Sid Meier's Civilization V

Sid Meier's Civilization V

Early Production Fix
31 Comments
Bakinator 25 Aug, 2020 @ 3:53am 
Great idea! Thank you!
Mavoc 11 Dec, 2017 @ 12:32am 
Bug: The windmill strategy text is that of the coffee house
Barrelmaker 🏴‍☠ 21 Dec, 2016 @ 12:16pm 
This is a good idea. It always bugged me that the ancients IRL were so productive and efficient, and yet here they're portrayed as primitive and idle. This is just what was missing, now things can actually get done by the time the Classical Era starts, and we're not still fighting with Great War Infantry in 2017.
TofuSojo  [author] 15 Mar, 2016 @ 5:12pm 
Version 6 is out! See Change Notes up top for details. Remember, if you are still in the middle of a game, don't click the Update button in your mods list yet, or you won't be able to load the old save.
TofuSojo  [author] 8 Nov, 2014 @ 12:17am 
Version 3 is out! Cities built after the Renaissance now start with Smelters, just like post-Industrial cities start with a Colosseum...it was annoying me in my own games :P. I also told the mod to automatically enable itself after City Mininum Yields Fix if it is enabled, so no need to worry about doing that in the right order yourself anymore, if you use that mod too.

Remember, if you are still in the middle of a game, don't click the Update button in your mods list yet, or you won't be able to load the old save.
TofuSojo  [author] 24 Oct, 2014 @ 8:30am 
@Destrocko I didn't change the cost of the Smelter, actually didn't change anything about it at all.
TofuSojo  [author] 23 Oct, 2014 @ 10:25pm 
@deathpickle1 That would make it overpowered :). The fact that all the prod buildings also give a % increase explains why they are still useful centuries later. It becomes incorporated in a city's industry, simulating how though an ancient city may only have a handful a smelters, a modern city may have hundreds. The % does that.
ProfessorPicke 23 Oct, 2014 @ 10:08pm 
hey mr modder guy, it might be better to have +2 production than 10% +1 production.
Because you don't got much production early on, 10% production feels like +0 producion to me. Percent production is best at the late game, so why not have it as a flat bonus +2 production (which is more early game)? Maybe increases to +2 + 10% melee unit production after iron working is discovered? (that way it scales just a little)
if anything why not test it out.

let me know if you do, im curious :D
TofuSojo  [author] 17 Oct, 2014 @ 4:31pm 
@jsnider193 Thank you very much, that is appreciated.
jsnider193 17 Oct, 2014 @ 3:04pm 
trolls like dragons are an emotional subset of humanity ... I use your mods and like all of them and this one fts nicely into the early game esp on emp or above, thanks for doing and posting for us lazy folks that don't do our own mods ...
TofuSojo  [author] 17 Oct, 2014 @ 8:14am 
@Alblaka It's too bad you didn't write with such poise to start with. Had you simply explained yourself without falling to elitist insults, you would have come off better. As for what I said, I never insulted, nor have I now; I expressed my opinion, which is that you should be greatful when people make these for free and if you don't like a mod for whatever reason no one is forcing you to sub, instead you continue to maintain your elitist notion about who has the right to make mods. Point is, your position that no one should make a mod that alters gameplay without knowing absolutely everything about the game and all it's possible impacts is the height of elitist nonsense which will be ignored from now on. As if all mods aren't works in progress and updateable; this is only version 1.
[TAG]Alblaka 16 Oct, 2014 @ 11:26pm 
In the end, I hate people who spread false information, so I think I got riled up about your OP mentioning how hills are underpowered because you didn't realize the production advantage. But I'll stand at my words and claim that modding a game withotu knowing it's mechanics thoroughly can't yield a good and balanced mod.

