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Update: v7.2.1 Beta

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7.2.1 Updated June 2 2011 @ 5:33am

City Development

  • -50% damage from air units and nukes for cities with a Military Base.
  • Epic and Marathon speeds no longer have a unit production bonus.
  • Shifted the names of several production buildings for improved realism (no change to effects). A short historical summary is in each building’s Civilopedia entry.
    • Renaissance Workshops speed construction of buildings (replaces Windmill).
    • Blast Furnaces improve Iron/Coal and unit production, and predate Steel (replaces Forge).
    • Smithies improve all production and are required for a Foundry (replaces Workshop)
    • Foundries are places for large-scale production of metal castings (replaces Ironworks).
  • Rebalanced national wonder costs. If the prerequisite building is constructed in X% of cities, the total cost of (national wonder + constructed prerequisite buildings) equals:
    • 75% of cities = 90% total cost of vanilla.
    • 100% of cities = 110% total cost of vanilla.


  • 60 Bombers (was 50).
  • 100 Stealth Bombers (was 90).


  • Militaristic citystate reward units now:
    • Start with 10*Era XP.
    • Arrive at the capital on a periodic basis.
    • Can be any military unit the capital can build.
    • Each friend/ally militaristic citystate increases spawn rate 75%/100% (respectively).


  • Reverted Immortals to vanilla settings.
  • Darius: 50% longer Golden Ages (reverted duration to vanilla).
  • 20% food storage with Sanitation System (was 40%).
  • Isabella: 300/200 from discovering a Natural Wonder (first/later) (was 500/100).
  • 4 Khan (was 5).
  • Shifted the Steam Mill to a Windmill replacement, instead of a Factory replacement.
    • +22 on Luxury Resources.
    • +15% for Buildings.
    • Can be built in any city.
  • Added the Dōjō, a new unique building for Japan.
    • +30XP for land units.
    • +1 for each Iron or Horse nearby.
    • Replaces the Barracks.


  • Oligarchy gives garrisoned units 1 XP every 5 turns.
  • Reverted Militarism policies to vanilla (purchase bonus).
  • Moved maintenance bonus back to Autocracy from Militarism.
  • Removed the +50% XP effect from Autocracy.
  • 1 per garrison with Honor.
  • Spoils of War gold now scales with the purchase cost of the killed unit, instead of its strength. Unit purchase costs automatically adjust to game speed, and increase more gradually than strength in the late game.

Terrain Improvements

  • 1 Floodplains and Oasis (was 2).


  • 50% of citystates appear in uninhabited regions on the Continents Plus and Pangaea Plus map scripts (was 100%).


  • Corrected the Lancer’s defense penalty tooltip.
  • Unusual numbers no longer display over AI city banners (thanks ricardojahns for finding the solution).

14 responses

  1. Shrike

    Just a thought: seeing as population picks up the most during industrial era, would it be possible to boost fertilizer’s potency. In real life fertilizer usually doubles a farmers yield. Any chance of seeing more of a boost in the game.

    One other thing, which may not be possible, I don’t know due to the fact I am not a modder myself, but would it be possible somehow to have a game equivalent of the (second) industrial revolution by somehow decreasing the amount of citizens required to work farm tiles ( I suppose you could make it so that no citizens are required). The resulting need for employment in cities would give civs which research these technologies the advantage they had in real life.

    Finally, could we see the introduction of rice? Maybe it would add a little variety (could only be grown by rivers and gives greater food output from the beginning of a game) Also the introduction of sorghum, which could give lower yields but can grow in deserts.

    Cheers for what you’ve done so far,


    June 5, 2011 at 2:59 pm

    • Shrike

      sorry during my second paragraph when i wrote second industrial revolution i meant agricultural IE when mechanization of farming took place

      June 5, 2011 at 3:00 pm

    • I improved Fertilizer at one point, but found it accelerated science too much due to the increased population.

      Decreasing citizens on farm tiles would accurately reflect the Green Revolution but isn’t possible with our current tools.

      Rice, corn, potatoes, soybeans, etc I think are all represented by the generic “wheat.” It’d be nice to have more, but we are currently unable to add new terrain art to the game.

