

How is that even remotely fair or balanced, when one civ gets a massive influx of gold due to complete dumb luck? Other natural wonders grant 10 culture/turn (free Stonehenge!) or +10 happiness (twice as good as Notre Dame). I honestly thought that that was a mistake when I first read the description. One of these new wonders grants 500 gold, for free, to the first civ that spots it. Now I don't care about the mythical nature of these natural wonders, but they provide absurd, game-breaking bonuses. Firaxis has decided to add in the natural wonders from the downloadable New World scenario into the base game, which include natural wonders like El Dorado and the Fountain of Youth. This is a cool feature, and a genuinely good idea. Worked out surprisingly well though.Ī new feature in the patch consists of unique bonuses for each natural wonder here you can see the bonus gained from the Barrington Crater. I actually lost my starting warrior early on to barbarians in an unlucky combat roll (I had odds to win with 2hp remaining, 6 damage to 4 damage, and instead lost the unit) and so I played total farmer's gambit, setting several new cities with only a single scout for military. I found myself on the southern end of a smallish continent, with Russia located to my north beyond a long range of mountain peaks. For early city management, I purchased the grassland tile NE of the cows, so that the first cultural border expansion would grab that 3-food tile for free, and that gave Persepolis three good tiles, enough for the early game. I opened with scout/worker/settler, with no plans to go stealing workers from the AI or from city states to avoid cheese stuff. I settled in place after failing to find anything of note with the warrior. Pretty good stuff, especially those gems. I started a new game on Immortal difficulty with Persia using the default settings (Small, Continents, 6 AIs). I hadn't touched the game in over six weeks, but there were posters claiming that this patch was going to make some major strides forward, and I felt obligated to at least check it out. Pretty big one too, with a massive changelist of alterations. After it finishes the production selected before you applied the mod, you can use the Production Queue and change production as normal.So there's a new patch out for Civ5. For example, if you do this for the Production Queue mod, you cannot change production/buy units in a city that is currently producing something until it finishes production. Open the modinfo file with any text editor.Īdd this line to the mod properties and save the file: 0ĭISCLAIMER: Keep in mind as others have mentioned that there are usually bugs when you continue a saved game with a new mod. Go to your civ mod folder (steamapps/workshop/content/xxxx/xxxx/ for workshop content). Fixed thanks to /u/MadManCam1 post on the issue that can be found here
