Sid Meier's Civilization V

Sid Meier's Civilization V

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Scaling Great Merchant (BNW)
   
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3.945 KB
22 Sep, 2013 @ 8:27am
30 Jul, 2014 @ 4:16pm
3 Change Notes ( view )

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Scaling Great Merchant (BNW)

In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Description
Improves Great Merchants to make them comparable in value to Great Scientists and Great Engineers! This mod is compatible with most other mods.

  • Trade Mission: now gives more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival civilization!
  • Customs House: now gives more gold and its gold yield is improved by researching Optics, Currency, Banking and Economics.

Discussion thread[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] from CivFanatics
If you like the mod and want me to prioritize development of it let me know by rating the mod, making it one of your favorites, or by posting in the comments or discussion thread.

FAQ:
  • Q: Is this mod compatible with the Titans of Commerce, Science and Industry mod?
  • A: No it is not. However, Titans does everything this mod does and more so it would be redundant to use both.

  • Q: How do Great Merchants of Venice work?
  • A: Great Merchants of Venice provide double gold and +30 Influence.

  • Q: Why did nothing change after I started a game with this mod?
  • A: Are you running Civilization 5 in a language other than English? English is the only language currently supported in Scaling Great Merchant.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but the vast majority of the time it will be compatible. If the mod adds new eras it could cause problems or it could be fine. In game you would be able to identify issues caused by new eras if your Great Merchants have promotions that do not match the era.
14 Comments
Machiavelli  [author] 25 Nov, 2021 @ 5:29am 
Permission granted, enjoy!
nobubblegums 20 Nov, 2021 @ 1:03pm 
Hi, I modified this mod to make General&Admiral combat bonuses era-restricted like Civ6. I did almost everything (Lua wise) based on your code or by imitating what you have done, so I wanted to ask your permission before I published.
revan9876 28 Apr, 2014 @ 6:50pm 
Maybe for the merchant of venice's custom could have double gold, meaning + 12 gold , +4 from Optics, Guild Currency, Banking and Economics each, and +8 from the New Deal policy from the freedom idealogy with a total of +40 gold
Machiavelli  [author] 1 Mar, 2014 @ 5:52pm 
Unfortunately Sweden's level of influence is hard-coded. Changing Civilization traits is probably outside the scope of this mod. I've considered making a mod that mixes up the existing Civilizations (changes their traits, unique units, etc) but don't expect such a mod soon. I've got imminent updates for "Race for Religion" and "Reform and Rule" coming this week. After that I plan to focus on developing an expanded version of this mod. The working title is "Titans of Commerce, Science and Industry".
kmelt93 1 Mar, 2014 @ 5:37pm 
Can you also scale Sweden's level of influence when gifting GP?
darkwave09 3 Dec, 2013 @ 7:45am 
Yes. Please expand the scope to include great engineers and scientist. Both need major tweaking imo. Thanks for the great work. I DL some of you other mods too.
Machiavelli  [author] 30 Sep, 2013 @ 3:59pm 
If this mod was expanded to include changes to great engineers and scientists it would be designed in such a way that a user could easily disable the "engineer" part or the "scientist" part. Similar to how my Social Policy mod (Reform and Rule) allows people to disable changes the Reform and Rule mod makes to specific policy trees.

As for what would be changes with respect to great engineers and great scientists. Likely the improvement tile for the engineer would be improved a bit, so that he isn't always used for rushing a wonder. The great scientist would have the amount of science they bulb for increased in the early stages of the game and reduced in the later stages of the game. To make it worthwhile to use them early to get critical techs rather than saving them all for a post-plastic slingshot.
sportscomicfantasy 30 Sep, 2013 @ 12:39pm 
could you make the mods seperate for Engineers and Scientists incase someone doesn't like one, or must you combine them all together on one mod?
Jin 26 Sep, 2013 @ 1:54am 
I personally prefer standalone G8$ version, but what kind of changes will be made to G8E/G8S? :o
Chronoreaper 25 Sep, 2013 @ 6:42pm 
thanks man cause this makes the great person more useful later on instead of being overshadowed by the scientist and writer