      June 6, 2011 at 12:49 pm

  2. Perhaps “wheat” should be retitled “grain” or “cereal”.

    June 7, 2011 at 8:20 am

  3. Shrike

    Yeah that’d be nice. I love the game but from time to time something historically inaccurate really annoys me!
    Perhaps it would be possible to introduce some kind of science modifier along with fertilizer?
    As for the Green revolution perhaps it might be possible to represent it by adding pop to cities that are growing (in other words help them attain their maximum population faster).
    Anyway thanks for replying the mods you make are great! Nonetheless it is annoying that some changes are not possible especially for those haunted by a desire for historical accuracy like myself!

    Cheers for replying,

    June 8, 2011 at 12:55 pm

  4. Shrike

    I’ve got one last thing to say which I hope is mod-able and game-improving. Perhaps it would be good if tech diffusion was updated, so to speak. What I suggest is that for each civ/city-state you have contact with you receive a science and culture bonus, and each foreign city you have a trade network with (provided you are friendly with the owner of that city) acts as an internal trade route and produces gold. I don’t know how this would balance out in a game. Perhaps if the aforementioned science/ culture bonus for contact was too extreme it could be incorporated into the trade route gold bonus and only be available in the same circumstances IE if you’re connected and friendly. I feel this would give an incentive not just to explore but would add a realistic dimension to the game as in real life ‘civilizations’ in contact with one another would have flourished more in terms of science, culture and trade ( I became aware of this when, in a game, I was isolated on a tiny island and yet still discovered astronomy first and began to win, something entirely unrealistic. Given this incentive to be peaceful, perhaps a balance is required in terms of being warlike. Maybe this could entail increased gold from pillaging tile improvements?


    June 10, 2011 at 11:15 am

    • What you describe is already in the game in the form of Declaration of Friendship research. It adds up the research of both players involved, so people who are falling behind get a built-in bonus. A DoF with five players can easily provide +50%-100% research. 🙂

      June 12, 2011 at 7:05 pm

  5. Shrike

    Ah I misunderstood the Research Agreement then! Thanks again but what do you think about increasing trade possibilities in the game, after all trade is, in real life, what makes and breaks empires, very often.

    June 15, 2011 at 11:05 am

    • Trade networks like in Civ 4 aren’t something that could be easily done with the modding tools we currently have available.

      June 15, 2011 at 6:46 pm

  6. Shrike

    Is it possible to make luxury resources give double resources with fertiliser? IE by adding a building available with fertiliser, perhaps a textile mill for those luxury resources etc., that doubles luxury resource output?

    July 25, 2011 at 11:05 am

    • Resources do get various bonuses from technologies and buildings. The yield of these tiles is already rather good in comparison to regular tiles, and every luxury is valuable if we finish the Commerce tree (+1 happiness for surplus luxuries).

      Changing deer from food to a luxury would be very difficult, since most of the code and map generation is dependent on the luxuries and bonuses that already exist. I also try to keep the mod close to vanilla so this would be better for a new-content mod.

      I liked the capability to move food around with supply crawlers in Sid Meier’s Alpha Centauri. With our current modding tools this isn’t possible, though.

      July 27, 2011 at 2:27 am

  7. Shrike

    Oh yeh and also I think it would be a good idea if deer was a luxury resources instead of a bonus resource because it is unrealistic to suggest that game could feed any large populations in modern times. I tried doing this by modding .XML files but I was unable (I worked off the EnHanced Luxury Resource mod, and in the end managed only to change the happiness from bonus/luxury resourves from 4 to 2 to make up for their food bonus). Anyway perhaps deer could constitute a +1/2 gold bonus for the tile and later (with biology/ecology) + science and maybe even +happiness with radio/mass media. I like the idea of deer being a very good ‘all-round’ resource.
    To finish, and I’m quite sure you’ll tell me it’s impossible, but is there any way of making food, to some extent or another ‘tradeable’ for obvious reasons of accuracy. I know we already have the maritime city states food bonus but it doesn’t seem enough.

    July 25, 2011 at 11:16 am

  8. Shrike

    Oh yeh and I modded a mod and made deer a luxury. Thanks for a reply. Would it be possible to have a random seed generated every few turns that boosts (temporarily) the gold yield of certain luxury resources? (I imagine you understand the lines i am thinking along

    August 5, 2011 at 9:00 am

    • I vaguely remember seeing a Lua function that can directly change the yield value of tiles, but don’t remember what it was called.

      August 5, 2011 at 10:30 am

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