Expanded Economy
Expanded Economy Expanded Economy
About this mod Machine translation
Expanded Economy Expanded Economy
Warning: This is an early version of the mod. Expect errors and unexpected behavior. I did some testing and tried to make sure everything worked, but the scope of the mod makes it hard to make sure everything works in all situations.
This is a large mod project that I've been working on for a long time. As I am particularly grateful, I drew inspiration from many other communities, and it is likely that this project would not have been possible without all the help. You guys are awesome.
Now, this mod. This is an economic reform mode that first attempts to push the economy back onto the tiles used by citizens and make economic decisions about experts, trade routes, policies, regions, and buildings more meaningful. You can see what I wanted to accomplish with this mod to flow my sense of style here.
Currently, I can only use the decoration system and xml tables to handle trade routes and experts, so I'm making fairly minor adjustments there. However, I did a lot of work on tiles, buildings, areas and improvements. Here's a brief summary of what the mod does:
A new improvement has been added, Village, an early gold generation improvement that generates Science, Culture or Faith based on nearby areas.
New zones have been added: the Administrative Zone, an area focused on diplomacy and espionage, and a food zone called the Agricultural Complex. Two districts have been demolished: the Entertainment Center and the Neighborhood (Mbanza is now a unique improvement, the Street Carnival is now a unique theater square, and the Acropolis is a unique replacement for the administrative district).
Many new buildings were added. Many are ways to improve terrain or add mutually exclusive specializations to regions.
All buildings have been redesigned in some way. Average yields have been largely eliminated, replaced by percentage-based increases for major buildings in areas that specialize in specific yields.
Policies have been overhauled, reorganized and reorganized to better suit the new way the game operates.
Other miscellaneous game balance changes: For example, a city now requires 1 comfort per 1 population, up from 3 populations. Population no longer inherently provides science or culture, you have to create science or culture through improvements to achieve this. Roads have been improved and tech/citizen/mogul scaling has been adjusted.
Diplomacy has been adjusted with bonuses for declaring friendships with other leaders (you can see the bonuses by looking at their agenda description). There are various other changes to adjust various diplomatic actions and associated bonuses/penalties.
For a very detailed list of changes, check out this PDF: Full list of changes.
This is a pet mod project for me and probably doesn't have much appeal. I'm a builder and it really bothers me how the economy is handled in Civ V and VI, the original pop provided benefits, the economy was removed from the land and was more hands off and you could even get benefits if you didn't do anything. I need more thought and effort to manage your country's economy and pay proper rewards for it.
Warning: This is a very early version of the mod. Expect bugs and unintended behavior. I have done some testing and tried to make sure everything works, but the scope of the mod makes it difficult to make sure absolutely everything works in every case.
This is a large-scale mod project I've been working on for quite a while now. As my special thanks indicate, I have drawn inspiration from quite a few other mods that are kicking around the community, and it's likely this project wouldn't have been possible without all the help. You guys are awesome.
Now, this mod. It's an economic overhaul mod that began with an attempt to move the economy back out onto tiles that are worked by citizens, and to make economic decisions regarding specialists, trade routes, policies, districts, and buildings more meaningful. You can see my stream-of-consc …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.