Sid Meier's Civilization V

Sid Meier's Civilization V

Ancient Techs Rebalanced
 This topic has been pinned, so it's probably important
=Tri[Force]=  [developer] 21 Jul, 2016 @ 11:10pm
Suggestions Thread
Here is the place to post if you have suggestions for the mod. For now what I have on my todo list is the following:

- Reduce gold for furs and ivory for balance reasons (as players will have access to them much earlier) and set that gold back to normal level upon the discovery of trapping (to make trapping more appealing).

- Give trapping another benefit (suggestions would be welcome for this one).
Last edited by =Tri[Force]=; 24 Jul, 2016 @ 10:54pm
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Showing 1-13 of 13 comments
KW17 24 Jul, 2016 @ 10:33am 
Every Civ should start out with Hunting and/or fishing, as well as agriculture. That is if your going for realism.
Last edited by KW17; 24 Jul, 2016 @ 10:33am
=Tri[Force]=  [developer] 24 Jul, 2016 @ 10:58pm 
Imo what would be more realistic would be to remove agriculture from free techs for all civs, making it researchable. There is no reason why capitals that spawn next to wheat should be given a free ride compared to those that spawn next to other food resources. Further to this, historically, agriculture took longer to develop than say, hunting. That said, I would definitely prefer more input before I make this call.
Last edited by =Tri[Force]=; 24 Jul, 2016 @ 11:10pm
ZenFeroce 14 Mar, 2017 @ 1:15pm 
I' ve been looking for this mod. Going to try it.
I' ve made a mod to, Overpowered !
It,s only copy and paste for most, since i not a modder.
I wanted to do this mod but got discouraged by the amount of work just to learn others things then xml files. I try tech tree editor to try to make a distance between Medieval and Renaissance Era because there is almost no time lapse between Steel and Gunpowder, So you get rifflemen just a few turns after you get longswordsmen, it should be different.
mostly looking for this mod for Classical and Medieval eras
Last edited by ZenFeroce; 14 Mar, 2017 @ 1:21pm
ZenFeroce 14 Mar, 2017 @ 1:20pm 
i also been thinking of a mod that would add an early cheap specialized worker ( Hunter, Fiserman, Farmer) that you would just make it stand on a ressource to make it produce more, And could later be put on an improvement to increase its yields. Or just make a mod that allow to sleep a worker on an improvement to increase it. Also, trade routes with other civ add 1 happiness per luxury ressources that its has, if you dont have it already.
Thanks and have a great day
Last edited by ZenFeroce; 14 Mar, 2017 @ 1:51pm
elotar 16 Nov, 2017 @ 7:20am 
OK. So lets put all suggestions into relevant thread.

1. Stone Axeman
5/5 25 hummers Upgradable to Archer
elotar 16 Nov, 2017 @ 7:30am 
Second suggestion: incorporate this mod (after making it work in BNW) or to second mod compatible with this one.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=88537426

It's better be made here, because fixing that mod by third party will "double" mysticism tech.

I understand, that it formally lies outside the scope of the mod, but I think adding one more tech on most common beeline path will benefit the general intent of this mod.

For technical details I would suggest to rename Ancient Mysticism into Theism, and left Mysticism in classical era where it belongs.
elotar 13 May, 2018 @ 12:59pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1382889766&searchtext=mandir

This mood is already working. So idea to change mysticism tech to something else became kind of urgent.
SkaarSmashKikou 21 Dec, 2018 @ 8:36pm 
My only suggestion is to find an use for this great quote:
http://quoteparrot.com/quotes/jose-marti/248873-one-just-principle-from
=Tri[Force]=  [developer] 11 Jan, 2019 @ 7:46am 
I just made a release with modifications to Knossos wonder and the apiary. Also introduced 3 new buildings to give players alternative faith generating options to mysticism / shrine. Full details are in the release notes.

Originally posted by SkaarSmashKikou:
My only suggestion is to find an use for this great quote:
http://quoteparrot.com/quotes/jose-marti/248873-one-just-principle-from
Thanks for this suggestion. I have considered the quote and while I can see how its suitable for this wonder, I feel there is something about the existing quote that adds more mystique to the wonder. As its a faith based wonder, I therefore find it more suitable and for now will keep the quote as it is.

I hope this does not deter you from making further suggestions :)
Last edited by =Tri[Force]=; 11 Jan, 2019 @ 7:58am
SkaarSmashKikou 23 Jan, 2019 @ 9:47pm 


Originally posted by Arkatakor:
I just made a release with modifications to Knossos wonder and the apiary. Also introduced 3 new buildings to give players alternative faith generating options to mysticism / shrine. Full details are in the release notes.

Originally posted by SkaarSmashKikou:
My only suggestion is to find an use for this great quote:
http://quoteparrot.com/quotes/jose-marti/248873-one-just-principle-from
Thanks for this suggestion. I have considered the quote and while I can see how its suitable for this wonder, I feel there is something about the existing quote that adds more mystique to the wonder. As its a faith based wonder, I therefore find it more suitable and for now will keep the quote as it is.

I hope this does not deter you from making further suggestions :)

No problem ;P

Talking about suggestions, for Lascaux wonder why not making it needed an mountain near Because as currently (I don't have played since a good moment so I can be wrong here), it have no prerequises.
=Tri[Force]=  [developer] 28 Jan, 2019 @ 6:54am 
Originally posted by SkaarSmashKikou:
Originally posted by Arkatakor:
I just made a release with modifications to Knossos wonder and the apiary. Also introduced 3 new buildings to give players alternative faith generating options to mysticism / shrine. Full details are in the release notes.

Thanks for this suggestion. I have considered the quote and while I can see how its suitable for this wonder, I feel there is something about the existing quote that adds more mystique to the wonder. As its a faith based wonder, I therefore find it more suitable and for now will keep the quote as it is.

I hope this does not deter you from making further suggestions :)

No problem ;P

Talking about suggestions, for Lascaux wonder why not making it needed an mountain near Because as currently (I don't have played since a good moment so I can be wrong here), it have no prerequises.
I'm glad I didn't deter you :) The Lascaux Caves actually require an unimproved source of deer / cattle / horses / bison to be built. Rigth now it yields +1 faith for each of those resources. I feel its a bit underpowered in that you would need to have at least 3 of those resources to consider building it (to get +3 faith).

Would be interested to get some feedback on the latest version of this mod, after having added the myths, which give the player other options than mysticism for early faith generation as well as the new wonder which I tihnk might be OP.
SkaarSmashKikou 1 Mar, 2019 @ 10:27pm 
Originally posted by Arkatakor:
Originally posted by SkaarSmashKikou:

No problem ;P

Talking about suggestions, for Lascaux wonder why not making it needed an mountain near Because as currently (I don't have played since a good moment so I can be wrong here), it have no prerequises.
I'm glad I didn't deter you :) The Lascaux Caves actually require an unimproved source of deer / cattle / horses / bison to be built. Rigth now it yields +1 faith for each of those resources. I feel its a bit underpowered in that you would need to have at least 3 of those resources to consider building it (to get +3 faith).

Would be interested to get some feedback on the latest version of this mod, after having added the myths, which give the player other options than mysticism for early faith generation as well as the new wonder which I tihnk might be OP.

Myths, like the ones in C2C?
Dandy Drake 23 Apr, 2020 @ 7:16am 
perhaps compatible update for vp plz ?
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