Home of the Civ V Unofficial Patch, G&K Enhanced, and Vanilla Enhanced Mod

Gem v1.9.1, Civup v2.0.51


  • The Great Engineer hurry mission tooltip should now match its effect.
  • The BuildingClassYieldChanges table should now work (Neuschwanstein effect). (Updated in 2.0.51)
  • Changed the name of “Choson Dynasty” to “Joseon Dynasty,” the modern standard translation.
  • The healing effect of the Medic and Survivalist promotions should now match their tooltips.
  • The ignore terrain promotion is now gold (remains when upgraded) when using only Civup (was incorrectly silver).
  • Egyptian Chariot Archers should show up properly now.
  • Fixed the text string for “while defending, your A (B damage) killed C.”

14 responses

  1. I was wondering – There’s a mod that makes civilizations with similar culture start closer to eachother – How about including that in GEM? Right now, it modifies a file which GEM modifies as well, so they’re not compatible.

    November 24, 2012 at 5:11 am

  2. Aristos

    Now that we are at it… i think the relations part of Infoaddict should be a standard part of CivUP. Not the graphs part, as it can be regarded as cheating by some (me included), but the relations wheel is key. It should be easy to integrate for you, Thal.

    November 24, 2012 at 12:03 pm

    • I have often considered this in the past, and agree it would be a good thing to add to Civup. I estimate it would take 30-40 hours of work, however, so it’s been a low priority due to the time investment required.

      November 28, 2012 at 8:29 am

  3. I just realized the core files have been released (Right?) – Does this mean you’re planning to fix the things you haven’t been able to since you began all this? Like Helicopters flying over water, for example?

    November 25, 2012 at 5:40 pm

    • I posted my thoughts about the game core here:
      Currents status of GEM?

      I’ve put so much time into this over the past two years, I’m thinking I will leave most game core stuff to a new generation of modders. I’ve got to focus on my career now that the economy’s improving and I’m more likely to find a game company to hire me full-time. I expect to finish up loose ends of project, and maybe do a few basic things with the game core, but probably not the thousands of hours I put in up to this point.

      November 28, 2012 at 8:27 am

  4. Aristos

    Nope. I got it working. Needs some polishing, and a little more scissors for the relations wheel, but I got it working. As of now, I have a light version of InfoAddict, with only the Relations screen, nothing else, no extra data nor graphs… Relations wheel needs a little more cutting because I think some elements there are not shown in the normal game (for example, Open Borders between other civs, or Def Pacts), so that needs to go to if we want to preserve the “Unaltered Gameplay” nature of CivUP…

    Would you please take a short look into the relations wheel of InfoA and confirm to me what should go out (everything that is not available or calculable from In-Game’s information)…?

    I got it working from within ModBuddy, so after final polish I can send it to you as a civ5mod file for you to include it in CivUP. Let me know.

    November 28, 2012 at 1:00 pm

    • Thank you! You have no idea how nice it is to hear you did that. I have limited time each day to work on this project, and it really helps when someone is able to assist with the coding.

      It’s possible to see open borders ingame when players move through allied territory. I think it’s reasonable to show everything on the Political view of Global Relations (with the exception of def pacts).

      Something else to add is the “Relations” wheel should be a tab on the Diplomacy Overview.

      November 29, 2012 at 3:02 am

  5. Justin

    First time poster, but I been using your mod since July, and love the changes you’re making. Thanks a ton for all your work — I’ve been sharing it with friends who play, and they’re now also on the bandwagon. Maybe we’ll get to do modded MP one day.

    I did want to report a bug or balance issue. The SP upgrade that gives you science bonus from CS allies is not giving much of a bonus. I am making like 1800 science in a dozen cities, but the bonus from CS is only 19 beakers. I’m using the latest versions of UP and GEM. I’d be happy to send you a save — you have my email — and I’m happy to give any other feedback you may be seeking. Thanks again.

    November 29, 2012 at 12:13 pm

    • This is a difficult problem to solve, because the science effect is in the game core. The mod just sets it to “true” or “false.” I’ve considered abandoning the vanilla version and creating my own, similar to the citystate production or happiness policies.

      November 29, 2012 at 12:16 pm

      • Justin

        Ah, thanks for replying about the CS science bonuses. I don’t normally go this SP route, but I am Siam right now, and thought it would be a good path, but that upgrade was a complete disappointment. Good to know! Yeah, if you don’t end up doing your own SP, you might want to change the description to note it’s moderate effects 🙂 But I’m sure you’re busy with more important bugs. Thanks again.

