RPP Seasons
Adds a new core mechanic to the game, the four seasons and their effects, with the aim of providing extra depth and challenge to your playthroughs.
As the seasons succeed each other, the world will undergo dramatic changes that either facilitate or hinder your civilization’s progress. Expanding during the warmer months and hunkering down for the harsh winter days is now key to making it through the eras.
A new label on the top panel keeps track of this cycle, and all information pertaining to it can be conveniently accessed by hovering your cursor over it. Also, the amount of turns per season is determined by your chosen game speed, with slower games going through longer cycles.
The SeasonsSpringThe world flourishes anew. The effects on your empire are as follows:
- Population grows slightly faster and food yields slowly increase.
- Costs of buying and maintaining units and buildings normalizes, production costs slightly reduced all over.
- Happiness stabilizes.
- Trade gold increases, and so does tourism from all sources.
- Attackers are on equal footing with defenders.
- Embarked units sail normally and workers finish their tasks at a normal rate.
SummerA time of great adundance. The effects on your empire are as follows:
- Population grows noticeably faster and food yields peak.
- Costs of buying and maintaining units and buildings is reduced, production costs significantly reduced all over.
- Happiness increases.
- Trade gold greatly increases, and so does tourism from all sources.
- Attackers have an advantage over defenders.
- Embarked units have one extra move and workers finish their tasks 25% faster.
AutumnFrugality becomes necessary. The effects on your empire are as follows:
- Population stabilizes and food yields slowly decrease.
- Costs of buying and maintaining units and buildings is slightly increased, production costs are increased all over.
- Happiness normalizes.
- Trade gold decreases, and so does tourism from all sources.
- Attackers have a small disadvantage against defenders.
- Embarked units sail normally and workers finish their tasks at a normal rate.
WinterThe unforgiving cold settles in. The effects on your empire are as follows:
- Population struggles and food yields are greatly reduced.
- Costs of buying and maintaining units and buildings is greatly increased and production costs are at their highest.
- Happiness decreases.
- Trade gold greatly decreases, and so does tourism from all sources.
- Attackers have a major disadvantage against defenders.
- Embarked units have one less move and workers finish their tasks 25% slower.
The timing of your military campaigns is now crucial, as attacking during winter can result in severe losses and logistical problems. Likewise, if one can stall their enemy’s advance until the first frosts, it becomes much easier to hold a defensive position.
The yields of several buildings and improvements are now tied to the current season, peaking in summer and hitting their lowest in winter. All buildings affected by this change are clearly marked as such.
The heating plant can be built in your cities to significantly counter the negative effects of winter on population growth. Unlocks at Steam Power and requires 1 coal.
You can disable the sound effects that play at the start of each season in the lua file. Both humans and AI are subject to the effects of this mod.
My Main Mods:RPP Seasons – Autonomous Estates – Terrain Attrition – MLP:FiM Civs
Flavor Mods:Airship Caravans – Barbarian Forts –
Strategic Terrain – Exit to Linux
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Brave New World