But since you dropped to the level of a dumb "you don't deserve it, go uninstall" level of insult, I might as well leave this thread alone.
[TAG]Alblaka 16 Oct, 2014 @ 11:26pm 
Sorry if I sounded offensive, but one shouldn't mess with a balance one doesn't understand. To your question, the balance comes from the fact that one prod from the very first turn can severely change your wonder race. For capitals the 10% from buildings will barely matter later on, and whilst the loss of an Engineer slot does hurt, having another world wonder or just those 2 extra units early on can make a much larger impact. I've read several discussions arguing as to whether one should go for the +1prod (and it's seriously referred to that way, because City tiles have a base yield of 2F1P, albeit with your explanation I get why you keep saying 'building cities on hills gives +2F'), but in the end it comes down to what kind of strategy you're aiming at.
Oriental 16 Oct, 2014 @ 10:09pm 
Nice mod. Don't get angry, there are always trolls
TofuSojo  [author] 16 Oct, 2014 @ 4:40pm 
Two, I just made a city on a grassland hill and a flat grassland to compare their yields. I can confirm that hill cities don't get +1 prod, they get +2 food, resulting in 2f 2p. It is the flat grassland cities that get +1 prod, resulting in 2f 1p. So, yes, flatland cities yield one less prod than hills and this is probably why only they get to build Windmills. Now, how on Earth a building that adds 2 prod, 10% prod to buildings, and has an Engineer slot (even though it has maint of 2 gold) is equal to 1 measly prod is beyond me. I will look into cities on flatlands just giving +2 prod instead of 1 to balance things out or cities not adding yields to their tiles at all...
TofuSojo  [author] 16 Oct, 2014 @ 4:40pm 
@Alblaka One, there is no need to be so insulting. If you think that no one should be allowed to spend many hours of their free time making free mods and putting them online for others who might enjoy them unless they know every single detail about a game, then you should delete all of your mods because you don't deserve them.

cont'
[TAG]Alblaka 16 Oct, 2014 @ 10:42am 
... Are you trying to troll me? Or are you somebody who actually modifies the base game, but doesn't understansd it's basic mechanics... f.e. that a city founded on a hill gets +1 production and +defenses for free and pays for that by not being able to build windmills later.
I'm LITERALLY just now in a City screen and confirm what I've said simply by looking at the 2F2P I get on the main city square (which was built upon a hill).
TofuSojo  [author] 16 Oct, 2014 @ 10:38am 
@Alblaka Hills don't give bonus production. They give 2 prod instead of the 2 food you'ld get on Grasslands, or the 1 food 1 prod you'ld get on Plains. Hills do however give a small defense bonus. That could have been the reason Firaxis doesn't let them have Windmills, but I just don't see the connection there. I think the lack of food is enough. In any case part of the purpose of this mod is for there to be a production building all cities can build between the Workshop and the Factory, which is provided with my alterations to the Windmill. Also, you could just open the mod's xml file in Notepad and delete the sections you don't like :).
[TAG]Alblaka 16 Oct, 2014 @ 9:42am 
The Smeltery would be a nice and welcomed addition, but with the change to Windmills I'll have to skip this mod. In case you didn'tknow, Windmills are the official drawback of hill citys. Hills = +1 production for free, whilst windmills give +2 production (and more building production) mid-late game. This is an, in my book, important balance factor that is not to be omitted.
the2pages 11 Oct, 2014 @ 8:22pm 
can you buff unique units to be more...unique rather than just being able to move an extra space or be able to attack over rivers without penalties
Eden Elvis 10 Oct, 2014 @ 9:07am 
@TofuSojo Thanks, cool mod overall though I was just nit picking.
TofuSojo  [author] 10 Oct, 2014 @ 9:04am 
@projecteden2.0 Ty for the polite comment. I'll buff the Coffee House too in V2
Eden Elvis 10 Oct, 2014 @ 8:57am 
@TofuSojo You Clearly didn't think this through because I see no mention of change to the Austrian UB (the Coffee House)
TofuSojo  [author] 9 Oct, 2014 @ 9:52pm 
@WolfCrossing Well, that just makes me want to keep making mods :D, tyvm. More to come!
WolfCrossing 9 Oct, 2014 @ 9:42pm 
I...I think I have all of your mods. Damn beautiful sense of logic placed into it, and it hits everything I ever thought to myself "What? Why?" when looking at how they did things. You've a good sense of balance and logic and it's great.

Also I never understood why the windmill required flat land. You are a Steam Saint, TofuSojo.
TofuSojo  [author] 9 Oct, 2014 @ 9:38pm 
@warp.ligia.obscure It's a mini mod, just open it in ModBuddy and delete everything but the Smelter stuff. You'll know what code is for the Smelter because "SMELTER" will be somewhere in each entry.
warp.ligia.obscura 9 Oct, 2014 @ 9:34pm 
Is it possible to make a mod that only has the Smelter but doesn't include the changes to the existing buildings?
TofuSojo  [author] 9 Oct, 2014 @ 4:38pm 
@UncivilizedGuy I think I would be a puddle of sweat :)
UncivilizedGuy 9 Oct, 2014 @ 4:32pm 
If you ever chiseled a 2 ton block of stone from a side of a mountain you would be smiling too
jsnider193 9 Oct, 2014 @ 12:44pm 
like this change .. actually makes sense (to me anywho).