Sid Meier's Civilization V

Sid Meier's Civilization V

132 ratings
1 Turn Tile Improvements
   
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1.790 KB
13 Jul, 2014 @ 1:55pm
26 Jul, 2014 @ 8:31pm
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1 Turn Tile Improvements

Description
If you've ever felt that your Workers take too long to build tile improvements, then this mod is for you!

Every single tile improvement build option should only take a single turn regardless of your game speed options, so Workers now behave similar to Work Boats but on land, though they aren't consumed like those when instantly building.

Direct Link available here[www.dropbox.com]

Extra details:

- If you have Brave New World, Archaeology Digs should take only 1 turn on normal terrain regardless of game speed, though can take up to 4 on rougher terrain like jungle. Still a big improvement over default values.

- If you don't have Brave New World, you may have to alter some files slightly to get compatibility. Those who have it should have the mod work as is.

- May be compatible with scenario-specific and custom tile improvements, though at least all tile improvements in the base game and two main expansions should be covered.

- Should work for Civilization-specific tile improvements too, like the Netherlands' Polder or France's Chateau.

Updates in v4:

- Found much simpler and possibly more flexible solutions to speed up both Workers and Archaeologists. Archaeology Digs should now be able to complete in a single turn on normal terrain, and within four turns if on rougher terrain like jungle (regardless of which of the main four game speeds you're using).
91 Comments
Ultra-Violent Radiation 9 Jun, 2019 @ 8:51pm 
Makes things like the Pyramids and that one liberty policy practically worthless.
Luxa 9 Aug, 2018 @ 4:03pm 
Is it this mod or the CBP that makes workers never build roads until they have finished literally everything else?
dcain3456 8 Aug, 2018 @ 5:38pm 
instead of one-turn builds, just let us stack workers.
hrafninn 14 Dec, 2016 @ 5:11am 
Does not work
Namul Niram 8 Oct, 2016 @ 9:56am 
I agree with what Chicken Bear said, with Civ VI people will want to still play Civ V, and if workers were conumed after 3-4 uses but were instant at building things, that would add some different dynamic to the game. Any thoughts?
Chicken Bear 29 Sep, 2016 @ 5:09pm 
This needs to be updated so that they are consumed after improving a tile or maybe get 2 charges now that we know this is what Civ 6 is going to be like. It's actually the way I found this mod was searching in hopes someone had done that already. You could be the first! :SocialPolicy:
JohnBlaze 25 Apr, 2016 @ 9:42pm 
You havent dont anything to balance out the liberty social policy or the bonus to worker improvement speeds from Pyramids. It seems as though you just shortened it down cause everyone is too lazy to invest in developing their tiles - which i beleive makes a huge difference to game play.

That being said im a player who controls all workers and never automates them so i do agree and sympathise with the sometimes 14 turns to clear a jungle and build a mine.

Good mod besides the lack of game balance, I was initially excited to see what you had given liberty to rebalance as some people have a flair for historic bonus creation. Keep up the good work!
diademic111 30 Jan, 2016 @ 3:27pm 
this is very nice.. most games I never finish developing all my land because I don't function like the computer and build 50 workers to compensate for my growth.. the few workers I have tend to follow the new cities and forget about the old unless there's new resources to connect... cheers!
RJ  [author] 7 Jan, 2015 @ 10:59am 
@BOB MARLEY, pretty sure it does. The mod affects workers, not the player themselves, so AI workers should build stuff similarly fast, though they might potentially build too many workers still since they probably aren't coded to deal with such fast improvement speeds.
Mistah Jah 7 Jan, 2015 @ 6:23am 
does thi work for the AI?