Sid Meier's Civilization V

Sid Meier's Civilization V

City and Barb Camp Placement Fix
21 kommentarer
elotar 20. feb. 2019 kl. 5:20 
The problem I'm having for a several times now is that city-state makes quest to destroy barbarian encampment in the desert, encampment disappears but quest stays.

Other problem is that if initial settler of civilization/city-state appears on the tile, where building is forbidden, than it start doing strange things like randomly traveling across the map until it'll be killed.
TofuSojo  [ophavsmand] 3. nov. 2016 kl. 1:08 
@The Proleletariet Ok, now I realize you are just a troll since that is nonsense both in RL and in this game, so I won't try to engage you in intelligence discourse.
Mogez (Watch 'Ongezellig') 1. nov. 2016 kl. 20:47 
I finna tell you what I have a problem with, sir. It's that some civs have the privileges like starting on good land, while the less fortunate start on bad land, like desert. It would do humanity a great favor if you could at least understand why there are cities on a desert.

Sincerely, The prololetariet
TofuSojo  [ophavsmand] 31. okt. 2016 kl. 20:26 
@The prololetariet I assume your deep intellectual argument is to imply that there were in fact large cities in the middle of deserts without access to large water sources before we invented the tech to pump it out there? Dubai for example couldn't exist without such tech.

It would be more realistic if you could eventually found cities in waterless desert tiles once you have the approximately accurate tech, but that is beyond the scope of this mod.
Mogez (Watch 'Ongezellig') 31. okt. 2016 kl. 12:37 
check your geographic privilege
Jeff the Sex Machine 18. sep. 2016 kl. 4:29 
but what about the petra :(
TofuSojo  [ophavsmand] 17. maj 2016 kl. 0:11 
@zArkham I believe altering their spawning would require a dll mod, which I don't know how to do. This is a workaround. I have no idea how this mod might interact with other mods that mess with the barbarians, though the impact should be minimal since this mod just removes camps where they should never have been placed.
zArkham4269 10. maj 2016 kl. 8:08 
Any way to get the game to stop spawning on ice? I was playing a game where there was still a lot of open, unclaimed land by the AI, me or CS and yet the barb camps kept showing up mostly in these out of the way ice regions. Sort of defeats the purpose if little to no barbs spawn especially when using the Barbarian Evolved mod.
axatoramus 28. mar. 2016 kl. 2:01 
Awsome! At last.... sick of cities on tundra, ice and deserts.
TofuSojo  [ophavsmand] 23. mar. 2016 kl. 20:30 
@zArkham4269 :). There is also a mod that does just that, it's called Fortress Borders. Also, I have Refortestation. What does it have to do with Oil?
zArkham4269 23. mar. 2016 kl. 19:26 
Yeah well I've found that if you're using the Reforestation Mod, those late game islands of ice with an oil resource make a city worth it. Again, though, I wish they a Civ:BE type outpost where you are claiming land mostly for a resource and not much else. Although there used to be a Civ IV mod where you could create forts outside your territory and it would allow you to claim and work the tiles around it. That would work as well, I guess.
TofuSojo  [ophavsmand] 23. mar. 2016 kl. 18:17 
@zArkham4269 Must be a mod conflict. My mod doesn't do either of those things, and actually I've never seen a single tile island with an oasis, strange. I forget it's name, but there is a mod that allows you to improve resources in unclaimed territory. I tried it but felt it wasn't necessary, especially for Oil, which I think is far too common. If you are really unlucky though and don't have enough Oil, my mod Techtree Overhaul adds the Biofuel Refinery which effectively converts food into Oil.
zArkham4269 23. mar. 2016 kl. 13:44 
Not sure if it's a mod conflict or not, but I notice that oasis are now not showing up as fresh water and thus you can't build on a desert tile next to one. That and I saw a one tile island which had an oasis on it which I've never seen before. Beyond that, while there is a mod that sort of does it, it's too bad Civ doesn't have a "work camp" so you could exploit oil (especially in the ocean) next to ice land tiles.
TofuSojo  [ophavsmand] 17. mar. 2016 kl. 13:33 
@zArkham4269 Hello again. It should, as the barbarian part of this mod just looks for their camps every turn and removes them and the unit that spawned in them. But I haven't tested that.
zArkham4269 17. mar. 2016 kl. 13:19 
Does this work with the Barbarians Evolved mod? Sadly you get a lot of barbarians cities on ice and worse, often totally ice locked sometimes to the point until you get subs, bombers and paratroopers you cannot defeat them. Worse yet, that mod allows their units to cross ice tiles so they can attack you without you being able to retaliate.
Digihuman 9. jan. 2016 kl. 8:19 
This is interesting, although to be useful I would think any resources would also have to be prevented from spawning in these areas
TofuSojo  [ophavsmand] 1. juni 2015 kl. 16:20 
@UncivilizedGuy I made this mod as part of my next big update to my Terraformed Mars mod, where there are large areas of waterless desert where there couldn't be even barb camps. I just decided to make it a separate mini mod by itself too.
UncivilizedGuy 1. juni 2015 kl. 16:09 
This is too logical... but that's why I like it! I'm not so sure barb camps really need this treatment though. Camps are usually temporary anyway.

It's too bad the Civ IV irrigation method wasn't implemented in Civ V. It's too bad we can't have two improvements on one tile. For instance an Irrigation improvement that would allow a farm to be built on top of it. Another idea would be to have a Worker that can build an irrigated farm improvement. The farm would be available at Engineering or some other similar tech. Now my wheels are spinning...
Sulphuric_Glue 29. maj 2015 kl. 2:28 
If you implement that, you should allow farms in waterless desert past, say, the modern era because of irrigation methods.
TofuSojo  [ophavsmand] 20. maj 2015 kl. 20:50 
@Dr.Strangelove Good idea, I've thought of looking into that.
Strängelöve 16. maj 2015 kl. 10:49 
Great mod but I am wondering if you could do the same for farms, as in not allowing them to be built on waterless desert tiles.