Sid Meier's Civilization V

Sid Meier's Civilization V

385 ratings
Terrain - Poor Tiles Tweak
 
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0.001 MB
Jul 17, 2012 @ 5:21pm
Jul 10, 2013 @ 3:34pm
2 Change Notes ( view )

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Terrain - Poor Tiles Tweak

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In 1 collection by BlouBlou
Bloublou's "Utility" Collection
25 items
Description
This mod gives a minor base yields and unlock some worker improvements possibilities for poor or useless terrains like snow and desert.

Removing the irritating penalty of having tiles that cannot be worked by the city within the city range and making Nordic or 'Oasisless/floodplainless' Desertic cities a little more viable.



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.
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70 Comments
BlouBlou  [author] Jan 11 @ 3:07pm 
@The_Crazy_HoneyBadger

Try the mod alone in a fresh new game and you wont have that behavior.
The_Crazy_HoneyBadger Dec 31, 2017 @ 1:22pm 
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
Dog Flower Oct 14, 2017 @ 9:26pm 
Such an amazing mod, actually makes desert start slightly more viable. Tundra is still trash.
danwholikespie Jan 13, 2016 @ 8:03pm 
That's it... I'm installing this mod, starting a game as Arabia, and rushing Petra...
BlouBlou  [author] Dec 20, 2015 @ 12:30am 
@FizzPuff

Glad you like it! :)

Thanks for your comment!
FizzPuff Dec 19, 2015 @ 9:08pm 
This mod makes a world of difference so to speak! Great job on it :D
thescoutgod Oct 15, 2015 @ 8:49am 
I feel like every snow tile should count as a fresh water source, lol.
BrutusCz Aug 12, 2015 @ 2:45pm 
What if?
Deserts give only +1 production and snow +1 science. Instead of food.
Do you think that would be nice?
BlouBlou  [author] Apr 13, 2015 @ 3:27pm 
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 Apr 13, 2015 @ 3:04pm 
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.