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Vanilla Enhanced Mod

To see details of each part of the mod, hover over the “Vanilla Enhanced Mod” menu at the top of the webpage.

Click the links below to visit the feedback threads. Please leave feedback in the appropriate thread, with comments about overall topics in the general topics thread, so it’s easier to follow discussions on each subject. If you’re unsure where your topic fits in, just post in general topics.

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What Would Gandhi Do? – AI Rebalancing Mod

47 responses

  1. Cheradine

    Hi,

    Thanks for the mod I was happy with it, especially with cavalry and archer upgrade. I played Legendary Earth map (far more realistic and playable map so far in my opinion) with Rome and it was the most amusing game so far. I achieved cultural victory defending the real Roman Epmire’s border (from Madrid to Damascus) for hundreds of years. Some units could get to level 10 due to the constant fights against arabs, chinese, russians and songhai).

    The map is rich in resources and cultural victory seemed to be a bit easy (by mechanized infantry I could get it, with relatively many cities, I had 14 cities included 3 English cities by that time as the Mediterran region has no coal at all, while the English had at least one). I have completed Tradition, Honor, Commerce, Freedom and Order policies so I focused on production, culture and wonders (I had all the wonders except hanging garden, light house). Rebalancing of policy bonuses was perfect 🙂

    I do not know if it is due to the map or not, but cultural cost of policies might better be increased a bit (Christo Redentor seems to be a bit imba, might better to decrease the cultural policy cost reduction to 25% from 33%), so scientific victory would also be a favourable and competitive option.

    Production cost of buildings was also a bit low, for the first time I managed to get built everything in every city, even though I had only four cities that could afford factory and nuclear plant due to the lack of coal and uranium. I also could produce enough money to maintain the buildings in every city, so city specialization was not really necessary.

    However, unit build cost and scientific development cost was well balanced unlike in the original where bombers get obsoleted by the time they were built. I played the game at Kings level, and I aggree that field strategy of the AI players could have been a lot better. Economy mod was also included in the game so some of the above issues might arise due to this.

    Thanks again for teh great work, I look forward for further improvements 🙂

    Bye
    Tomi

    October 30, 2010 at 7:14 am

  2. Malmsteen

    thanx for the mods, great work 🙂 looking forward to updates 🙂

    November 4, 2010 at 7:53 am

  3. MeowMixers

    I noticed that the mongolian unique unit the keshir did not get its upgrade change from a range to a melee unit when I upgrade it to calvary. I mean these are amazing units but their upgrade paths makes them much less useful in the industrial era because I’m stuck with 5 skills that affect range only. 😦 can you let me know if it’s a bug or it’s not addressed yet with your mod. Ty ahead of time.

    November 7, 2010 at 6:43 pm

    • Thank you MeowMixers, I identified the problem and it should be fixed in the next version.

      November 8, 2010 at 1:16 pm

  4. MeowMixers

    I forgot to mention that the Mod in question is the Balance units mod.

    November 7, 2010 at 6:44 pm

  5. Doviello

    This mod is great. I like that this mods tries to be a balance patch for the game, fixing stuff like useless resources and units that are upgrading evolutionary dead ends, as well as useless buildings and stuff. I dont like, however, when it adds new stuff like wonders; maybe you should make a no-gameplay-change mod, and a secondary mod with extra units and buildings and stuff, for those who want to play his game as vanillaesque as possible? Well just a little tiny bit of criticism, your mod is almost perfect, and with the incoming AI mod, i may keep playing this great, incomplete game after all 🙂

    I have a problem that I’m unable to play a game once a patch or an x-pac is on the horizon. I try to play, but the lack of certain features that will be available soon really spoils it for me, the same thing with DLC’s, i just HAVE TO HAVE THEM ALL! The AI DIPLO patch basically killed Civ 5 as-it-stands for me, i just cant play without those features, and seeing as how i now cant play Civ 5 without your mod, i gently request that you adapt your mod to the next patch AS SOON AS POSSIBLE! Dont even playtest the next patch once its out, go straight for the modding table!

    Many thanks!

    November 11, 2010 at 6:31 am

  6. supermanny22

    Hi Thal,

    Love all your updates. Just a quick editorial fix I noticed in the latest Balance – Civ Development mod.

