Sid Meier's Civilization V

Sid Meier's Civilization V

Faster Building - Marathon
40 Comments
Fenris Valren  [author] 3 Feb @ 1:26pm 
@VinceJulien14 It's been a few years since I modded this, and I must say I have pretty much forgotten how this works. But it is editable. If I remember correctly, you can copy this mod folder into your MODS folder and edit it there, but you will probably have to unsubscribe to this one, so the game doesn't override it. I hope I've been at least somehow helpful
VinceJulien14 29 Jan @ 10:40am 
Love your mod. But I was wondering if there was a way to make it so only units build on standard speed? I want buildings to go a bit slower, maybe epic speed. Is there a way I can edit that?
OKy 7 Jun, 2021 @ 6:37pm 
Bro i love this mod, i also love to play long games, and i like to build all builddings in my cities, but in maraton is so frustrating long specially for new founded cities. Ty so much.
SLG1 18 Sep, 2020 @ 8:51pm 
Its not working
napoli 17 Aug, 2019 @ 9:17am 
Thank you Great job
Fenris Valren  [author] 20 Jun, 2019 @ 1:58pm 
@angelo378 No problem, thank you ;)
angelo378 20 Jun, 2019 @ 1:46pm 
I definitely will! Thank you, great mod!
Fenris Valren  [author] 20 Jun, 2019 @ 1:43pm 
@angelo378 Yeah I thought it would be something like this. CBP changes technologies it seems, but doesn't touch the speed I guess. Well if you don't mind waiting a bit for "wealth" technology then my guess is, it will play just fine.
angelo378 20 Jun, 2019 @ 12:51pm 
So, I tested it!
Started a new game. Well, the worker was there, the research was longer, but I couldn't produce wealth, just food!
Fenris Valren  [author] 20 Jun, 2019 @ 10:26am 
@angelo378 It was not designed to and I never tested it, but seeing that CBP changes a lot of core mechanics it probably doesn't. The best way to know would be to test it. If you get one extra worker and "produce wealth" unlocked at start of the game then it's very likely that it works ;)
angelo378 20 Jun, 2019 @ 8:22am 
Great mod! Does it work with CBP?
Fenris Valren  [author] 24 Jan, 2019 @ 12:21pm 
@krixpop No problem. I'm glad you like it ;)
Aegyssus 21 Jan, 2019 @ 11:57pm 
Awesome and flawless !!! Thank You Sir !
:steamhappy:
The Grimwar 30 Aug, 2018 @ 3:56pm 
Ok, cool.
Fenris Valren  [author] 30 Aug, 2018 @ 2:27pm 
@The Grimwar It doesn't change any costs. Just units and construction speeds.
The Grimwar 30 Aug, 2018 @ 1:16pm 
Does this mod change the social policy costs?
SobleskeyK 21 May, 2018 @ 3:43pm 
Settler production time isn't changed and AI civs research is the same
Fenris Valren  [author] 12 Jan, 2018 @ 10:43am 
@Morskva to be honest, I don't know. I never really looked in anything else than building speeds.It could be possible but I probably won't be looking into it ;) And thank you
Santa Anna 6 Jan, 2018 @ 10:05am 
I don't think I will ever play without this mod ever again, but I do have some concerns.

+ You really start to feel the length of the denouncations with this mod on. Do you think that is possible to reduce as well?

+ Reached the information age around turn 750 in a marathon game, wich is less than ideal since I like my games long and big. I recomend any person who will use this mod to download his mod that increases the research length.

Other than that, this is the best s*** in the workshop! Kudos to you good sir!
Fenris Valren  [author] 8 Aug, 2017 @ 3:05am 
@Scipio Hey, the thing is, there is really nothing to be fixed. All I changed is the global production speed and not individual units. Settlers always cost more than other units and note that the screenshot is from the very first turn. With no upgrades whatsoever. Once you start upgrading tiles the number goes down. If it is still too slow, I suggest using Ingame editor to pop a settler up, when needed :)
TheKeymaster 7 Aug, 2017 @ 3:09pm 
hey Fenris, I am playing a game with this mod right now and it appears that the settler production cost hasnt been modified. It appears this way in the photo of the mod you have above as well. Is there anyway you could fix this? I love it otherwise great job!
Fenris Valren  [author] 6 Aug, 2017 @ 9:33am 
@SirCranburry Sorry, I probably won't be making any more versions at the moment. You can try using Ingame editor (link in the description of this mod). It has all kinds of cool features
NeonNobility 2 Aug, 2017 @ 4:45am 
This sounds almost perfect, is there any way you could make a separate version with unit production of Quick speed or the option to change the structure and unit production cost values in an in-game menu? I love having research move slowly while I stockpile troops, otherwise they just become obsolete by the time I actually get to fight a war
Fenris Valren  [author] 28 Jun, 2017 @ 11:03am 
@Padinspi I have never played multiplayer myself and never looked into what have to be done to make civ5 mods work online. But i found this guide on how to make many mods work in mp. Since this is only .xml mod it shouldn't be a problem

