Sid Meier's Civilization V

Sid Meier's Civilization V

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Early Production Fix
   
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8/out./2014 às 22:37
15/mar./2016 às 16:29
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Early Production Fix

Em 1 coleção de TofuSojo
Immersion and Balance Mods
19 itens
Descrição
I believe the Ancient and Classical eras would benefit from a production building. I think it's silly you have wait until the third era for one and that it slows the game down too much. I also fixed problems I perceive with the Stoneworks and Windmill.


-New Building: Smelter (requires Mining), 1g maint, +2 prod

-New Buidling: Workshop (requires Construction), 1g maint, +2 prod +10% prod

Uses old Workshop's art and text. Requires Smelter.

-Stonesworks doesn't require the city to not be on Plains, but doesn't give happiness

Why did it ever do either of these things? Consider the happiness removed in the name of balancing, if you like. I just think it's silly.

-Old Workshop renamed Smithy.

Uses new art and text. Requires Workshop.

-Windmill moved to Banking, doesn't require city to be on flatlands, and now +3 prod instead of 2

The Windmill has always been the production building between the Workshop and the Factory, but illogically, and annoyingly for gameplay, it requires the city to be on flatlands and it comes at the end of its era unlike the other two buildings. If it doesn't make sense why you get it with Banking, consider why it ever made sense it came with Economics...it also is only +2 prod, like the Workshop while the Factory is +4, so it seems logical to me it should be in the middle with +3. I reduced it's cost slightly to match buildings of its new tier.

-Factory requires Windmill
For consistency


--Impact on gameplay--
In my opinion, this mod is unbalanced without my mod City Minimum Yields Fix, though it doesn't require it. It solves the imbalance of hills cities being able to build Windmills when they have +1 prod relative to non-hills cities, but people should be able to choose what they want to use. Please have a look at it.

Make sure to enable this mod after you enable City Minimum Yields Fix, so the Windmill's help and strategy text are correct.

--Compatibility--
Only issue should be if you use a mod that removes Mining, Banking, the Windmill, or the Stone Works. Odd things might happen with a mod that changes the Windmill or Stone Works too.

--Inspirations--
I liked Magma Dragoon's Improved Windmill and Stoneworks [sic] mod, but I didn't think he went far enough fixing either building. I also liked the idea of a Smelter in thecrazyscotsman's Ancient Building Pack 2 mod, but didn't agree with its implementation or his other buildings.

For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Early%20Production%20Fix%20%28v6%29.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.
33 comentário(s)
Bakinator 25/ago./2020 às 3:53 
Great idea! Thank you!
Mavoc 11/dez./2017 às 0:32 
Bug: The windmill strategy text is that of the coffee house
Barrelmaker 21/dez./2016 às 12:16 
This is a good idea. It always bugged me that the ancients IRL were so productive and efficient, and yet here they're portrayed as primitive and idle. This is just what was missing, now things can actually get done by the time the Classical Era starts, and we're not still fighting with Great War Infantry in 2017.
TofuSojo  [autor(a)] 15/mar./2016 às 17:12 
Version 6 is out! See Change Notes up top for details. Remember, if you are still in the middle of a game, don't click the Update button in your mods list yet, or you won't be able to load the old save.
TofuSojo  [autor(a)] 8/nov./2014 às 0:17 
Version 3 is out! Cities built after the Renaissance now start with Smelters, just like post-Industrial cities start with a Colosseum...it was annoying me in my own games :P. I also told the mod to automatically enable itself after City Mininum Yields Fix if it is enabled, so no need to worry about doing that in the right order yourself anymore, if you use that mod too.

Remember, if you are still in the middle of a game, don't click the Update button in your mods list yet, or you won't be able to load the old save.
DestrockQc 24/out./2014 às 8:42 
well maybe you fixed or I have a new mod conflict lol...
TofuSojo  [autor(a)] 24/out./2014 às 8:30 
@Destrocko I didn't change the cost of the Smelter, actually didn't change anything about it at all.
DestrockQc 24/out./2014 às 8:22 
smelter were not 250 gold ? That's not in the patch note.
TofuSojo  [autor(a)] 23/out./2014 às 22:25 
@deathpickle1 That would make it overpowered :). The fact that all the prod buildings also give a % increase explains why they are still useful centuries later. It becomes incorporated in a city's industry, simulating how though an ancient city may only have a handful a smelters, a modern city may have hundreds. The % does that.
ProfessorPicke 23/out./2014 às 22:08 
hey mr modder guy, it might be better to have +2 production than 10% +1 production.
Because you don't got much production early on, 10% production feels like +0 producion to me. Percent production is best at the late game, so why not have it as a flat bonus +2 production (which is more early game)? Maybe increases to +2 + 10% melee unit production after iron working is discovered? (that way it scales just a little)
if anything why not test it out.

let me know if you do, im curious :D