    In the Language_en_US.xml file, “TEXT_KEY_BUILDING_HOSPITAL_STRATEGY” is accidentally listed twice. I believe the second occurrence should be “TEXT_KEY_MEDICAL_LAB_STRATEGY”. This resulted in the wrong civolopedia description for the hospital.

    That’s all. Keep up the great work! You are awesome.

    -Supermanny

    November 21, 2010 at 4:24 am

  7. Meta

    MOD is amazing! I’m glad you tried to limit changes as much as possible. I don’t like how some of the other big balance mods alter the game mechanics so drastically. I hope this will function with the eventual Hotseat patch, and as others have posted please keep this up to date!

    Thanks for the great work,

    -Meta

    November 28, 2010 at 7:06 pm

  8. Madfox

    I really like the mods a lot. On the other hand, I think there’s still an inbalance in the money area. After the market en bank there is a long time whitout buildings who generate more money. This causes big financial problems in the renaissance and industrial era’s. Especially when you have a huge empire. It would be good to have one or two more money generating buildings in those periods. Buildings like a merchanthouse and a International Bank.

    greetings Madfox

    December 6, 2010 at 8:14 pm

  9. Randell

    Is there any way to allow naval units to enter forts like they could in CIV4? I used this strategy to allow ships built by cities on an inland sea or lake to access oceans by building a city with connecting forts to span a 2-3 tile land mass, and to allow shortcuts like the Suez and Panama Canals.

    January 1, 2011 at 4:50 pm

    • @Randell
      Sadly, not with the current tools we have available.

      January 2, 2011 at 6:09 pm

  10. Anthony

    Hi, I use all your game balance mods and I may be experiencing a problem. Aren’t we supposed to be able to choose puppet cities’ emphasis (production, culture, money)? For some reason I’m not able to. Please reply or send me an email me an email response. Thanks for everything.

    January 5, 2011 at 9:06 pm

    • Puppet cities are locked into the Money emphasis, and building production as well. This is part of vanilla CiV.

      January 6, 2011 at 2:06 am

  11. Anthony

    I have a few suggestions on improving game play.

    *Improve the Tradition-Monarchy policy.
    *Increase Liberty-meritocracy to 1 happy citizen
    *National treasury wonder benefits boost.
    *If possible: notifications when other civilizations adopt a new policy
    *Decrease workshop benefit down to 25%.

    Please tell me what you think. Thanks!

    January 5, 2011 at 9:13 pm

    • Improving the Monarchy policy sounds like a good idea!

      Meritocracy was too powerful pre-patch-1.135, they nerfed it for this reason. It’s still useful in the late game once you have 15+ cities or so. I might redesign it to be more useful in early game.

      What do you mean by “National treasury wonder benefits boost” ?

      I don’t think the notification thing is possible. I’ve also reduced the workshop benefit in the latest development build.

      January 6, 2011 at 2:09 am

      • Anthony

        Thanks for your replies Thalassicus. Off the top of my head the National Treasury wonder gives 8 extra gold to the city which builds it. I suppose that could be quite beneficial for a city that has a market and bank as well as a fair amount of preexisting gold. What are your thoughts on this? Do you think 12 extra gold and raising the production cost might make the wonder more enticing?

        January 6, 2011 at 7:06 pm

  12. Anthony

    About the workshop benefit reduction. I think I was using your current development build and the workshop benefit was still at 50%. I’ll try it again and let you know if the workshop is working at 25% like it should.

    January 6, 2011 at 7:24 pm

    • Anthony

      Checked it out for you and it’s at 50% for some reason.

      January 7, 2011 at 2:48 am

  13. It’s 50% in the release version but I dropped it in the development version. The mod now increases city production about +10% on average over vanilla, see here:

    http://forums.civfanatics.com/showthread.php?p=10090448#post10090448

    I haven’t really looked at the national treasury they implemented, and will put it on my todo list.

