\Sid Meier's Civilization V\Assets\Gameplay can also be useful.
lucas 5 Aug, 2014 @ 7:55am 
Also, to improve my modding skills, as I have not got ModBuddy and I do it just in notepad and then convert it into xml, could I look over the scripts of this game to gather some more information as I have read in civfantics the basics.
lucas 5 Aug, 2014 @ 7:52am 
Well I've done as you advised, I put a randomly generated chain of "raged" letters and numbers (don't ask who I got them from) in the md5 line and pasted my mod from the previous file it was in to the "MODS" file. I haven't tested to see if it works because I'm working on building a supermarket, so even if it doesn't I could give it to you to publish it. However, that depends if you would let me!
RJ  [author] 4 Aug, 2014 @ 6:30pm 
@Cowkiller, oh wow, can you not capture those by default? I thought that was part of the default game's design in order to encourage science victory seeking players to still have some military strength such that they can defend against other civs in the event they come to steal your parts. I didn't realize they get destroyed instead of stolen.

Anyhow, definitely a good idea for a mod as IMO it's probably how the game should have been from the outset in terms of science victory. I believe the md5 is related to the checksum of a file. Might be possible to generate elsewhere, but I'm not sure it really matters that much for the mod info. Try putting in some gibberish number to see if that'd still work.
lucas 4 Aug, 2014 @ 10:48am 
Hello once again Rj, after a few minutes of work I have made an unpublished and unplayable mod that is like your simple Civ 5 fixes but mine is different. It allows you to capture Space Ship Parts. Thought this only changes the game at the end I feel it is necessary as if you have a large miliary but playing on a Huge Map then you can still win with your military by capturing other's Space Ship Parts. This is because it is very unlikely that you will win domination on such a big map. What do you think?

All I have to do know is figure out what md5 means and what to put in there and I'm done!
Gioxsus 3 Aug, 2014 @ 3:01pm 
@RJ815 , i tought that just the player could benefit from the mod
RJ  [author] 3 Aug, 2014 @ 2:14pm 
@Gioxsus90, I'm pretty sure the AI can make use of quick tile improvement too, so it's not like you get a major advantage they don't have. The only real complaint I can understand is it depowering the Liberty tree a bit.
RJ  [author] 3 Aug, 2014 @ 2:13pm 
@Cowkiller, I generally always test out my mods before putting them up on the workshop, but I can't guarantee that I'll catch every bug (e.g. an Extended Resource Display bug that only appears on some saves but not others, regardless of other mods present). Balance can be tricky too since different game speeds and difficulties can vary how powerful or weak certain units or buildings can feel, not to mention how precisely the different AIs use the new stuff if they can.
Gioxsus 3 Aug, 2014 @ 12:20pm 
I'm sorry to say but... it's more like a cheat than a mod.Still a good mod for players that want to advance vary fast
lucas 3 Aug, 2014 @ 9:37am 
If you should make any Civilization mods that add more of the latter into the game then hencewhere come lots of over-powered units, and other bonuses like in science, food and such, so it's just a suggestion that if you make some of these make sure to play as it and see if it is not over-powered or under-powered. As there are many people who make these mistakes! This could also apply in adding a unit to the game or a tile improvement et cetera.
RJ  [author] 1 Aug, 2014 @ 6:10pm 
@Cowkiller, thanks for the suggestions, I'll look into it. At least until I exhaust all the ideas I'm really interested in in terms of modding, I'll probably prefer development of mods to experiencing others' mods. Not to say they're aren't good ones out there (I'm particularly fond of the Civ IV diplomacy mod for instance, though bugs with Vassalage drag it down a bit IMO), but a lot of the more ambitious mods change so much that it's like learning an entirely different game. Which is fine for those who like it, but no guarantee the balance is good or that there aren't any issues that cripple a feature or run somehow.
lucas 1 Aug, 2014 @ 6:30am 
Though I can still not create them I enjoy playing mods of all kinds and even simple ones like yours that barely change the game but somehow seem to make a colossal error scrubbed out of the game and some which change the game entirely - new leaders, new civilizations and such all of this sort.
One of my favourite mods is the Earth 2014 mod.
I think you should try it, though it requires the Korea DLC and what not, however there is a fix to the game that alows you to play with Regular BNW.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=232260912
lucas 1 Aug, 2014 @ 6:23am 
Whilst at the begining I was excited with innovative ideas, a few days ago I but merely smiled when Nexus began working. A hollow, empty smile with no joy or contentment; I have grown so frustrated with this ModBuddy that I have almost given up on it. Though I shall always remember my exuberancy when I first discovered its treasures - but that was long ago. Long, long ago.
How do you like my piece of literacy - neat right? I'm just saying I didn't find it on Google.
RJ  [author] 31 Jul, 2014 @ 5:31pm 
@Cowkiller, the only thing I could really suggest now is that you might have a compromised install of Virtual Studio files. Perhaps uninstalling and deleting everything you can related to Virtual Studio stuff and starting from scratch might make you better off. I think it's worth continuing the search and trying different methods if you're really into modding, but I can understand the frustration of constant technical issues.
lucas 31 Jul, 2014 @ 9:40am 
Thanks. However, I think I'll need someone who knows how to make the ModBuddy work. I got that exact download and it still said the same thing as before: "One or more components still required." and then something about downloading it again. I think with all these advanced scripters and game-makers who made Civ 5 should make things like this as clear as possible in Beyond Earth. That'd be my only complaint to Sid.
RJ  [author] 30 Jul, 2014 @ 5:06pm 
@Cowkiller, it's not at all clear (and took me quite a while to figure out my first time), but the publish to Steamworks feature seems to be strictly bound to ModBuddy. That hasn't stopped people from posting to Civ Fanatics or something along those lines though.

