Sid Meier's Civilization V

Sid Meier's Civilization V

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Brave New World Tweakpack
   
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13.923 KB
15 Apr, 2015 @ 1:42pm
1 Change Note ( view )
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Brave New World Tweakpack

Description
A group of tweaks to various features(Civs/Civics/Natural Wonders/small Belief and Building tweaks) present in BNW, with a goal of enabling a wider variety of playstyles while still feeling like the same basic Brave New World Civilization 5 experience. Requires Brave New World.

Check here[pastebin.com] for an itemized changelist!

Note: The in-game tooltip descriptions will only show up properly if you are running the game in english. The actual changes should still function fine though.
35 Comments
Lucius, the Heavenly Dragon 17 Oct, 2019 @ 4:33pm 
Hello there SageAcrin, could you post a version of this mod that only includes the Social Policies?
Mustard 12 Apr, 2016 @ 8:22pm 
How do you disable byzantinium's ability, currently I'm playing with a mod created by Blou Blou that allows all civs to have a bonus belief which alters Byzantine's ability, I just want to know how to disable this part because a new person to mods (I'm a N00b at mods) could you kindly tell me how?
krzyzowiec25 29 Oct, 2015 @ 6:49pm 
Hi! This mod works great in single player, but i have tried numerous times to run it on multi to no avail:( i follwed the instructions here :
http://steamproxy.net/sharedfiles/filedetails/?id=233428613
To enable the mod in multi, but all i get is the Civs have been modded and nothing else :( For example the social policies are not modded. Have spent couple of hours trying. What may be the issue ? ( im running eng.version)
SageAcrin  [author] 1 Jul, 2015 @ 8:49pm 
Thanks! I'm glad you guys like it!
GreatBigBore 1 Jul, 2015 @ 8:13pm 
Wow! I just read through your changelist on pastebin. You put a lot of thought into it. I can't wait to see how it changes the game. Thanks for such hard work and detailed thought.
GotYourWallet 1 Jul, 2015 @ 4:29am 
A quick look over the changelist looks good. I actually just looked for a tweak to Morocco but this is much better. I only openend with Tradition anymore so this should change things up!
SageAcrin  [author] 30 Apr, 2015 @ 12:43pm 
Huh, that's pretty neat, may have to use that myself.

Makes sense that it'd work fine with this, too. There's nothing especially fancy about the coding here. :)
OLD GOAT BEARD 29 Apr, 2015 @ 10:44pm 
There's a mod that functions as a DLC (requires manual install, but very simple) called Enhanced User Interface. It does a lot of various reorganization, but interestingly reads all data from the XMLs instead of using any hardcoded displays. I've tested it with this mod and it fixes the incorrect tooltips issue. The link for it is http://forums.civfanatics.com/showthread.php?t=512263 .
SageAcrin  [author] 29 Apr, 2015 @ 7:28pm 
As near as I can tell, sometimes buildings update their tooltip for their effects, based on policies, and sometimes they don't.

This can be seen in the normal game, as well, with some policies, like gold from buildings policies. Don't ask me why, it was pretty puzzling to me too.
OLD GOAT BEARD 29 Apr, 2015 @ 7:09pm 
Hello. I have started using this mod and am really enjoying it. One problem I have noticed though is that my building tooltips are not updating (e.g. the shrine after piety policies are taken). I am running the game in English. Any ideas as to the possible cause? Thanks!