I have a few issues with the economy in vanilla civ5. Specifically, techs come far too fast compared to your unit and building production rate, certain resources are useless, and hills are absolutely required for a successful city; Not enough production without them.
With this mod, I seek to rectify those issues.
v2 Changelog:
* Many small UI tweaks
o Clicking the GPT display brings up the Economy Screen.
o Unit XP displayed as a string, rather than bar
o Clock added, fully integrated into the bar
o etc
* Included Modcomps:
o BuildQueue mod fixed
+ Purchasing items no longer affects the queue
+ Functionality changed:
# Mouse click = Item is selected for production (overwriting any queue!) and production display closed. IE, behaves as though the queue was not active.
# Shift-click = Item is added to the rear of the queue
# Ctrl-click = Item is added to the front of the queue.
+ Queue is always enabled. Checkbox is invisible, production display only expands if queue size is greater than 1 (IE, you actually have something queued up after what is being built)
+ Basically, it works like the queue did in Civ4. It is always on, but you only have to mess with it if you choose; Very unobtrusive, simple to understand, and far better than the default implementation.
o ArgentumStudio's Resource Info Panel included
+ Located in the InfoPane (where tech progress is shown, for those who don't know the terminology), this panel displays all resources you possess, how many you have, how many are used, and how many you gain/lose via trade. It may be sorted by name or amount possessed; Each section (Luxury, Strategic, or Bonus) may be individually collapsed.
+ A picture is worth a thousand words:
Spoiler:
o Csebal's Extended Plot Mouseover included
+ Massively upgrades plot mouseover text. Only way I can really phrase it.
+ Again, a picture is worth a thousand words:
Spoiler:
o BlakeTheGreat's Great People Info Mod included.
+ Adds a display to the top panel detailing what your next specialist will be, what city it will be from, and what your progress to other specialists is.
+ And again, a picture:
Spoiler:
o Thalassicus's Unofficial Patch included (mostly)
+ An assortment of small fixes, largely concerning text errors.
+ Left out: Wealth fix (already made my own), Ancient Ruins upgrade result change.
o Xienwolf's FlagPromotions included
+ Adds a new Minimap Option which displays a unit's promotions below their flag icon; Very useful, particularly when you have a lot of them on a unit.
+ Sadly, only functions in standard view, not Strategic View. I'll have to get Xienwolf looking at that.
o Kael's ModList and No UnitFlag option included
+ New screen, the Mod List, which displays active mods for your game.
+ New minimap option which allows you to disable unit flags in standard view. Honestly, only included because it was in Xienwolf's mod.
o Magus424's LuxuryResourceDisplay
+ Removed at author's request. Functionality filled (and surpassed) by ArgentumStudio's Resource Pane.
* Gameplay changes
o Wealth process bumped up to 30%, from 25.
o Bonus resource yields nerfed to vanilla Civ5 levels; Boost no longer needed, made them desirable in a more interesting way.
o Bonus resources now handled similarly to Strategic resources; This change affects Wheat, Cow, Sheep, Deer, Fish, and Banana.
+ Resources may have 2 or 4 instances per tile.
+ New buildings added which require these resources.
# Bakery - +1 , +20% stored after growth, requires Wheat
# Brewery - +3 , -2 , requires Wheat
# Leatherworker - +1 , grants the Leather Armor promotion to all Melee, Mounted, Recon, and Archer units, requires Cow
* Leather Armor - +25% Defense
# Weaver - +2 for any improved Sheep, Dye, Silk, or Cotton near the city. Requires at least one of these resources within range of the city. Requires Sheep.
# Hunting Lodge - +1 on Forest tiles near the city. Requires Deer.
# Plantation House - +15% and , 3 Maintenance Cost, -2 , requires Banana.
* Culture penalty removed with the Freedom Social Policy
* Originally intended to use unhappiness, for some ungodly reason however Firaxis chose to not allow buildings to grant unhappiness (Not just display, doesn't work at all; Tested it). Given that, I went with maintenance and culture.
# Fishmonger - +20% , 3 Maintenance Cost, requires Fish.
* Original plan was to increase the food output of nearby farms; However, this is not possible. Can be done for features and resources, but not improvements.
* Anything else that I forgot to list.
http://forums.civfanatics.com/downloads ... e&id=15440
Parece un buen mod, no?