As for the Visual Studio bit, try something like this link [download.microsoft.com]. Some others seem to have had trouble with that part too, but some have said that version of the VS stuff works for them. Would be curious to see your mods sometime.
lucas 30 Jul, 2014 @ 10:44am 
RJ, I envy you creating these mods, as my ModBuddy is glitched and no matter how many time I download the Visual Studio 2010 it just doesn't seem to work. I've tried to not use ModBuddy but that seem not even to be an option, thought I've created plenty of Mods without it I don't see how you can publish these.
RJ  [author] 29 Jul, 2014 @ 5:11pm 
@Cowkiller, it's an interesting idea. Also, I don't hate modelling, it's more that my skill is primarily in programming rather than 3D art. I probably could do it if I was really inspired by something, but mere code takes a lot of time already. Funnily enough my hours in the Civ 5 SDK as counted by Steam may one day soon surpass my hours in the actual game!

As for your idea though, I'm not sure I see much of a point. It's not that hard to construct mines, trading posts, and farms to fulfill larger amounts of production, gold, and food. Pretty much only science doesn't have a readily available and simple tile improvement, but even then trading posts on jungle and academies can fulfill that role. Culture can vary, but great works and landmarks pretty much fulfill that role IMO, as do holy sites for religion.
lucas 29 Jul, 2014 @ 7:55am 
Well, now that you mention custom tile improvements; could you not make a mod that enables you to construct or invent your own improvement! Like there could possibly be a extra icon and (as I know you don't like modeling) the workers could build a new improvement that appears the same as the original ones, but with a manually placed outcome. Some of these could be: Science, Production, Gold, Food or Culture. But you should only be able to choose one yield. Perhaps as the eras progress you are able to choose more? What do you think RJ?
RJ  [author] 27 Jul, 2014 @ 1:51pm 
@Amras, the code is a bit different now. Archaeologist code is similar but improved to be more uniform across game speeds. Worker code however now accomplishes the 1 turn goal with far simpler code, so I expect more flexibility now, especially in terms of working with custom tile improvements. No guarantees, but less complexity for the same result should allow for more compatibility.
Nediak 27 Jul, 2014 @ 9:46am 
is the version's code the same as version 3?
RJ  [author] 26 Jul, 2014 @ 8:44pm 
@borraborra, I'd suggest trying out the new version, perhaps this time the new solutions are more flexible. Can't guarantee compatibility, but I accomplished the same results with much less code, so there are much fewer things that could break.
RJ  [author] 24 Jul, 2014 @ 3:38pm 
@Cowkiller, yes, I've played the ACW scenario. That could be a good reference for limiting which buildings can go where, though I'm guessing they might have totally overwritten the normal city rules rather than created a split set. I'm thinking a big part of the challenge of such a mod will be reconciling "normal" city behavior while still being able to access "fort" city behavior as needed.

