Sid Meier's Civilization V

Sid Meier's Civilization V

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Modernization
   
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7 Jul, 2016 @ 12:24pm
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Modernization

Description
Thechnologies spread along trade routes. The effect of this mod is that players don't fall too far behind in tech, as more they lag higher the chance to acquire a tech from trade.

Backwards civs also get free buildings through investment and philanthropy when advanced civs research new techs and adopt policies. Benefactor civs are rewarded with small amounts of gold and culture.

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*** Tech Diffusion ***
For each trade route, the chance of acquiring a tech this turn = SPC * Bkrs / Era,
where SPC is your civ's science per capita, Bkrs is the science yield for the route (beakers), Era - current era (ancient=1, classical=2, ...).

*** Investment ***
When a player researches an Industrial era technology, a Bank is created in one of the cities belonging to the civs which havent get to the Industrial era yet. A city with max gold output is chosen for this. For Modern era techs Factories are built in most productive cities of the 'third world' and for Atomic era techs Hotels are built in cities having highest tourism output. The 'investor' civ gets 150 gold (on normal speed) as revenue.

*** Philanthropy ***
When a player which is currently in the Modern or later era adopts a policy, a Hospital is created in the largest city of the 'third world'. When a player adopts an ideology tenet, a Public School is created instead. The 'philanthropist' civ gets 75 culture for that (on normal speed).

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Balance

To balance the free techs from trade, Library and Public Shool give 1 science per 4 population instead of per 2.
On the other hand per-city science penalty was removed so founding new cities doesnt increase tech cost. It slows down tech diffusion though as your science per capita diminishes. In result, bigger empires rely more on themselves in research, while small countries get more techs from trade.
14 Comments
Ne3nauka 26 May, 2021 @ 1:14pm 
cool, thank you=)
Mk Z  [author] 9 Jan, 2019 @ 10:17pm 
Morskva, playing tall you can center on a specific tech path, obtaining most other techs from trade, and tech faster than a wide civ in result.
Santa Anna 14 Jun, 2018 @ 7:00am 
This completely negates the science bonus from playing tall. Why would anyone play tall with this mod on? Don't get me wrong, this is a great mod, but the balance is very unneccesary
bees (in pjs) 29 Apr, 2017 @ 12:17am 
The icon for this mod is awesome.
Mk Z  [author] 15 Sep, 2016 @ 4:34am 
BlueNightfury, big military rules ofc
Bluetail 14 Sep, 2016 @ 7:24pm 
Odd, the little civs I have no problem taking out, is it cause I have a big ass military to overwhelm it?
Mk Z  [author] 4 Sep, 2016 @ 10:32pm 
Bonzwazzlanova, it has mixed effects on warmongering. Little civs become stronger because of tech diffusion efficiency, and harder to conquer. Big warmonger civs get less techs from diffusion because of lower SPC (see description) and less trading partners. On the other side an aggressive civ can research military techs while getting general techs from abroad.
Bonzwazzlanova 2 Aug, 2016 @ 11:40pm 
doesn't this just encourage warmongering?
Bluetail 11 Jul, 2016 @ 1:40pm 
Ah, a much needed mod. As I always seem to have AI lag behind me in tech.
76561198034202001 10 Jul, 2016 @ 12:18am 
My hat's off to you.