    January 7, 2011 at 9:14 pm

  14. Anthony

    Honestly, I’m pretty confused right now. Where can I download the latest versions of all your mods? The Mod browser within the game shows a city development v.12. I applied that one and the civilopedia still has the workshop at 50%. The Balance Mods Combined file has city development v.13 and I played that one until I found out the workshop is still at 50%. The updates listed on the website here don’t seem to match up with the Balance Mods Combined file either. I don’t mean to be a nuisance I just love your Mods and suddenly find myself quite confused! 🙂

    January 8, 2011 at 12:52 am

  15. The development testing version I’m referring to is at the bottom of the first post in the main Combined thread here:

    http://forums.civfanatics.com/showthread.php?t=385737#post9692398

    There are download links at the bottom of that post. Keep in mind these are testing versions, so stability/balance cannot be assured. I provide these testing versions so people can try things out and find bugs or issues before I release versions to the general public. This version also updates very frequently, as I make new changes. 🙂

    January 8, 2011 at 8:51 am

  16. Anthony

    Thanks Thalassicus! I’m pumped about trying out the developing mods!

    January 8, 2011 at 7:58 pm

  17. Sterben

    As some general feedback, I have been following your mods now on CivFanatics for a few months and just wanted to thank you for taking the time to improving Civ5 into something that is actually playable and fun. Your work (and that of other modders) is very appreciated!

    January 31, 2011 at 3:11 pm

  18. Vegetius

    Hi Thal,

    Thanks for taking the time to make/combine all the mods. I enjoy playing them and they far increase the game’s playability over vanilla. However, one thing I’d like to address is the research speed on the marathon speed. I find this horribly imbalanced. For example it takes me 30 turns to build a barracks building, but only takes me 22 turns to research Iron working. Now granted this is on marathon speed, and during the classical age (and a level 5 city). But it seems to me that either building is to slow, or research to fast (either or) on marathon speed. Otherwise, impressed with the changes made, thank you!

    February 20, 2011 at 3:57 pm

  19. Vegetius

    Also another thing I would like to add in regard to city sprawl’s. I dislike how the AI just spammed cities every 2 hex’s. Currently with your balance mod I am also running the “Larger Scale mod”. This mod sets the minimum distance to found a new city at 4 hexs from another city. So far it has not given me issues when running with your core mod’s. It would be neat to see it incorporated into the balance mod as it does wonders with the AI city spamming.

    February 20, 2011 at 4:01 pm

    • Actually, what I did was change the AI’s city distance directly by encouraging them to place most of their cities 3-4 tiles apart. I prefer this over forcing everyone to build further because it provides more options.

      About research speed, I did increase it significantly… late game is nearly double research speed. The risk of making it too slow is we could potentially run out of things to build.

      February 20, 2011 at 11:50 pm

  20. A CIV Gamer.

    Great mod. One thing I noticed that has been bothering me though, whenever I encounter a City-State, In the Diplomacy Overview it says that I am protecting the C-S. When I click it, every option is there except the option to protect it/stop protecting. Does this mean I automatically protect every single C-S i meet? Is this a bug? Its annoying. I have met 7 C-S and im protecting them all? :\

    March 31, 2011 at 12:15 pm

    • I’ll look into it, thank you for bringing this up.

      March 31, 2011 at 2:53 pm

  21. A CIV Gamer.

    Thanks. If it helps, i have some background:

    I have the latest patch and installed your Combined mod that includes your balance tweaks and your UP patch. Installed. Went into game everything went fine. I met alot of C-Ss and didnt notice until I had a good relationship with one. So, i decided to declare that I am protecting that C-S. I clicked the C-S for diplomacy, every option was there-gift,declare war, etc- but not the one to protect. So, i click Diplomacy overview, and It said i was the protectorate of every single C-S i met even though I never declared…

    I started a new game with some new MODs i found. I had your Combined again along with Barbarians!, Info Addict, Mod list, RED Modpack, City State Diplomacy, Random Events v7, and Emigration v2 – The game went fine. The C-S problem was gone. All the diplomatic options were there including the C-S protection declaration. Diplomacy overview no longer said I protecting all met C-S… I had a problem with freezing which I think was caused by Emigration v2.

    I started a new game with all the MODs mentioned except Emigration v2 and the C-S problem is back again.

    Thanks, again. I hope that helps.

