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

Economy: Gem v1.13 (Civup v2.4)

This update focuses on improving economic balance. I originally intended to update leaders now, but it got bumped back when we discovered high-priority mistakes with economic calculations.

I added a direct download sidebar to the news site.


  • Unit maintenance changed to ( cost / 50).
  • 100% strength Hunter Ships with +25% vs units (was 125% with +0%).
  • Triremes and Galleass now count as Capital Ships with +50% vs cities.
  • Capital Ships now have the same movement speed as Escort Ships.
  • Embarked unit strength equals 50% the strength of a Soldier unit of the same tech level (was 30%).
  • Merged the Amphibious promotion with the +100% embarked strength promotion.
  • Removed the +150% vs bomber promotion from fighters (not an intended bonus).
  • +25% strength Gatling and Machine Guns.
  • WW2-era land armies now correctly have their intended +1 move speed (rocket artillery were bugged). (Represents rising mobility during and after WWII.)
  • Citystates start with Sentinels instead of Warriors (upgrade requires no strategic resources).
  • The Morale promotion now applies to aircraft.


  • Rebalanced all buildings.
  • Building maintenance changed to 25% of the building’s expected income at a typical time of construction.
  • Trade route income equals (3 + 0% capital pop + 10% city pop) (was 2 + 15% + 25%).
  • Doubled compensation from losing world wonder races.
  • -33% Golden Age duration from Great People.
  • Click to discuss the changes below.
    • Capital Building (new)
      8 national happiness.
      City defense bonuses from old palace.
      Counts as a free City Hall.
    • Palace
      4 national happiness.
      Limit of 3 per empire.
    • City Hall (new)
      1 1 2
    • 0 free national happiness (was 12).
    • 2 2 basic yield per city (was 3, 3).


  • +50% counterspy with Constable (was 25%).
  • +25% counterspy in all cities with Supermax Prison, national limit of 1 (replaced Police Station).
  • Focused the Intelligence Agency on the spy bonuses. It requires no buildings, and does not give a cost modifier.
  • Removed the Great Firewall (to consolidate espionage bonuses).


  • 2 from God of the Sea (was 3 production).
    (Coastal areas need science more than gold or production.)


  • Unique warriors upgrade to spearmen.
  • Suleiman: captured barbarian ships cost 50% maintenance (was 100%).


  • Granary settler/worker choice unlocks in the Medieval era (was Classical).


  • Liberty: +1 Palace in oldest 3 cities, and +2 culture per city.
  • Moved 5 national happiness from Meritocracy to Piety (returned to original location).
  • Tradition: 1 per 1 (was 2 per 1).
  • Moved 2 per culture building from Monarchy to Ceremonial Rites (returned to original location).
  • +2 yield for defense buildings from Landed Elite and Republic (returned to original values).
  • Police State: Double production and +2  city happiness for espionage buildings.
  • United Front: +25% counterspy, and +5 production Constables.
  • Merchant Navy: increases science instead of production (coastal empires have plenty of gold to build things, and need more science).
  • Honor
    • Spoils of War: gold from kills, and yields from citystate capture.
    • Professional Army: lower unit maintenance and upgrade costs.
    • War Epics: happiness from culture buildings.
    • Discipline: great general, faster generals, and strength for adjacent units.
    • Finisher: happiness and culture from garrisons and barracks.


  • Fishing boats should now be buildable on features if the game places resources there (isles, reef).
  • Natural wonders which are not mountain peaks are now passable, and considered rough terrain.

Civup: Interface

  • Setting USING_CSD to 1 in the Civup options file disables the capability to bribe citystates.
  • Hovering over reward buttons for Opportunities re-centers the map on the opportunity (workaround for the game core yanking the camera away after the mod displays the opportunity).
  • Happiness from citystates now displays on a separate line of the top bar happiness tooltip.

Civup: Mod Tools

  • Moved all text to sql files (was xml).
  • Created placeholder files for translations.


  • Game text should no longer show double ” apostrophes in situations using a single apostrophe.
  • Possibly fixed a bug causing yield icons to disappear in the city view.
  • Fixed a bug with unit maintenance.
  • Fixed a bug with great person improvement build times on jungle.
  • Fixed an erroneous Siege flavor on the Temple of Artemis.
  • All leaders which start with an advanced UU should get non-upgrade rewards from ancient ruins (added Attila and Pacal).
  • IsVisible and ShowInPedia building fields should now properly control visibility of non-wonder buildings in the civilopedia.
  • Fixed a bug causing citystate alliance and friendship notifications to show messages like “you gained 0 food”.
  • The +1 Range promotion no longer replaces with a movement promotion when upgrading to Gatling Guns or Machine Guns.
  • Opportunities should no longer add the basic yield of terrain to itself when altering other yields.
  • The City Limits mod component should work properly now.

24 responses

  1. Robert Bennett

    looks very nice! I cant wait to see what you do with the leaders also! Your work kicks butt!!! I LOVE this mod!

    January 18, 2013 at 6:22 pm

  2. Moving the bonus from Merchant Navy to Science instead of Production doesn’t feel right, in terms of setting and world. (Basically, the comment has nothing to do with balance. It just feels weird.)

    Why the change to trade routes?

    Also, is there any issue if I have a saved game from 1-2 updates ago, and try to play that save with the new GEM? Will there be any conflicts or such?

    Good work capitaine.

    January 18, 2013 at 7:32 pm

  3. Tomice

    Yes, be careful! The update is VERY likely to corrupt savegames. Not because Thal did something wrong, but due to the extensive changes. Just look at the basic city/capital yields, they are calculated in a whole new way, as are many other things. It’s very unlikely this will work with an existing savegame.