        November 29, 2012 at 12:23 pm

  6. Justin

    One other comment that’s been bugging me about balance: Christo Redentor is soooo OP. It’s the jackpot of all wonders atm. I play level 6 or 7 difficulty usually, and all I do is rush Eiffel Tower and Christo mid-game, but even if I can’t get the Tower, Christo is all I need to know I’m going to win. I mean, it adds what, like 8 bonus for each artist specialist, and with 3-4 per city, that’s about 40 extra “things” (sci/gold/prod/cult) PER CITY (without Museums or Broadcast Towers, even). Compare that with Statue of Liberty, which gives I think just 1 production per specialist.

    November 29, 2012 at 12:21 pm

    • Most lategame world wonders are very powerful to compensate for the fact they have little time to take effect. Christo comes later than the Statue, costs more, and we can have fewer artists than total specialists. In addition to that, artists are often considered one of the weaker specialists.

      I will double the effect of the Statue, so it gives the same bonus as the Liberty finisher. Flat production is a lot more available than it was when Civ 5 first released, which weakened the relative value of flat production bonuses.

      November 30, 2012 at 11:05 am

      • Justin

        Sounds reasonable. But consider the cost of Christo in terms of Great Engineers (which are easily available through religious purchases), and look at the decision you face. So, let’s assume the GP are all equal cost, and you’re deciding — should I get a scientist, a merchant, a prophet or an engineer? If you look at their tile improvements alone, it’s essentially a tie, right. So then you might consider their instant bonuses. And I think you’ve balanced this well — a flat production, gold or science boost available, all about equally valuable, and probably proportionate to the religious cost of building the GP in the first place. So that’s all balanced very well. But then you consider Christo as a possible outcome here. Christo gets you +8 things per artist, which is at least 4 people to begin, and upwards of 7 or 8 I think, but let’s just look at the immediate value: +32 utility per city. In the constructed city alone, Christo then doubles the value of the GP’s tile improvement, but that’s just in one city! If you have 8 cities, Christo is 16x more valuable than a GP tile improvement. Now these are approximations, but hopefully the point is clear.

        Maybe this outcome is different based on my style of play. I put an early emphasis on stonehenge, and I’m usually able to get the religious policies that allow me to build 1-2 of cathedrals, pagodas and mosques, and sometimes a policy that gives me religion from tile bonuses. Anyway, the effect of all this is that I can eventually get GP for free. I rarely buy temples and shrines, I use Stonehenge to finance my religious building purchases, and then use those religious buildings to grow my religious production and buy GP. I suppose if I was paying 1 gold for 2 religion through normal religious building maintenance, the cost of buying great engineers with religion might make Christo more expensive and less OP. But at least in my last few games, these engineers are relatively cost free to me, and when I weigh Christo against the other possible uses of my religious wealth, it’s clear that Christo is 10-20x better than any other choice out there.

        Sorry I’m going long, but I appreciate all you do, and I just want to help out. I just want to add that while Christo does come a little later in the game, I don’t think it’s much later than the Statue, and while the statute may give a +2 bonus to every specialist, whereas Christo gives +8 to only artists — it’s rare in my experience that I max out my specialists that early in the game — I often choose instead to maximize agricultural capacity to continue growing and use non-essential workers as artists. In 1-2 cities I do have some early overflow from artists, but it isn’t until the late 20th century that the decision dynamics compel me to stop growing population and to focus on maximum output from specialists, at which point, you are right, the statue may become more valuable. In this scenario, I think the +2 hammers per specialist change you propose would balance well.

        My proposal would be to maybe not add a gold bonus to the artists. Since gold is fungible (and more valuable than the other commodities), taking that bonus away would still allow Christo to give players significant production, artistic and scientific bonuses (+6 per specialist or about +24 per city), without being SO powerful. At least in those situations players might face a more interesting decision as to whether a village or a farm is more necessary when gold is running low (currently my answer is: more farms = more artists = more gold and more everything).

        November 30, 2012 at 12:53 pm

  7. Justin

    I’ll go ahead and start a thread to discuss some more! Maybe other people don’t feel as strongly as I do. Thanks again!

    November 30, 2012 at 1:07 pm

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