Sid Meier's Civilization V

Sid Meier's Civilization V

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Luxury Resource Yield Rebalance
   
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11 Sep, 2018 @ 9:28pm
16 Aug, 2019 @ 1:46am
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Luxury Resource Yield Rebalance

In 1 collection by engineer gaming
CommunistMountain's Consistency Mods
14 items
Description
Version 2: Now every luxury gives exactly 1 non-Gold yield when improved. More luxuries give 3 Gold when improved (on top of the non-Gold yield).

1. Unimproved Wine yield changed from 1 Food, 1 Gold to 2 Gold despite being edible, in order to keep to this new rule without losing its Faith when improved.

2. Salt and Truffles give an additional +2 Gold instead of +1 Food when improved.

3. Furs and Silk give an additional +1 Food and +1 Gold instead of just +1 Food when improved.

4. Cotton and Dyes give an additional +1 Culture and +1 Gold instead of just +1 Culture when improved.

5. Whales, Crab, Citrus, Cocoa, Spices and Sugar now give an additional +1 Gold instead of +1 Food when improved. Now Whales and Crab are affected by this mod, while Citrus and Cocoa are now unaffected by the mod.

Have you ever wondered why some edible luxuries do not provide Food despite being edible? Do find the fact that most of them yield only Gold boring? Or have you ever felt some luxuries feel way more weak/powerful than others? This mod intends to make luxuries make more logical sense, and in the process slightly buff weak luxuries and slightly nerf strong luxuries so they are relatively consistent in quality. Also, all luxuries will produce at least 1 non-Gold yield when improved, which is a buff in most cases as Gold is the weakest yield to have early on.

First, all luxuries which are edible have 1 Food, 1 Gold base yields, while luxuries which are inedible have 2 Gold base yields.

1. Cloves, Nutmeg, Pepper, Spices, Sugar, Truffles and Wine now have 1 Food, 1 Gold base yield (a major buff to Indonesia).

2. Gems now have 2 Gold base yield (but I made Gems mines give 1 more Gold, so only its unimproved state is nerfed).

3. Citrus, Cocoa, Crab, Salt and Whales had 1 Food, 1 Gold and are unchanged,

4. Jewelery, Porcelain, Copper, Cotton, Dyes, Furs, Gold, Incense, Ivory, Marble, Pearls, Silk and Silver had 2 Gold and are unchanged.

Next, the additional yield from improvements are as follows, changed from +1 Gold unless otherwise stated:

1. Wine and Incense have +1 Faith when improved, befitting their status as religion-oriented luxuries.

2. Luxuries which are edible (excluding Wine), or have edible sources (Furs, Ivory, Pearls, Silk) have +1 Food when improved: Crab, Citrus, Cocoa, Furs, Ivory, Pearls, Salt, Silk, Spices, Sugar, Truffles and Whales (Crab, Pearls and Whales are unchanged from the unmodded game. Improved Salt no longer has +1 Production. For Furs, Ivory and Silk, I'm thinking that with improvements, the animals producing these luxuries are no longer unwanted by-products and become viable food sources. Mulberry plants used in silk plantations are also edible.).

3. Mine and Quarry luxuries, except Salt and Gems, get +1 Production when improved: Copper, Gold, Marble, Silver (these are unchanged from the unmodded game). Improved Salt now only gets +1 Food, and improved Gems now gets +1 Gold, +1 Production.

4. In order to make every luxury produce at least 1 non-Gold yield when improved, improved Cotton and Dyes will have +1 Culture, as it doesn't make sense to give them Faith, Food, Production or Science. These materials are used a lot in clothing, and a big part of the culture of a civilization is its people's clothing, so I guess it makes sense.

All luxuries other than Copper, Crab, Gold, Marble, Pearls, Silver, Whales, Jewelery and Porcelain are changed in one way or another. See this spreadsheet[docs.google.com] for the full list of luxuries, changed and unchanged.

The screenshots attached show all land resources on yieldless Desert, and sea resources on 1 Food Coast, for comparison purposes. Made with Ingame Editor Mod.

This mod does not require any DLC, but it changes many resources introduced in G&K and BNW, so I recommend it to be used with all DLC. Works with my other mods.
9 Comments
The Lord Of Drinks 30 May @ 7:42pm 
Also instead of faith, Wine and incense should give food because having faith is a bit OP (increases the chance of founding a religion before others)
The Lord Of Drinks 30 May @ 7:06pm 
Great mod! I think Cotton and Dyes should give +1 production instead of culture for 2 reasons: 1- culture makes them much more useful compared to other luxuries, culture improvement is a unique improvement for civs like France or Polynesia 2-It makes sense as these resources are used for producing clothes for units and tapestries or flags for buildings.
engineer gaming  [author] 26 Jul, 2020 @ 6:19pm 
@Immortalits My intent is to make it so every luxury yields EXACTLY ONE non-Gold yield when improved (look at v2 patch notes), no more, no less. If they already yield food when unimproved (e.g. Salt), the improvement will not give food.

There is no right or wrong answer to modding. This is my take on a luxury yield mod, if you disagree you can always make your own.

Also yummy silkworm go squish squish in my mouth mmmm
Immortalits 26 Jul, 2020 @ 7:19am 
I know it's late comment and everything, but... a few ideas and questions:
- why does silk give food? I know worms, but their amount shouldn't be enough as a viable food source
- to defend salt + food yield, it's a food preserver
- as a general 'guide' on how to rebalance the resource yields:
if it's CLOSELY related to eating (practically spice, sugar, salt and animal based stuff), it's food+ anything, but production
other stuff either +1 production +1 gold (marble) or +2 gold, maybe some faith/culture/science variables for metals

most improvements should give the exact same bonuses, except if it's a faith/culture base bonus, those should be +2 gold, when improved
elotar 17 Sep, 2018 @ 11:05am 
Obviously refrigeration is represented in civ as a +food - look at Granary.
engineer gaming  [author] 14 Sep, 2018 @ 5:46pm 
So what you're say is, edible resources which don't provide energy shouldn't be considered as a food source? Good point, but even then, sugar, spices and truffles should be on the list. Sugar and spice make up a big part of human diet, and the only reason why truffles is not a big part of our diet is because it is hard to farm and thus rare and expensive, but Civ 5 doesn't care about rarity, 1 copy of a lux is 1 copy. The only one which shouldn't give food, by your definition, would be Salt.

But there is an indirect way Salt gives energy: it was used as a preservative before refrigeration was invented, and is still used today, and keeping people's food from rotting is effectively giving them more food. (Okay, maybe that's taking it too far.)

To be honest you could simply make another mod for personal use with the changes you want. Try modding, it's quite easy if you only want to change simple things like the yield values of certain things.
BOY♂NEXT♂DOOR 14 Sep, 2018 @ 3:53pm 
The reason that Sugar, Truffles, and Spices don't provide food is that they are not something which you eat for food like Citrus or Bananas. Salt shouldn't provide food though if it is meant to make it consistent or realistic.
engineer gaming  [author] 12 Sep, 2018 @ 5:19pm 
Great minds think alike, thanks.

At least now you get Faith from Incense when improved, it's still not a good resource but I hope it's better.
Mathetes tou Megalou Alexandrou 12 Sep, 2018 @ 1:39pm 
I was thinking something similar to this but you beat me to releasing it.

Ugh desert incense is the downright worst, while jungle and marsh resources are also terrible, and camp luxuries are often just as terribad if not worse, since Calendar tech leads to Philosophy at the very least.