    January 18, 2013 at 8:13 pm

    • I had figured as much, but I thought I’d ask just to be sure. Thankee ser.

      January 18, 2013 at 8:17 pm

  4. Intaka

    I understand the gold balance issue, but changing the trade route gold to 3 + 0% cap + 10% city pop would mean that the secondary city would need to hit 30 population to break even on a 6 tile road. So if the capital and a secondary city are placed to maximize use of terrain… the intention is that trade route provide a continual gold loss? Seems like this makes ICS (3 tile spaced cities) a strongly encouraged tactic, since those cities would start out at a net zero gain and become gold profitable at size 10. It will be interesting to see how this plays into the other changes.

    January 18, 2013 at 10:41 pm

    • That seems like a substantial nerf to large, sprawling empires in anything but the lategame. Previously, roads were one of the big life-savers when I rolled liberty D:

      January 19, 2013 at 12:02 am

    • A 15-pop city can break even with 5-tile roads. Cities spaced every 3 tiles have 2-tile roads, a very different distance from 5-tile roads. I will raise the base gold to 4, which will allow the 6-tile spacing you desire. Also, remember ports can connect for 0 gold cost. 😉

      January 19, 2013 at 2:50 pm

      • Mystikx21

        I think the problem with the trade change isn’t the base yield, it’s that they’re basically indifferent to city size now too. A further problem is lighthouses are now free while roads cost upkeep, a further bias toward coastal empires. Inland trade should still be profitable, but less profitable than it was to help reduce incomes. If it offered effectively 40% of population value before (15%+25%), it could offer 20-30% and still be less profitable.

        By the way, the change didn’t appear to be active when I checked it. It was still set at the 2-15%-25% model.

        January 19, 2013 at 3:42 pm

  5. JohnS

    This looks awesome, can’t wait to try these changes out!

    January 19, 2013 at 4:08 am

  6. Robert Bennett

    Thal how do we download this latest economics version?? I keep checking my ingame mod list to hit the update on it to get this and there has yet to have the option to update it since you announced this new version???? I am just curious, am itching to try it out…

    January 19, 2013 at 8:39 am

  7. Dan Roach

    Is anyone besides me having problems with the new update? The icon over my cities shows the city bombard icon as if there is a barb somewhere near at all times and it will not let me add any production to the city. This update is unplayable for me.

    January 19, 2013 at 10:38 am

    • Dan Roach

      I should add that the only two mods I have active are GEM and CivUp and I cleared my cache and my ModUserData files.

      January 19, 2013 at 10:42 am

      • Jay

        Dan, I think I found a solution to this. It seems to have something to do with changing the options in the GEM_Options.sql and Civup_Options.sql files. Anytime I change any of the options (example, Highlight Worked City Tiles, from 1 to 0) the problem shows up. Oddly enough, my solution was editing the *.sql files in notepad++ versus using regular notepad (which I’ve done in the past without any issues).

        If you modified the ‘option’ *.sql files in regular notepad, delete and re-copy the mods then update the *.sql options with notepad++. Tried this twice and it worked for me.

        Hope this helps.

        January 19, 2013 at 4:07 pm

      • Hmm….

        This is because the mod now supports international language characters like “ñ”. Apparently regular Windows Notepad has trouble with these characters. This is unfortunate because most people will probably attempt to open the files in notepad. I will see what I can do to fix this.

        January 20, 2013 at 5:58 am

    • Try the things on the common checklist.

      In particular, did you start a new game, and did you check if there are multiple versions of the mod in the mod folder? The game frequently installs multiple versions, and it loads from all the versions (even the hidden disabled ones) which breaks things. Everything works in my test games, but if the common checklist does not work, visit the bug tracking forum and we’ll work together to solve your problem: Click

      January 19, 2013 at 2:58 pm

  8. Jay

    Dan, I’m having the exact same problem and also cleared my cache and moduserdata. I also have GEM and CivUP selected as my only mods to rule out any other conflicts.

    January 19, 2013 at 11:12 am

    • Dan Roach

      Jay, your solution worked like a champ! I re-downloaded the files, cleared everything and then edited the .sql files in Wordpad rather than Notepad as I always have and everything seems to work as it should. Thanks for the solution! Thal, you might want to note this solution for anyone else that has this problem!

      January 19, 2013 at 6:39 pm

  9. Irunman

    Anybody else getting a problem with barbarian units appearing in crazy excessive amounts? By the tenth turn there were 5 chariot archers swarming my city 😛 Also some of the units had messed up names all in caps with _ everywhere.

    Guess this patch needs a few tweeks before its playable, but other than that the game is much better with Gem.

    January 19, 2013 at 1:54 pm

  10. Erik

    Is Korea working right? They’re 500-800 points above everyone else but don’t have a large empire.

    Why do most of the faction attack when I’ve done nothing to them. I beat them off and we sign a crease fire then a few turns after that expires they all attack me again, it’s annoying.

    January 19, 2013 at 4:36 pm

  11. Erik

    Also captured missionaries should spread your religion when used instead of the religion of the country that made it.

    January 19, 2013 at 7:24 pm

  12. Ilya

    Is anyone else experiencing an AI that never builds ships other than workboats?

    I also noticed that 5 turns into the game I discovered a CS who already had missions to help against 4 other AI player attacks, which is not possible because distance wise those AI players would not have been able to discover the CS before me.

    Otherwise I love this mod.

    January 20, 2013 at 11:47 am

  13. Tomice

    AI’s had large navies in the last version of this mod.

    January 20, 2013 at 12:12 pm

    • Ilya

      Thanks, I see that now. Turn 158 and I see the first trireme in the waters. A little late and it definitely gave me an advantage early game, but better late than never. I was starting to get worried.

      January 20, 2013 at 12:25 pm

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