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Looks like a mod conflict. Make sure you have at least god and king expansion or brave new world. Start a fresh new game with only this mod enabled and it will work
I just want to know because if it readdds the initial building cost for free buildings, then the mod destroy some of the game most valuable plays, while if it don't add any cost at all it might become OP for those few free buildings one might get.
Yes :) as explained in the mod description:
- The upgrade system is properly 'Flavored' meaning that the AI will use the system properly and
will incorporate them in their strategy like any vanilla building, depending on their flavor profile. It
also mean that your Advisors will recommend them to you when they calculate that it worth the
cost. (see screenshot).
Dont forget to start your modded game from the MOD menu and NOT from the single player menu.
This mod is fonctional, it has over 100 000 users and is stable since 2013 :)
Found this by looking for mods to dissable AI from starting religion (Dont ask I get tired of it when they send prophets and you already have no faith or are waiting on a prophet yourself.) and was supprised to see it made by you.
For the same reason why Gold providing building in Civ 5 dont have maintenance...
A market give 1 gold and cost No maintenance.
What would a market upgrade give?
+1 gold +1 maintenance?
A free +1 gold with no downside?
Also, from the mod description:
- As said earlier, invest in upgrades wisely and slowly as you can absorb more building maintenance cost.
- The upgrade can be used in many strategic way, Upgrade that shrine at start for a faster religion, take the time to fully upgrade your granary and grow faster, or simply, in big cities when you have built everything and yet you are still rich.
- You could also use them to continue upgrading your yields from building while not being forced to build other cities (for cultural victory purposes for example)
Именно это , потому что я хотел работать с пользовательскими цивилизаций .
Just set your game in russian, it will detect automaticly and adjust just like normal game texts
Upgrades are physicly separated from their building. You build it and you can sell it and it got its own maintenance part.
an upgraded barrack will have two part:
the barrack: 1 maintenance, 14 exp bonus
the upgrade: 1 maintenance, 7 exp bonus.
Unique building work the same way as normal building, as they still count for a base building. A unique barrack is still a barrack and can be upgraded.
For free building that has no maintenance from policy or wonder the upgrade would work as above:
The Barrack (Free): Free, 14 exp
The Upgrade: 1 maintenance, 7 exp
So only the base building is free.
Anyway looking forward to playing it with some other nice improvements to the standard civ!
Cheers
Hi, thanks for your subscribe and comment :)
About your mod steam download problem, it is a known classic cache bug, if you do the steps written in the troubleshooting section of this mod description, you will fix it.
Regards
Hi Morde, glad you like the mod =) thanks for your comment.
About what you ask, of course if i would have the possibility of easily adding a new tab i would have done so. Unfortunatly that is something that is more complicated, it would probably requires some Lua programming and UI alteration. A lot more work than the current implementation.
Thats why i opted for the easy way by using a suffix. making the mod Lua free and only SQL based, wich make the mod more stable and compatible.
Glad you figured it out! My pleasure for the mod. :)
Turbo215
Thanks agin.
Turbo215
You were talking about altering the mod locally?
Since upgrades works like normal building, they simply have a property in the xml that is set. Upgrades - Shrine will have the property "required building" set to : Shrine. It is coded the same way as normal buildings in the vanilla game: ex: Temple "required building" set to: Shrine.
Because of this fact, i couldnt think of any way to change that, to make it compatible.
Try it alone as you said for starter to verify if its indeed an incompatibility.
Thanks for the reply
Turbo215
Hi Turbo.
Just verify something first,
Did you start you game at Ancient Age or did you choose a later age? starting later, give you free building in your cities, and also "obsolete" building from earlier age so that your city is comparable to one you would have built from the start. So maybe thats why your are able to build upgrades.
If thats not the case, try testing the mod alone. Start a quick fresh new gamne with only this mod enabled, if the upgrades behave properly then you are right, you have an imcompatibility issue and you will be forced to choose between the 2 mods.
Thing is, communitas mods are big mods that alter everything and leave little spaces for other mods. I prefer creating many littles mods to avoid these incompatibilities are let the player choose what he wants.
In any case, hope its the first option in your case
Good luck!
Thanks in advance.
Turbo215
What i meant was, civ 5 doesnt officialy support it, there is no option to create a modded multiplayer game from the multiplayer menu.
You have to follow a procedure elaborated by the community to trick the game into making it work. That being said, in the mod code there is nothing in particular that could prevent or enable a mod from working in multiplayer. There is only a unused flag in the mod info wich is called "multiplayer" and its set to "yes" in every mod i made.
Example:
What could i change in a 4 lines of code mod that change a game variable from 30 to -1. There is nothing in the code except the mod effect. I have no levers.
The issue with the multiplayer "trick" is probably related to the game core dll wich we, modders, dont have access to.
Maybe im wrong, since i dont know much about multiplayer modded game, you seem to know more on the subject, so if you have any suggestion, i am of course open to that.
Hope it clears it up! , Good day.
Civ 5 doesnt support mod in multiplayer. As you can see in the interface, the mod menu is only in the single player menu.
Check the whole collection, maybe something else will interest you:
http://steamcommunity.com/workshop/filedetails/?id=82028925
Good day!