    March 31, 2011 at 10:32 pm

  22. Damian

    I’d been greatly enjoying this mod (v.72), but I can’t get either 72 or 73 to work now. When I start a game, I can’t select production for the first city, which prevents you from ending your first turn. Also, a red exclamation mark appears in the top status bar. Could this be related to the new patch that was force-installed recently? Any help would be appreciated, and I commend you for your excellent work.

    June 25, 2011 at 3:04 pm

  23. I love your mod. I hate playing without it. I’ve come to trust your decisions about balance, because the game is so much more immersive with your stat tweaks.

    Which is why I really, really want to be able to play Hot Seat with it. I play with my friends, and we have to use the vanilla meta data, which are (while improved over the last few patches and DLCs) found wanting.

    Is there a way to use Thal’s mod in a hotseat game?

    July 10, 2011 at 12:48 am

    • Glad you like the mod! Unfortunately, Firaxis has not provided us the capability to use mods in any form of multiplayer.

      July 10, 2011 at 1:12 pm

      • Drat. Makes me very sad. Between the strange implementation of modding and the use of Steam, I’m not sure I’d buy another Firaxis game.

        Civ V is a top notch product, but I dislike intensely being told how I can and cannot use it, when and where.

        July 10, 2011 at 4:33 pm

  24. http://forums.civfanatics.com/showthread.php?p=10638950#post10638950

    Check out this thread. By copying the files somehow into the game root files, you might be able to get things to work in hotseat. It would probably be more difficult than with CSD though, since TBC is so large.

    July 11, 2011 at 12:04 pm

  25. Thanks!

    Suggestion:

    Isabella of Spain has an essentially useless bonus, and it doesn’t make tons and tons of sense. The lost city of gold natural wonder (I forget the name) is pretty rare, and the likelihood of Spain being near it is low. 200 gold from finding Old Faithful just doesn’t seem right. And compared to Arabia, Spain’s gold bonus is… bad.

    Here’s what I suggest:

    Spain’s bonus as it stands, + 3x gold from pillaging cities (and perhaps units, if the country uses Honor) that are X # of squares from the capitol, as determined by map size, or that are on another continent. IMO, this would be far more historically accurate, and would make Spain a bit more fearsome.

    Or the bonus could focus on the Silver Train a bit more. Have natural wonders under Spain’s control produce a steady source of income (whether they’re worked or not), and perhaps even Great Merchant Points. Then give victorious combat against a unit of a lower tech level a chance to turn into a worker.

    -Bart

    July 13, 2011 at 5:01 pm

  26. From the games I’ve played 200% yield from natural wonders has been very powerful (I ignore the gold bonus, it’s too small to be important). Settling our second city near a NW provides a very big and early boost to our strength. It does depend entirely on map luck… but it’s the only “gambler’s” civ like that. Spain’s usually in the middle on the favorite leader polls so people do seem to like this sort of luck-based leader.

    July 13, 2011 at 5:06 pm

  27. Ahh, I missed the double out-put thing. That WOULD be powerful. And spain’s Conquistador is powerful enough mid-game to take a natural wonder city if one isn’t available to start.

    July 14, 2011 at 6:07 pm

  28. Should Spain’s gold bonus scale with game speed?

    July 15, 2011 at 12:07 am

    • Probably, but most effects don’t scale with map size or speed.

      July 15, 2011 at 9:14 am

  29. Terry

    Thanks for all your hard work. Sadly there was a problem with the VEM. When the game started I was surrounded by City State settlers. I met two other nations within the first turn too. I disabled the VEM (by adding an underscore before the folder name) and now the UP is running perfectly.

    July 7, 2012 at 5:35 am

    • VEM doesn’t control placement of start locations or settlers… was this in vanilla or G&K?

      July 8, 2012 at 3:44 am

  30. dennis weiß

    How can i download that mod? i dont see any download botton.
    i searching now for hours to download that mod

    July 15, 2012 at 11:24 pm

  31. RedCommunist

    When installed the Levy, Skirmisher, and Light Infantry units have the name of “Text_key_unit_(name)” in the actual game and I can’t figure out how to make it show the right thing. Any ideas?

    February 12, 2013 at 3:02 pm

  32. jd

    VEM broken since latest update?

    July 21, 2013 at 8:22 am

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