Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ski Resort Complexity
57 Comments
ropestring3 Sep 17, 2024 @ 6:08pm 
I found with his mod enabled, america under bullmoose teddy can work mountains from the start of the game
jkassavetis Sep 10, 2024 @ 10:35am 
They should only be allowed on tundra/snow tiles anyway.
JNR  [author] Nov 13, 2023 @ 4:52pm 
> a tall enough mountain regardless of the area its next too can still have a ski resort

The improvement placement is not dependent on what terrain is next to it. You're still allowed to build them adjacent to desert tiles. The tall enough mountains you speak of themselves no longer have a desert climate, which is why they have enough precipitation for a ski resort. I consider "Desert Mountains" ingame to be mountains *not* qualifying for that, as hinted at by their natural lack of snow.

Not sure what you're up to with the lakes thing.
fsx925 Nov 12, 2023 @ 8:35pm 
Well I lived in a primarily desert city in the US (Arizona) and there is a mountain next to my city (1 hour drive UP but physically bordering the city) that has a ski resort. Now, this ski resort can only operate 3-4 months of the year without interruption, and additional months during certain times, but its there.

Suggestion, for realism, nerf the gold in certain ski resort types as "hypothetically" a tall enough mountain regardless of the area its next too can still have a ski resort.

Also, there are mountains in this world next to a giant lake or coast with ski resorts, just ask Vancouver
CypRyan Jan 19, 2023 @ 10:51pm 
Conflicts with ski resort modification of Civilization Expanded. No crash, just some db errors.
JNR  [author] Oct 15, 2022 @ 6:04am 
arguably the lack of forest in desert and snow should already make it much more tricky to build high-appeal neighborhoods there. Honestly, I'd rather uncouple neighborhood housing from appeal and make it about adjacent districts as well as other factors such as rivers, coast, etc. but I have not yet found a way to make the neighborhood graphics reflect changes in density when not based on appeal...
Dr. Oz The Great And Powerful Oct 14, 2022 @ 3:00pm 
Can you make something similar to this for neighborhoods that make them less suitable to being put in deserts, tundra, and snow even despite appeal?
H.Humpel Dec 18, 2021 @ 4:32pm 
Hi JNR,

your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
JNR  [author] May 7, 2021 @ 8:39pm 
no longer needs the workable mountains mod, this mod will already make mountains workable by itself, although without a base production yield then.
MarsEco May 7, 2021 @ 8:18pm 
2 Questions: Do you need your Workable Mountain Tiles mod to use this? & (assuming the mod's description is up to date) Would you want to add Adjacency for Golf Courses +1 (it's the only other Unique Improvement that is a sport's or activity's venue) & a special rule for Brazil to have RainForests +1 (as they don't have negative Appeal regarding RainForests, so i think it's fair they get the additional bonus with RainForests just as everyone gets with Woods) & maybe the new Biosphere does +1 Culture to all SkiResorts too, as it is a type of Atomic Era research/science Wonder.
JNR  [author] Dec 14, 2020 @ 6:51am 
@Jay: yes

@Old Man: no
Jay Dec 14, 2020 @ 4:45am 
Will they still give Amenities?
Old Man Jul 29, 2020 @ 12:14pm 
civiliazations expanded and this change ski resorts. Are they compatible?
jjj Jun 29, 2020 @ 3:01am 
sorry i though pauloel7 was argueing against having a tunnel and a ski resort on the same tile
pauloel7 Jun 28, 2020 @ 6:45pm 
Sure, thank you JNR.
JNR  [author] Jun 28, 2020 @ 4:46pm 
well, roads aren't improvements.
pauloel7 Jun 28, 2020 @ 4:34pm 
Interestingly, Passable Mountain mod allows roads over the (improved) mountain.
pauloel7 Jun 28, 2020 @ 4:30pm 
@jjj: bruh, that's just how the code works. Changing would require some hard core work.
JNR  [author] Jun 28, 2020 @ 1:28pm 
because both are improvements, as I said.
jjj Jun 28, 2020 @ 1:28pm 
why couldnt you have a tunnel and ski resort on the same tile
pauloel7 May 7, 2020 @ 1:41am 
Stupid immersion-breaking Firaxis coders. Thank you.
JNR  [author] May 7, 2020 @ 12:39am 
no, both are improvements.
pauloel7 May 7, 2020 @ 12:18am 
JNR, is there any way to allow building a tunnel and a sky resort in the SAME tile?
mikd70 Apr 25, 2020 @ 8:54am 
@JNR thanks person your mods are very good and made with an even hand that I enjoy greatly as the decisions seem thoughtful. Keep it up! I ought to buy ya a internet coffee
JNR  [author] Apr 24, 2020 @ 12:23pm 
no, it means the ski resort will give as much tourism as it gives gold
mikd70 Apr 24, 2020 @ 12:22pm 
what does the line:
tourism equals gold yield mean?
does this mod include a empire wide gold for tourism? I would like that if it doesnt snowball too much
Marianojoey Jan 6, 2020 @ 6:16pm 
:winter2019happyyul:
JNR  [author] Jan 6, 2020 @ 6:06pm 
Mod updated. See changelog for details. No more issues with R&F and there is no longer any other mod required.
Marianojoey Dec 2, 2019 @ 1:01pm 
Hey, glad I could help. :)
Looking forward to play with the whole collection soon. :D
JNR  [author] Dec 2, 2019 @ 11:59am 
thanks. Same issue as with the roads mod then. I didn't consider that if you have GS but no RF, you don't get the wonders, so I need to make that statement conditional. Will take a little longer though because I need to convert the mod into SQL for that, this is one of my first mods and was still written in XML back then which does not allow for conditional statements.
Marianojoey Dec 2, 2019 @ 7:29am 
@JNR Hi, me again. Following the instructions you left in Roads, I did exactly the same here, and the line in database.txt that brakes the mod is this:
ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_AMUNDSEN_SCOTT_RESEARCH_STATION" does not exist in Buildings
Which in the mod itself is here:
<BuildingModifiers>
<Row>
<BuildingType>BUILDING_AMUNDSEN_SCOTT_RESEARCH_STATION</BuildingType>
<ModifierId>JNR_ASRS_SKI_CULTURE</ModifierId>
</Row>
</BuildingModifiers>
(I touched a little the empty spaces to accomodate better in this little box). :P
Hope this helps solve the issue at hand. :)

