Sid Meier's Civilization V

Sid Meier's Civilization V

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Terrain - Poor Tiles Tweak
   
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17. juli 2012 kl. 17.21
10. juli 2013 kl. 15.34
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Terrain - Poor Tiles Tweak

I 1 samling av BlouBlou
Bloublou's "Utility" Collection
25 gjenstander
Beskrivelse
This mod gives a minor base yields and unlock some worker improvements possibilities for poor or useless terrains like snow and desert.


Features:

    The state of those tiles before the mod:
  • Snow and Desert had 'No Yield'
  • No basic tile improvement could be built on snow,
  • No random tile 'improvements' like goody hut or barbarian camp could spawn on snow tiles
  • Farms could already be built on desert but not on Tundras
  • the 'Fresh Water' concept allowing farm to be built on tile that normally dont allow it (hill, tundra), didnt worked on snow tiles

    What is changed with this mod:
  • Snow and Desert now Yield 1 Food instead of 'No Yield' (Only applied if the tile have no Base Yield, See Notes section)
  • Trading post can be built on Snow (but not farms)
  • Goody huts and barbarians camp can now spawn on Snow tile
  • Farm can be built on Tundra Tiles (Remember, no changes were made to tundra base yield, only the farm improvement unlock.)
  • The 'Fresh Water' concept has been extended and applied to Snow Tiles.
  • Civilopedia is fully updated regarding thoses changes. (see screenshots)

Notes:
    Every feature/ressource/terrain type combo have been adjusted to fit the changes and those wont produce unintended other changes to tile yields:
  • Having a Hill on a Snow tile will correctly remove the +1 Food and give the +2 Prod.
  • Having a Hill on a Desert tile will correctly remove the +1 Food (+2 prod is already enabled in vanilla).
  • The food increase to Desert wont be applied if the Tile is an Oasis or a Floodplain.

Compatibility:
  • Compatible with Vanilla Civilization 5
  • Compatible with Gods and Kings Expansion
  • Compatible with Brave New World Expansion

Other Mods from the same author:
  • You can find all my 'Utility' mods here, along with other collections:
    If you want to rate the mod at the top of the page, it's always appreciated =)

Troubleshooting:
  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial [forums.civfanatics.com]
  • If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
  • All mods from all my collections are compatible together.
  • If you have troubles downloading the mod in game, it's a common cache issue, follow these steps to fix it:
    1) Unsubscribe The mod, exit steam and civ 5 completly
    2) empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart civ 5.
70 kommentarer
BlouBlou  [skaper] 11. jan. 2018 kl. 15.07 
@The_Crazy_HoneyBadger

Try the mod alone in a fresh new game and you wont have that behavior.
Putin's Femboi BF 31. des. 2017 kl. 13.22 
Visually flood plains have two food in my games...however, they actually provide 0. This breaks the game. Not sure if it is a combination of my mods....I don't have any mods that should conflict...but yeah....can't use this one
Jot Nyang E 14. okt. 2017 kl. 21.26 
Such an amazing mod, actually makes desert start slightly more viable. Tundra is still trash.
danwholikespie 13. jan. 2016 kl. 20.03 
That's it... I'm installing this mod, starting a game as Arabia, and rushing Petra...
BlouBlou  [skaper] 20. des. 2015 kl. 0.30 
@FizzPuff

Glad you like it! :)

Thanks for your comment!
Fizz 19. des. 2015 kl. 21.08 
This mod makes a world of difference so to speak! Great job on it :D
Oof 15. okt. 2015 kl. 8.49 
I feel like every snow tile should count as a fresh water source, lol.
BrutusCz 12. aug. 2015 kl. 14.45 
What if?
Deserts give only +1 production and snow +1 science. Instead of food.
Do you think that would be nice?
BlouBlou  [skaper] 13. apr. 2015 kl. 15.27 
Few hints:

- Everything will be in your Building_expansion.xml, search for "BUILDING_PETRA" and just adjust cost , then delete the food yield in the Building_YieldChanges.

- But watch out for what petra does to Flood Plain, you will need to adjust that too. Since the building doesnt apply on floodplain desert, it will give the bonus +1 food then do a -1 food due to Floodplain. If you just kill the food yield from petra, then the floodplains will actually loose -1 food when petra is built.

- Finally to keep it balanced and well integrated, you should adjust the FLAVOR values of PETRA wich govern the Ai preference for game objects and also your advisors suggestion priority.

Good luck!
manekk 13. apr. 2015 kl. 15.04 
Hehe, I guess I have thought too much in theory, without actually checking my theories in game ;)
I guess I agree with your reasoning for tundra, and to be honest I have never checked snow tiles playing with your mod - always avoiding snow cities.

I will try to write sth tomorrow and if I'm stuck, I'll let you know, but I think I have an idea already. Still very much appreciate your offer of help.