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Change notes fully updated, hopefully no mistakes. I also added screenshots of every NW in-game.
That's it for now, but I will consider adding a change to Spain in this mod possibly in the future. I also may balance some things- perhaps nerf and buff as appropriate.
@TopTierCuttingEdgeMLGPro
Quick thoughts- some of them have less than 12 yield total even now. My major issue with this idea is that yields aren't created equal. What I mean is that gold is not as valuable as production for example. Even later game when gold is more efficient for purchasing buildings, it's still about 3 gold per hammer to buy something (without cost reduction policies, which are a trade-off).
I don't dislike your idea, but maybe give some thought to that. Have you tried this mod as-is? You might find it's not as out of balance as it looks. Remember a lot of NW were *worse* than normal tiles even with 5+ yields
@bay harbor kusher
Thanks again for your feedback, changelog is coming along, and will be done soon. I will try to add pictures of each wonder as well for a quick visual reference
Thanks all!
Ye, I mean 12 total yield. What those yields are, eg. 4 science and 8 food, or like 5 culture and 4 happiness (since happiness would be worth more) would be up to you.
With regards to the tech, I haven't seen it done before in any other mods before, but spain's ability might be a good starting point.
Do you mean 12 total yield? Because most of them don't just offer one thing. Krakatoa is 5 straight science, which is a lot different than Old Faithful's 2 plus happiness.But those are both quite different from Fuji with gold, culture, and faith.
It's true you can get them early, but it's still uncommon in practice (in my experience so far with the tweaks I've made). I want them to change the game to a degree without breaking it to be fair.
The tech change is a fine idea, but there are limits to XML modding. If the function doesn't exist, there isn't much I can do, and I don't think it quite works like that. With a policy I could. And I can look into tech changes.
I think it would be good if the yields were roughly equivalent to a great person improvement (+5, and +2 on suitable terrain) with the freedom bonus (+4), so a total of +11.
This way they would be at least on par with the strongest possible improvement, while not being too op since they are available from the start of the game.
Another thing is you could add in some sort of tech which increases the yields of natural wonders, so that early-game they are balanced, and later game, once you have the tech, they are still useful.
Renzino- Thank you, glad you're enjoying
TopTier- I suppose I could. I could duplicate the mod and change some of the values. Do you have any specific requests? No promises, but it would be relatively easy compared with making the first mod
Please feel free to leave feedback or comments if you like, it's always welcome. I will update the description soon, but I left out that this mod changes the amount of first-finder gold for El Dorado to 300 instead of 500.
I am thinking of nerfing Potosi just a little bit, but not sure. I will also hopefully get around to adding a companion mod to reduce Spain's ability involving NWs, but I really don't know when.
That's all for now!
I believe Hellblazer has fixed a lot of these issues with their maps, including a slider for how many NWs to include from what I hear, so that could be a good solution too. This is just what I have done.
There are a total of 17 wonder in game with all DLC/expansions, so don't turn the numbers up past this.
I didn't include the LUA changes for Gibraltar and GBR because I did not write them. I cannibalized someone else's mod, and put the code in directly so I could play without activating mods. I will play around with using a similar fix as I did for Krakatoa (to be honest, I borrowed that idea from someone on a forum as well) to see if that works. Would be less messy.
Line 2,129 for me is a code snippet like this:
self:PlaceResourceImpact(x, y, 6, ***2***) -- Natural Wonders layer, set a minimum distance of 5 plots (4 ripples) away.
Notice it says 4 ripples, this is usually the fourth value in the parentheses. I changed it to 2, so they could come as close as 3 tiles away. Again, change as you like.
In case it's not very clear, the asterisks are there for emphasis only, do not add those in. Just change the 4 to a 2 or whatever number you like. Keep in mind if it's very large (though I don't know why you would want it that way), it may mean there is no room for all NWs to spawn.
-- Determine how many NWs to attempt to place. Target is regulated per map size.
-- The final number cannot exceed the number the map has locations to support.
local worldsizes = {
[GameInfo.Worlds.WORLDSIZE_DUEL.ID] = 3,
[GameInfo.Worlds.WORLDSIZE_TINY.ID] = 7,
[GameInfo.Worlds.WORLDSIZE_SMALL.ID] = 9,
[GameInfo.Worlds.WORLDSIZE_STANDARD.ID] = 12,
[GameInfo.Worlds.WORLDSIZE_LARGE.ID] = 14,
[GameInfo.Worlds.WORLDSIZE_HUGE.ID] = 17
}
Those values are initlally set to 2,3,4,5,6, and 7. Starts at 2 for Duel, and goes to 7 for Huge basically. This means the ratio is one per civ for Dule, and closer to half that for Huge maps.
That's not necessarily bad, but I thought it would be cool to have at least 1-1.5 per Civ on any map now that they are more interesting. Obviously this will add more happiness to the game, and is in Spain's favor, so it's up to you.
The city state layer I believe has the 4th number set to 1. This means there is basically no restriction on how close the map can generate a NW to a CS. Given they can't really make much use of them, and it takes away from the fun in my opinion, I turned that number up to 4. If I recall correctly that means it will be 5 tiles away at a minimum (I could be a little off, but it's working well at that value for me so far).
-- Now place this wonder and record the placement.
plot:SetFeatureType(feature_type_to_place)
table.insert(self.placed_natural_wonder, wonder_number);
***self:PlaceResourceImpact(x, y, 6, math.floor(iH / ***10***)) -- Natural Wonders layer***
self:PlaceResourceImpact(x, y, 1, 1) -- Strategic layer
self:PlaceResourceImpact(x, y, 2, 1) -- Luxury layer
self:PlaceResourceImpact(x, y, 3, 1) -- Bonus layer
***self:PlaceResourceImpact(x, y, 5, ***4***) -- City State layer***
The parts with asterisks are the relevant lines for us. I will explain them and you can decide how to edit. natural wonder layer is the one that decides distance from each other (it's a minimum distance, so it can vary). iH/5 is the original value and it means simply that it will take the height of the map, and divide by 5 to make a radius.
Make sure you don't just go to Civ5>Assets>Gameplay>LUA, I don't believe that will actually change anything. Once there, open the file in Notepad. I highly recommend you copy and paste either the entire file (probably easiest if more bulky) and place it somewhere you can find it like your desktop. You may want to include notes on where to put it back in case you forget.
Unlike the XML files, you can directly edit LUA code and make changes without building a mod (at least that's how it's worked for me). This is a very big file. Search is your friend. Next comment has the relevant code for changing how far apart NWs spawn from each other, and from City States.