Sid Meier's Civilization V

Sid Meier's Civilization V

Touhou - Tanuki
38 Comments
criscg2 Jul 27, 2022 @ 6:13pm 
Sad about this one. The very first workshop mod I tried. I loved it. But I recently had to reinstall everything and it is now doing the can't select anything when I try to use it. Even my original file backup of the mod is doing the same thing. :steamsad:
Vittaminn May 22, 2020 @ 6:37pm 
I just went through my modlist and whenever I have this civ enabled, I can't select any units under any circumstances. Even if I'm not using this civ, every civ I try to use no longer lets me select units. Not sure why, but I figured I'd let you know.
fun guy Jun 15, 2018 @ 2:39am 
I'm having the same issue as NGZE, workers are broken.
SenPie69 Apr 5, 2017 @ 4:22am 
if only your other Civs of Touhou can be played with G&K...
NGarlic Mar 26, 2017 @ 6:34am 
this mod and the Evil Spirits/Mima mod causes my Workers (from any Civ) to be unable to build things/improve tiles

i am 100% sure it's these two because i just spent 2 days going through all my mods just to figure out which one is causing it
Laslo Mar 7, 2017 @ 12:33pm 
Makes sense.
I had figured the real problem came out of game mechanic limitations. The dummy policy is a good idea though. I never would have thought to try it.
bouncymischa  [author] Sep 3, 2016 @ 6:44am 
@Laslo: Although I haven't had the opportunity to test it, one way I could do it would be through giving the player a 'dummy policy' (an invisible, free social policy). There is that one ideology policy - Industrial Espionage - that causes spies to steal technologies faster. It should be possible to make a fake policy that causes the reverse, and give it to the Tanuki during the earlier periods, removing it when they hit the Renaissance. I'm not entirely certain it would work - the game doesn't like negative values for certain things, but social policies seem to be coded more tolerantly than other areas. (For example, you can use a social policy to give a building negative happiness, whereas you can't give a building negative happiness in the core xml that defines the buildings.) It is an option to consider, however.
Laslo Sep 2, 2016 @ 11:25pm 
Is a stealing speed change even easily done? Is that a variable you can change?
bouncymischa  [author] Sep 2, 2016 @ 9:36pm 
@Laslo: Fair enough -- your feedback is appreciated. :P I never ran into that many issues with technology stealing when playing it myself, but I also tend to be less than optimal in my playing, and only play at King level, so I likely didn't take full advantage of it. I had considered some various solutions to the potential issue of early tech stealing -- as you say, one option would be to reduce the number of spies gained, but that would also mean the UA would have negligible effect before the Medieval era, as all of its effects rely on having spies. Another option I considered was to penalize the tech stealing rate, perhaps slowing it down to half speed. Alternatively, I could provide fewer early spies, but come up with an additional effect so there'd be at least some minor bonus in the Ancient and Classical eras...

Thanks for your comments, though!
Laslo Aug 31, 2016 @ 4:52pm 
This is the only Touhou mod you've made that didn't have amazingly fair balance.

The problem I noticed was that if you play as this civilization, you will step into the renaisance with two high-level spies from all of the free stealing.

If you removed the spy at the classical era, there would be less time to freely steal technologies, and would force the player to make a choice between free, early and easy city-state allies or a foolproof way to catch up on any neglected technologies. It would also remove a very early +2 happiness that would potentially remove the need to focus on early colosseums.