http://steamproxy.net/sharedfiles/filedetails/?id=233428613
Padinspi 28 Jun, 2017 @ 4:59am 
Great mod but could you make a version of this mod that can work online ? I tried to figure out a way on my own. But I'm not that good at modding games and I don't fully understand how online mods work on civ V. Anyway thanks for your work !
Fenris Valren  [author] 5 Jun, 2017 @ 1:40pm 
@tassadar Really sorry for such a late reply but I have a ton of other work. I've seen your message but completely forgot about it.

I don't intend to change this mod, but I can make another one. I'm not sure what it is you want changed though. There are only two things I changed in this one:
- speed of building construction and tiles from 300 to 100
- Unit production speed from 300 to 120

So if I'm thinking right you would want both speeds at Epic?
tassadarr 20 Jan, 2017 @ 10:52am 
P.S.: Can you fix it? Changin speed construction between epic and standard, could be perefkt.
tassadarr 20 Jan, 2017 @ 10:50am 
I like your mod. But, I think changing speed of building construction and tiles improvement to match standard speed (100) is to fast. Because the result is, the ai producing units the whole time.Thereby their Gold per turn is always negativ, that restricts possibility in diplomacy. Instead to produce weahlty, they build units over units. This sucks. Sorry.
Fenris Valren  [author] 10 Oct, 2016 @ 7:11am 
@Nefezer Great solution, didn't even thought about that :) and thank you
Ana Lyzador 7 Oct, 2016 @ 2:52pm 
«- "Produce wealth" is already researched at the start, so you are not forced to build units.»
It is better to produce food and leave the production of wealth without altering its discovery >
http://steamproxy.net/sharedfiles/filedetails/?id=281833412

Great mod. Thanks!
Fenris Valren  [author] 13 Jul, 2016 @ 3:15am 
@nadjadelemos Yes, it does.
Lemos 12 Jul, 2016 @ 7:39pm 
This affects the AI too, right?
Growlanser 20 May, 2016 @ 6:03pm 
I think this is the best Marathon mod.
Everyone's #1 Fangirl 4 May, 2016 @ 12:12pm 
@Jstew64 What mod was this? That sounds hilarious.
Fenris Valren  [author] 3 May, 2016 @ 3:02am 
@jstew64 No problem :) I'm really glad you figured it out. I started a new game to try to recreate the problem and no matter what I did, I couldn't get culture points to "explode" like this :P
jstew64 2 May, 2016 @ 9:19pm 
Sorry! I had just installed two mods and apparently it was the other one causing the culture explosion (it was actually 'reseting' the culture required for a policy back to 200), not yours!

Sorry about that, and great mod!
Fenris Valren  [author] 2 May, 2016 @ 5:06am 
@jstew64 The only thing this mod changes is construction speed of units and buildings. It doesn't touches any other stat.

My game is currently in medieval age at turn 247, and I just got one policy (8 in entire game untill now) and the next one is in 35 turns(+48 culture at the moment). If I continue researching all tech i will get 7 more policies until I'm done with medieval era (If I don't add more buildings with culture). That would leave me with 2 maxed out policies and one at half full.

Culture is generated with buildings (golden age increases culture by 20%) and since this mod changes construction speed of buildings it is possible to build every building and wonder very early. That could give you a lot of culture, that would only grow by adding more buildings and selecting policies that generate additional culture
It would probably be best to disable cultural victory and enabling policy saving, so you're not forced to take policy if you don't want to at the moment
jstew64 1 May, 2016 @ 9:37pm 
I'm not sure what the exact error is but something about this mod needs to be tweaked. I was playing in a marathon game (only on prince) and when golden ages would occur, I was allowed to pick social policies WAY too often (like every other turn, I had already maxed out several trees in the medieval era).

Maybe look at how culture and gold are generated within your mod? I'm not sure, just pointing out a conflict my game had.
Fenris Valren  [author] 19 Apr, 2016 @ 12:35pm 
No problem. I'm glad you like it.
Commander Wosh-Lazer Kapow 19 Apr, 2016 @ 2:35am 
Just what I was looking for! Thank, man!