Sid Meier's Civilization V

Sid Meier's Civilization V

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Fall of Guilds
   
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5.546 KB
8 May, 2019 @ 12:10pm
13 Jul, 2019 @ 2:55am
13 Change Notes ( view )

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Fall of Guilds

In 2 collections by elotar
Essential Mods Collection
27 items
Elotar's Mods
12 items
Description
Guilds are stupid, boring and anachronistic. They was always bothering me, by being so unlike all the other line of buildings in the game. For some reason there are no mods fixing the situation, so I write own. Also there are some other changes to specialists and great people, which better belong here than in my other mods.

Separate great people counters mod is reccomended.

Changes:
1. Writers Guild renamed Scriptorium, got one specialist slot, is providing +1 Culture (no GSP) can be build in any city, requires Monument. Amphiteatre is now providing +1 Tourism, got no building requerenments. [Scriptorium.xml]

2. Artist Guild got 1 specialist slot, +1 culture and is buildable in any city, requiers Scriptorium. Museum is providing +2 Tourism. [Artist Guild.xml]

3. Musitians Guild renamed Orchestra, provide +1 culture, buildable in any city, requiers Artist Guild. Opera House provides +3 tourism. [Orchestra.xml]

4. To not break balance rate of great people aquisition slowed. [GP Rate.xml]

5. Merchant and Engeneer specialists provides +3 yeild. [Specialists.xml]

6. Great Admiral got +1 move and sight. [Admiral.xml]

7. Archaeologist cost 300 hammers to build. Landmark improvment got +1 culture (in addition to the usual yeilds) [Archeology.xml]

8. All great people improvments provide +6 of the corresponding yeild and got one later tech providing additional +2. [Improvements.xml]

9. Great works and artifacts provides 0 Culture and 6 Tourism (so like GP improvments). [Great Works.xml]

10. Exotic, Familiar and Popular culture levels are easier to achive. Modifiers for Religion, Open Borders and Trade Routes lowered.[Tourism.xml]

11. Musician can enter rival territory. [Musician.xml]

12. Broadcast Tower no longer needs Museum. [Broadcast Tower.xml]

If you don't like any of the changes - navigate to:
Users\...your username...\Documents\My Games\Sid Meier's Civilization 5\MODS\Fall of Guilds
and delete the corresponding file.

Other mods comparability:
Early Eras Fix Babylon UA is supported (it becames +100% with this mod).

Enlightenment Era's culture buildings are supported.

It doesn't work with my Great People Nerf mod, because they change the same game objects.

Works with all mods I'm using

Late game balance
Tourism "wars" at the endgame became more sinister. By now in my testing it feels fine, but if you got any suggestion you are welcome to provide them in the comments.
4 Comments
elotar  [author] 28 Aug, 2020 @ 1:39am 
After a long hiatus I've published one more small mod:

https://steamproxy.net/sharedfiles/filedetails/?id=2211762211
elotar  [author] 24 Jun, 2019 @ 3:51am 
I've published kind of essential, imo, mod, which fixes the difficulty problems:
https://steamproxy.net/sharedfiles/filedetails/?id=1779027121
elotar  [author] 17 Jun, 2019 @ 3:40am 
I've made an experimental Social Policies rebalance mod. You may like it:
https://steamproxy.net/sharedfiles/filedetails/?id=1769628175
elotar  [author] 27 May, 2019 @ 1:59am 
New version uploaded with fixed Great Person spawn rate.