I love your mods, but this one seemed to fall flat when you consider how easy it is to secure a win early on in almost any circumstance. It also has only a single of three potential problems that most modded civs have, which is nice to see. This one does not grant an instant passive victory, but still is more powerful than any vanilla civilization in almost any situation.
FennOTF May 10, 2016 @ 11:09am 
I can't open my Culture Overview while I have this civ as an active mod. Might be a combination of mods in play, but this is the only one I can tick on and off to get the bug to go away. A real shame too, I like the concept and the espionage.
nicovallejos Nov 27, 2015 @ 3:58am 
I'm afraid the fact that the mod is already out of date. This mod has to be in the civ5mod file, not the windows download file.
Shinzu Nanaya Mar 1, 2015 @ 2:20pm 
@bouncymischa Awesome, I really enjoy the Touhou civs so I'm looking forward to the updates. ^^
bouncymischa  [author] Mar 1, 2015 @ 8:31am 
Given that the UB affects the yields from trade routes, I suspect it won't work without BNW and may cause other portions of the civ to fail. I've been working at updating and refining my civs lately, though, so when I get to the Tanuki I'll try to build in some of the "backwards compatibility" I've been incorporating in other civs that use BNW elements. Given that the espionage mechanic is fairly core to the civ, however, I can't really make it compatible with vanilla.
GHOSTDRAGON120 Feb 28, 2015 @ 4:13pm 
do you need BNW for this
HavocLordX Sep 26, 2014 @ 3:32pm 
DAT TICKS ME OFF WITH HER FREE SPAH AT THE START. SHE SICS IT ON MY CAPITAL. REGARDLESS OF WHO I AM (TOUHOU-WISE) RRRGH!
Shinzu Nanaya Jul 25, 2014 @ 9:08am 
For some reason I can't steal techs when I use the spy in the ealy game. Plus I can't go to the tech tree unless i go through the additional information menu. Please help.
Bantya Jul 17, 2014 @ 7:05pm 
The UA seems rediculously overpowered. Maybe just change it to add a spy in the Medival Era instead of both.
SAUBER_KH7 Jul 4, 2014 @ 4:34pm 
Does it work for BNW?
✧Starshadow Melody✧ Jul 3, 2014 @ 6:06pm 
... GNK version please?
RElentless Jun 30, 2014 @ 11:25am 
A Suggestion with the UA stuff could you format it being more clear in the commented areas of the files where we'd see the UA effects. Other than that I'm not seeing any real bugs outside the Civapedia entries.
ketaro_su Jun 6, 2014 @ 9:10pm 
To answer a previous question, using the Trickster's Trick ability (you have to be adjacent to a foreign city to see the button) does not cause retaliation.

Also, the UA does work, at least for providing the 2 Happiness for an active spy. I haven't been able to tell if the gold bonus part of the UA works though as this Civ just makes having high gold generation per turn so easy :)
Q Dog Jun 6, 2014 @ 3:42pm 
Will it work on vanilla?
Warwick🐺 May 26, 2014 @ 9:31pm 
Those poor foolish humans :P
luh3417 May 24, 2014 @ 6:33am 
Enjoying the mods three but having the trouble using UA. Trickster cries out to trick and yet trick button unable to find. In my six years of Japan living I never managed to capture an image of a youkai on my keitai...but met several at local izakayas. Little b#**$#(s skipped out on the bill every time.
Really like the mods.
Kefiredition May 22, 2014 @ 12:16pm 
the mod will not work for me can some one help please?
Groms May 21, 2014 @ 8:55pm 
the UA on this civ is broken
RElentless May 21, 2014 @ 4:08pm 
With the Trickery skill on tricksters is there any possible retaliation from the AI (Akin to Phophets using spread religion) or can you spam it with tricksters with impunity?
Makicide May 21, 2014 @ 10:27am 
Looks great! I'll have to try this later.

Would you have any plans at potentially making a Hakugyokurou or Hakurei Shrine civ? I find it odd no one has made a Reimu one xD plus Yuyuko is my fav 2hu
RElentless May 21, 2014 @ 10:07am 
criscg2 You have to load from the mod menu.
criscg2 May 21, 2014 @ 12:21am 
love the mod, but my loading up of the 2nd save makes the game stop working. Will try this mod again hopefully after an update.
Zenith May 20, 2014 @ 3:08pm 
Trickster doesn't show up in strategic view.
RElentless May 20, 2014 @ 1:54pm 
There are also Civpedia Entries on traits which need fixes http://steamcommunity.com/sharedfiles/filedetails/?id=261930705 http://steamcommunity.com/sharedfiles/filedetails/?id=261931829 Still doing the test run so will find any other problems
RElentless May 20, 2014 @ 12:28am 
Still doing my first run and finding them to be a bit fun but I must wonder how 'fast' the Trickster is for it's ability to Withdraw. If I find any other problems I'll report them
bouncymischa  [author] May 19, 2014 @ 6:30pm 
@The_Minty: Thanks! From the feedback I've gotten, this civ has a pretty open-ended playstyle, like the Human Village, so hopefully you'll enjoy it too.

@MS-06S: Argh... I forgot to doublecheck the civilopedia when I was doing my final debugging. I fixed the problem, but I'm not sure if I want to push an update yet -- I'll wait and see if any other bug reports come in. I'll give it a week or so to see what other people say.

But I am aware of the civilopedia problem and have a fix for it. :)
The_Minty May 19, 2014 @ 3:43pm 
Will try this out. Really enjoyed the Human Village Mod.
RElentless May 19, 2014 @ 10:12am 
I am curious if the AI knows how to use the Tricksters and thier ability to it's full effect.