Sid Meier's Civilization V

Sid Meier's Civilization V

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Research Agreements and Other tweaks
   
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31 Aug, 2014 @ 4:39am
21 Sep, 2014 @ 7:12am
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Research Agreements and Other tweaks

In 2 collections by Hokath
Civ V mods
103 items
Hokath's Buffs
7 items
Description
I don't like research agreements because they make the game go too fast. Up until the renaissance I think the pacing is fantastic, then RAs come in and everything goes out the window. The Industrial Era lasts barely a hundred years. The problem is these hundred years are somewhere around the 16th century, if not before.

This is a work in progress. Changes will be made based on game balance as I see fit.
After a significant number of games, I think this is balanced. Added the Medical Lab tweak to accelerate late game science a small amount, since the diplo victory was consistantly occuring before the spaceship on immortal.

Changes:
-Research Agreements available at Computers rather than Education
-Scientific Revolution renamed Environmentalism. +1 Happiness from Solar Plant, Hydro Plant, Windmill and Recycling Center.
-Windmill no longer requires Flatland (wtf was that anyway) and gives +2 food ontop of previous bonuses.
-Marsh yields +2 Science from Universities (wont work with mod universities, but uni UB is quite strong anyway)
-Porcelain Tower gives +8 Science rather than RA increase
-Medical Lab grants +20% Science.
10 Comments
ovith 19 Oct, 2018 @ 12:29am 
cities starting at hills get a defensive strength bonus. windmills somewhat balances the weakness of flatground cities.
ThunderWolf 2 Oct, 2015 @ 9:12pm 
The reason why the game restriced the wind mills to the flatland was because the wind is strongest in the flatest parts of the world. IE no hills, trees or whatnot. If you have ever been to New Mexico, you know what I mean.
Also, great mod, my endgame was done and gone in a little over an hour before on standard time before.
Hokath  [author] 21 Sep, 2014 @ 7:13am 
@roblrich
Navigate to MyGames/Civ.../MODS/Reasearch Agreements.../XML changes
Delete everything below <!-- Marsh Buff --> and save it. Save a backup in case of update (doubt it will need another one now).
Cuki2001 21 Sep, 2014 @ 6:58am 
Would like a version of this mod without the other tweaks. I hate research agreements, glad to see this mod.
Cynic 13 Sep, 2014 @ 8:23am 
Historically, the Second Industrial Era DID last about 100 years. The First Industrial Era was the Renassiance.
Carolus Rex 11 Sep, 2014 @ 11:33am 
I never seem to get research agreements yet the industrial era on standard time last less that 50 turns. Also at the point IRL when the industrial revolution happened the game doesn't go a turn per year.
Hokath  [author] 1 Sep, 2014 @ 9:02am 
Only time victory... interesting. Might try that :D
Gerrick 1 Sep, 2014 @ 8:47am 
great thanks for the info. yeah i only play on time victory because all the others are too easy if you can just specialize and go for one. but makes sense, thanks.
Hokath  [author] 1 Sep, 2014 @ 7:38am 
Thanks for reminding me about the tower, will probably give it flat science.

I personally either want the RA later or not at all. The reason I moved it to computers is because I had doubts about whether the tech victory would be viable if it took considerably longer to achieve.

If you want to change it to Scientific Theory, then go to MyGames/Civ.../MODS/Reasearch Agreements.../XML changes
Then change the mention of COMPUTERS to SCIENTIFIC_THEORY. You need the underscore and the caps.
Gerrick 31 Aug, 2014 @ 1:12pm 
is there a way to change the tech required? I'd personally change it to scientific theory in the industrial age because by computers you're pretty much already done. also, since you changed scientific revolution, did you change or consider changing the porcelain tower bonus as well? it won't really be worth building if the bonus only comes into play so late. Architecture (the tech required for the porcelain tower) is one of the required techs for scientific theory, so that is another reason i feel scientific theory would work better