Thanks for your hard work with all the mods, and for sharing them with us. :)
Marianojoey Nov 29, 2019 @ 1:42pm 
@JNR Hi, we talked in Roads. The issue repeats with Ski Resorts. Neither of the other mods in your collection have any problems, and with all of them I can start a new game, but both Roads and Ski break the game for me, with the "Error: Mod Not Working" bug. :(
Too bad because both of them (specially Roads) are really nice ideas that should be implemented in the base game. :)
Moyocoya Oct 14, 2019 @ 8:31am 
@whiterun : not for me. Ski resorts remain available.
消化不了酪蛋白 Oct 14, 2019 @ 5:41am 
Seems to cause Ski Resorts to be unavailable after September patch.
JNR  [author] Jul 26, 2019 @ 1:37pm 
yes
Nizou Jul 26, 2019 @ 1:26pm 
Is it compatible with June patch ?
Ingolenuru Jun 10, 2019 @ 7:13am 
That is good to know. Thank you. It would be interesting to see that in action. It lets you see that the AI isn't always completely stupid. I like that.
JNR  [author] Jun 10, 2019 @ 4:36am 
@Ingolenuru: Placing things based on the adjacency bonuses available is actually one of the things the AI does fairly well.
Ingolenuru Jun 10, 2019 @ 2:06am 
This seems extremely complicated. I am guessing the AI simply cannot build a ski resort that works and will waste resources and time on them, yes?
JNR  [author] Mar 24, 2019 @ 8:32am 
@william.xantos: independently from what? The dependency? I will make an update soon which will get rid of that necessity, but I don't see the issue. All it does it make mountains workable, which is necessary for this mod here to work.
william.xantos Mar 24, 2019 @ 8:05am 
I really like this but could you do this mod independently?
zon Feb 26, 2019 @ 6:54am 
thx for the update :)
Moyocoya Feb 24, 2019 @ 2:17am 
Do you know if IA players use properly this new version ?
JNR  [author] Feb 23, 2019 @ 4:02am 
@TPangolin sorry, that's not possible as long as we don't have access to DLC assets.
TPangolin Feb 23, 2019 @ 3:24am 
Hi there! I love the mod. Great ideas throughout and embodies the Civ tenets of 'Playing the Map'. One suggestion I have if it's within your skillset is to see if it's possible to randomise the angle of the Ski Resort graphic. Having them all at the same angle looks strange across the empire.

In any case - lovely mod!
Moyocoya Feb 18, 2019 @ 8:37pm 
Oh yes, you are right. I did not remember this. Sorry for my post !
JNR  [author] Feb 18, 2019 @ 8:33pm 
many mountain ranges cross over into desert ingame, and there are non-desert mountain tiles right along the edge. I consider that an acceptable issue when it comes to preventing ski resorts on a lone mountain *in the middle* of the desert.
Moyocoya Feb 18, 2019 @ 8:09pm 
Well, look at a map, they are really on the edge fo the desert. At last, I think that in a Civ map they would appear as desert mountains. By the way, many people in Europe (I live in France) knows that you can ski in north Africa. And they go there because they are sure to find a beautiful weather. There is even eternal snow in the Atlas (for the moment :steammocking:).
JNR  [author] Feb 18, 2019 @ 8:00pm 
well then those peaks aren't really "desert mountains" but "plains mountains", are they? Desert mountains ingame are snow-free.
Moyocoya Feb 18, 2019 @ 7:55pm 
You can ski in the Atlas mountains, along the edge of the Sahara... On snow, not on sand.
https://www.skiresort.info/ski-resorts/atlas-mountains/