As for future era ideas, I know a lot of players are already put off by the "sci fi" aspects of the regular Information/Future era of the game, so I'm uncertain how many would actually want something like that (unless it was very extensive). Plus, games are more or less already won by then or before unless one started in a quite late era. Fiddling around with extra buildings isn't too complicated, but unless I'd recycle existing 3D art for "new" units I probably wouldn't really have the patience or skill to go to that level of timesink modding. I'm a programmer, not a modeler.
lucas 24 Jul, 2014 @ 3:29pm 
Well RJ, have you played the American Civil War Scenario? How about forts like cities in that scenario - only able to build certain units over time and they only have a few possible buildings - maybe as time goes on you can add new and special buildings and mayeb use soem of the American Civil War game. Maybe you could expand the Future Era with a few new units or buildings; for example: Future Barracks, Future Factory, Recon Airway, YCOM squad (?) or something like Monster Tank - get imaginative!
RJ  [author] 24 Jul, 2014 @ 2:15pm 
@Sno3y, whenever something like this happens, I generally try to toggle subscribe and unsubscribe from within game to see if that clears things up. No guarantee it'll unpack, but at least that might cause the packaged mod file itself to appear in the appropriate folder and just would need to be unpacked outside of the game.
RJ  [author] 24 Jul, 2014 @ 2:13pm 
@Cowkiller, at least how I envision it, forts would give you a small cultural border thing when plopped down (much like citadels do by default and how a mod affording cultural borders to forts does too), and would ideally function very much like a weaker city with a hard cap on population and how far it can work tiles (for forts, possibly 1 or 2 tiles from itself, while citadels might get 1 more). As for the specifics of what about city buildings, unit production, plane basing, etc, that's something I'd still have to think about, though likely forts will be something like "forward operating bases" focused mostly on military and incurring smaller happiness penalties compared to cities though affording fewer building options as well. First I have to figure out if my idea is even feasible (I'm sure it's possible , but may be very complicated) and then figure out what features city forts should have.
Sno3y 24 Jul, 2014 @ 2:11pm 
It seems like the subscribe button isn't behaving properly when I click it. The mod doesn't show up in the mod menu, and there isn't a modpack in the MODS folder.
lucas 24 Jul, 2014 @ 1:52pm 
Generally, there aren't any mods that enable you to build a Fort-city-thing and I think that would be a great mod, but will the Fort be your land or no one's land but you control it. For example if you have a unit on a terrain and no one is at war with you - it implies you control that tile but are unable to work it.
RJ  [author] 24 Jul, 2014 @ 12:34pm 
@borraborra, well, as I said #2 probably would've worked, it's just that figuring out where to put the details to prevent incompatibility and crashes is easier said than done. I'm sure there is a way to make it work, it just might be a lot a hassle. An alternative thing you could try is just to use something like the Really Advanced Setup mod from another author to give yourself extra worker units when starting a match. Then, even if you can't build within a single turn, you at least have more workers to begin building more things right away.
gruengruen 24 Jul, 2014 @ 12:28pm 
sadly nothing worked.
anyway thx for your mod:)
RJ  [author] 24 Jul, 2014 @ 11:01am 
@borraborra, if option #1 doesn't work than #2 probably will, it's just a matter of where all to put it and that might seem like too much effort on the part of the user.

There is a potential third option, but chances are you may have already attempted it (but if not then give it a shot):

3) The order that mods are activated in (as shown just prior to being able to go to the set up screen for a modded game) can matter. You could attempt to activate this mod as the very last one and see if that helps. Even if other mods change related values, activating this mod last may overwrite those changes.
gruengruen 24 Jul, 2014 @ 10:52am 
thx for your quick response.
i will try both actions but i think you are right with these 3 mods.
dam the only thing i hate most about civ was the long build time of workers...)
RJ  [author] 24 Jul, 2014 @ 10:43am 
It's very possible that one of the more extensive mods like communitas, interface, enhanced gameplay, etc might be interferring. I see two options to try:

1) Try the old version compatibility of this mod to see if that resolves the issue. If you're on Windows, you'd probably find the relevant readme.txt file for it in C:\Users\[YourAccountNameHere]\Documents\My Games\Sid Meier's Civilization 5\MODS\1 Turn Tile Improvements (v #).

2) Of the mods you've activated, see if any alter CIV5Units.xml. They might even contain a file with that same name. You may have to combine xml details from this mod with your copy of another mod if option #1 doesn't work.
gruengruen 24 Jul, 2014 @ 10:38am 
@Rj815, hi there.
Yes the mod is aktivated in the mod menu.
Im using
extend resoruce display
1 Turn
and communitas , interface,, enhanced Gameplay, ai and tools
that would be very sad if one of the last mods prevent your mod from working.
cause i really hate the work time of the workers.)

ediot lol i wrote the answer in my langu...)
RJ  [author] 24 Jul, 2014 @ 8:45am 
@borraborra, are you using any other mods? It's possible there may be some conflict, so you could attempt the "old version compatibility" as described in the readme file with the mod.

Also, since it's not clear if you did, did you actually activate the mods and do the setup through the Mods portion of the main menu? Remember that merely setting up a single player game is not enough, it has to be through the Mods section of the menu to take any downloaded mods into account.
gruengruen 24 Jul, 2014 @ 8:38am 
Hi there, i play a game at normal speed and my workers need 4 turns.
i have civ5 with both addons.
i dont understand how it works.
thx