I recently uploaded a new Civilization V mod onto the Steam Workshop. The new mod adds a National Park building that is unlocked with the Scientific Theory technology. The National Park can be built in cities that contain natural wonders, and the National Park will provide bonus Gold, Science, and Culture to all natural wonders within the city radius, as well as provide 3 global happiness.
National Park building adds gold, culture, and science to all natural wonders within the city, as well as providing 3 global happiness.
UPDATE (July 18, 2013 9:35 PST): National Park updated for Brave New World expansion
I have updated this mod for the new Brave New World expansion. If you have BNW installed, the National Park will now be unlocked with the Railroad technology, and the building will improve the Tourism output of your city.
If you are still playing Gods & Kings, the mod does not change the prereq or functionality of the National Park for that expansion. Updating the mod should not affect saved games for G&K players.
Thanks for playing, and enjoy!
UPDATE (July 24, 2013 10:30 PDT): National Park changed to provide +5 tourism instead of percentage modifier
Version 4 of my National Park mod has been published. The update changes the 25% conversion of culture to tourism so that the building provides a static +5 tourism. This was accomplished by using the TechEnhancedTourism and EnhancedYieldTech properties so that Railroad (the unlocking tech) adds +5 tourism to the building. This is the same method that is used for the Eiffel Tower world wonder.
This was done so that the National Park will always provide a substantial tourism output to the city (equivalent to 2 1/2 Great Works), regardless of how culturally strong the city is. Since many Natural Wonders do not generate large amounts of culture, I couldn't expect that a city containing the National Park would necessarily have enough culture for the 25% conversion to be worthwhile.
The only major downside to this change is that the Airport and Hotel don't synergize quite as well with the National Park. Aw well, can't be perfect, I guess...
UPDATE (March 5, 2014 11:15 am PST): Yields of BNW natural wonders fixed
Apparently, I had neglected to include yield modifiers for the new Brave New World natural wonders. I have just uploaded a revision that addresses this issue so that all natural wonders in the game now include the bonus culture, gold, and science from the National Park building.
This fix is available in Version 5 of the National Park mod.
I did discover one other issue: it appears that Isabella's trait ("Seven Cities of Gold") does not double the bonus yield provided by the National Park. It seems that the core game does not check the Buildings_FeatureYieldChanges table when applying Spain's trait. This will likely require an update to the game DLL, which I do not have the time to implement at the moment. I hope to be able to update the mod to address this issue at a future date. [More]
64b01d4c-2d92-4e09-94d4-274b5e01f97c|3|4.7
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In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.
Today, I published a small resource mod called "Just a pinch of salt" that adjusts the yield of the salt luxury resource. By default, salt is a very strong resource to start near, as it provides +1 food and +1 gold base yield. Since it shows up frequently on plains, these tiles give your fledgling city a 2 food, 1 production, 1 gold tile out of the gate. With the addition of a mine, the food and production yield goes up by 1.
Extra food from salt requires building a Granary.
This mod aims to scale back the power of salt a little bit by removing the base +1 food modifier and moving that bonus to require the construction of a Granary building. In addition to it's existing bonuses, the granary now adds the +1 food to salt.
- Salt: +1 Gold base yield.
- Granary: +1 Food from salt worked by the city.
Total salt yield after building Granary and mine.
Once you have mined the salt and built a granary in the city, the total output of the salt tile is the same as in the unmodded game.
The mod can be downloaded from Civilization V's in-game mod browser by searching for "just a pinch of salt", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=145306648). [More]
5e1bc327-3d30-442f-8225-1bb0e5f1bf70|2|4.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civilization V: Brave New World, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, salt, granary, 2K Games, Just a pinch of salt, Civilization V
In anticipation of the upcoming Brave New World expansion pack for Sid Meier's Civilization V, I've been working on some mod projects.
Today, I published a small resource mod called "Copper Buff" that improves the effectiveness of the copper resource in the game. Currently, copper is a fairly weak luxury resource, since it doesn't get buffed by any buildings in the game. This mod adjusts the Forge and Mint buildings to provide a bonus towards nearby copper as follows:
- Forge: +1 Production from copper worked by the city.
- Mint: +1 Gold from copper worked by the city.
Both buildings can be constructed in a city if copper is present within the city's borders.
Forge and Mint improve nearby copper.
The mod can be downloaded from Civilization V's in-game mod browser by searching for "copper buff", or through Steam by visiting MegaBearsFan's Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=144822605). [More]
01707497-1794-44b8-9962-41fa7a4c7eb3|3|5.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civilization V: Brave New World, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, copper, forge, mint, 2K Games, Copper Buff, Civilization V
Now that Gods & Kings has rearranged the tech tree, I decided I would revisit my old Code of Law mod and update it for the new expansion. That updated version is now uploaded onto the Steam Workshop.
The new Code of Law technology requires Writing and leads to Philosophy and Civil Service.
It allows Courthouses and Open Borders treaties.
The primary intent of this mod is to move the Courthouse building away from Mathematics so that players do not gain access to the building that nullifies unhappiness from city occupation at the same time that they unlock the first siege weapon. This way, overly-aggressive players who beeline to Iron Working and/or Mathematics so they can capture cities will have to take a minor detour through the culture and science path of the tech tree in order to be able to annex those cities and start using them as unit-farms. [More]
50556c27-24ef-4441-a175-6878c81251a1|1|4.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, Code of Law, technology, tech tree, 2K Games, forum, whoward69, Civilization V
Earlier today, I uploaded my newest mod for Sid Meier's Civilization V onto the Steam Workshop.
This new mod is titled "Fat Man and Little Boy". The effects of the mod are as follows:
Completing the Manhattan Project now grants a free Atomic Bomb unit in the city that built the project. The unit will be received regardless of whether the player has access to Uranium (usually required to build an Atomic Bomb). In addition, the first player to complete the Manhattan Project will be given two free Atomic Bombs, which are appropriately named "Fat Man" and "Little Boy". [More]
458081a7-6149-426c-9ca1-1831505007d1|1|5.0
Tags:Sid Meier's Civilization, Civilization, Civilization V, Civilization V: Gods & Kings, Civ V mod, modding, Steam, Steam Workshop, Valve, strategy, Fat Man and Little Boy, Manhattan Project, atomic bomb, uranium, Civilization V
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