You can download the mod here: Close to Home 1.1
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.1
Tile Yields and Improvements
New game options
BUG integration
Additional bug fixes
Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:
If you want to follow the discussion from the very beginning, you'll find the very first changelog in the Spoiler
Note that all the changes here are additions to what you already find in BtS unless otherwise stated as NEW
Changelog version 1.1
Tile Yields and Improvements
- Lumbermills: Available at Machinery, +1 commerce, +1 commerce with Electricity, Lumber mills now +1 commerce on the corner of rivers
- Forest preserves: +1 commerce, now +1 commerce on the corner of rivers like above
- Drafting: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
- AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.
- Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
- Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical.
- Inflation: Inflation still occurs with increasing turn numbers, but in addition if (All techs you discovered / All available techs) * Maximum turn numbers is higher then the current turn, inflation takes the calculated turn from techs as a base for the calculation.
- War Weariness: War weariness declines faster after the war ended
- Religion spread: Spreading religions via missionaries to your own cities never fails
- Global warming: Removed
- Espionage: Active missions removed
- Espionage: 'No espionage' option fixed, see bugfix section for more details
- Agriculture: Cost 40 instead of 60
- Mysticism: Cost 60 instead of 50
- Hunting: Cost 50 instead of 40
- Metal Casting: Cost 300 instead of 450
- Alphabet: Cost 250 instead of 300
- Mysticism: Now adds +1 commerce to Palace
- Astronomy: Add Paper as another prerequisite
- Refrigeration: lose +1 sea movement
- Castle: Obsoletes at Corporation instead of Economics
- Customs House: Cost 120 instead of 180, also applies to all UBs based on Customs House (Feitoria)
- Red Cross: Cost 200 instead of 600
- West Point: Cost 550 instead of 800, +5 XP instead of 4, Requires a level 5 unit instead of 6
- Resource modifiers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
- Great Lighthouse: +1 trade route in coastal cities instead of +2
- Statue of Zeus: Obsolete at Gunpowder
- Flanking: Flanking strength (used to calculate damage from flanking strikes) of all units reduced by 50%.
- Circumnavigation: +1 trade route in all coastal cities instead of +1 movement and can be achieved by everybody
- Coastal blockade: only blocks trade routes, blockaded cities can still work blocked tiles.
- Scout: +200% vs animals instead of +100%, no tech required, that way everybody starts with a scout, movement 1 (+1 gained with Hunting)
- Swordsman: +20% city attack instead of +10%, also applies to UUs Jaguar Warrior and Gallic Swordsman
- War elephant: Strength 7 instead of 8
- Airship: Cannot see submarines
- ICBM: Cost 1500 instead of 500
- Tactical Nuke: Cost 750 instead of 250
- Nukes: Nukes never create fallout on tiles containing strategic resources.
- Work Boat: no longer require any tech (still require Fishing to work water tiles).
- Privateer: Required techs are Gunpowder and Astronomy instead of Chemistry and Astronomy
- Submarine and Attack Submarine: Flanking vs Transports
- Tech: Discovering the corresponding tech for a corporation earns you an executive of that corporation. To settle the HQ you still need a great person.
- Sid's Sushi Co.: Food bonus per resource 0.25 instead of 0.5 and culture bonus per resource 1 instead of 2, maintenance costs halfed
- Mining Inc.: Hammer bonus per resource 0.75 instead of 1, maintenance costs 3/4 of original
- Serfdom: +1 hammer on Farms and Watermills, +1 commerce on Windmills
- Emancipation: lose unhappiness bonus, gain +10% Hammer in all cities
- State Property: Lose +10% Hammer in all cities
- Environmentalism: Available at Biology instead of Medicine, remove Corporation costs
- Vassalage: Medium cost instead of High
- Financial: +1 commerce on land tiles that have 3+ commerce, +1 commerce on water tiles that have 2+ commerce
- Expansive: Remove Worker bonus, add +100% production of Aqueduct and Grocer
- Creative: Reduce Library bonus from 100% to 35%
- Charismatic: +100% production of Monument, +35% production of Library
- Imperialistic: +100% production of Customs House and Stable
- Aggressive: +25% production of worker
- Protective: +75% trade route yield (like Harbors do)
- UBs no longer obsolete at any time. Affected civs are Celts, Egypt, Ethiopia, Native America, Spain
- America UB: NEW Immigration Station - Harbor replacement, +3 Great People Points, +1 happy from Hit Musical, Singles and Movies
- America UU: NEW Minuteman - Musket replacement, Starts with Guerrilla 1 and Woodsman 1.
- Babylon UB: Replace Granary; available at Agriculture; only +1 health
- Byzantium UB: Replace Colosseum instead of Theatre, +1 happy from horse, +1 happy per 10 culture instead of 20
- Byzantium UU: Strength 11 instead of 12, first strike immune like normal knight
- France UB: +1 free specialist instead of +1 artist
- Germany UB: Assembly Plant available at Steam Power instead of Assembly line, +2 hammer
- Germany UU: NEW Riesengarde - replace Grenadier, available at Chemistry, starts with Pinch
- Inca UB: +1 culture instead of +2, Cost 70 instead of 60
- India UU: movement 2 instead of 3, start with Mobility promotion, Cost 70 instead of 60
- Japan UB: NEW Tatara, Forge replacement - +2 XP to Melee, +10% hammer bonus with coals
- Khmer UU: Stays at 8 strength instead of base units now 7 strength, requires Ivory or Iron
- Korea UU: Targets melee first outside of cities
- Maya UU: Starts with Woodsman 1
- Native America Tech: Hunting/Agriculture instead of Fishing/Agriculture
- Native America UB: Available at Archery instead of Mysticism, additional +1 XP for gunpowder units, never obsoletes
- Rome UU: Strength 7 instead of 8, only +10% city attack compared to base unit, cost 40 just like base unit
- Russia UB: Replace University instead of Laboratory, only +1 free scientist
- Spain UB: Never obsoletes, +2 XP for naval units
- Zulu UU: Remove Mobility promotion
- Also included are three new leaders for the missing trait combos ORG/PRO, CHM/CRE and IND/PRO
New game options
BUG integration
Additional bug fixes
Added bugfixes from Unoffical Patch https://forums.civfanatics.com/threads/u...19.324024/:
If you want to follow the discussion from the very beginning, you'll find the very first changelog in the Spoiler
Mods: RtR CtH
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer
Buy me a coffee
Pitboss: PB39, PB40, PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer
Buy me a coffee