Sid Meier's Civilization VI

Sid Meier's Civilization VI

37 ratings
Radiant Unique Tile Improvements
   
Award
Favorite
Favorited
Unfavorite
Type: Mod
Mod: Gameplay
File Size
Posted
Updated
143.529 KB
9 Oct, 2018 @ 1:35pm
18 Aug, 2019 @ 12:59pm
3 Change Notes ( view )

Subscribe to download
Radiant Unique Tile Improvements

Description

This mod enhance and balance Civilization Exclusive Tile Improvements by making them much stronger, but also with way harder prereqs meaning they will be a lot more difficult to place. Because of Alpha Version this mod might not be well balanced (resulting mostly a willignly bit overpowered unique Improvements).



THIS MOD IS AT ALPHA VERSION : Some minor bugs can subsist and balance won't be on page : modded improvements as they are with this mod tend to be willingly a bit overpowered. I am still working on these two points, looking to nerf some of them within several steps ... but still, you can (gently & politely) give me your opinion if you have a bad feeling about something for the mod's future final version (only if you understood the mod's goal : meaning you have to read the rest of this description if you want to speak).



I never liked the way we spam unique improvements in this game the same way a rabbit let sh*t ball garlands out of his butt. I also don't like the fact we almost don't care about their placement. I want them to be rare, i want human player to make a relatively long thinking to find the right emplacement for them because they are not regular improvements.

I totally get why Civ players don't want World Wonders requiring hard terrain prereqs : Because you have to compete for it with other players, and the time you spend to find a location for them is crucial. But for unique improvements, you have time to think, time to search, because there is only you and your improvement prereqs. I personnaly would love the fact to be awarded of a greater bonus if i had complete a harder prereq spot.

With my mod, improvements Effect power will be strongly dependant of how much i made prereqs hard to validate. So, don't yell at me because one is weaker than another : the harder prereq is, the less likely you will succeed to find a spot, the less of unique improvement there will be in your territory, and thus, the most powerful they need to be. For instance i can't give greatwall the same bonus power as for Chateau.

In all cases without any exception, build these modded unique improvement will be by far the best thing you can do with a tile. I was really mad at some vanilla unique improvements which could even be far inferior to basic improvements (yes for instance you my dear chateau !) I wanted player to be sure he doesn't screw anything up by building these cool littles guys.

- All improvements but Great Wall, Colossal Heads and Kampung can not be built next to the same improvement.

- Minimum appeal and harder terrain prereqs making them harder to build.

- A base game improvement is around +3 / +5 past modern era which you can add the bonus provided by the resource under it (sometimes reaching +9 and more in total). So i think an unique improvement has the right to be around +4 for base, and might evolve to +7 and may be more with far harder conditions.

- A new reason to settle near unpopular terrains like desert since a good number of my unique improvements require them.

- Heavy documentation on wikipedia to fix realism issues, or make their yield more realistic.

- Some improvements doesn't have to be within 3 tiles of the city to give you advantages or yields. Many of them now have effect affecting adjacent tiles or all city tiles.

- Some of them might even give you the idea to terraform city's terrains (making you using your builders / engineers even more).



This mod only work when a whole new game is created while activated and can't work fully on already existing saves. Sorry it couldn't be avoidable. (It actually can work if you add the famous line in the modinfo but i don't advise it for this mod integrity)

This mod is meant to be compatible with most of the existing mods (has been tested with 150+ of my mods). Though if you have a problem, you can notice me if you need help to fix it manually.



You can find all my mods by searching "Radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod's tittles.

Even if they represent hundreds of working hours, I'm sharing my mods for free like most of mod creators. But deep down I'm really hoping you to do that little extra thing that would help me a lot : joining any of my pages (patreon, facebook, instagram). Just that really! Don't feel obliged to give something, with Patreon there is indeed a free option that grants you basic news/content and it will only take few seconds of your time. That being said I'm an artist irl and I sometimes struggle to put my personal projects on the saddle. By giving a little something or joining my ranks you can trigger a course of actions/reactions that might end up gathering more people around, thus helping me building the motivation and means to create more stuff to appreciate.

[www.patreon.com]
[www.instagram.com]
[www.facebook.com]

Finally, for those who don't own a patreon account and really want to make a direct donation or contact me directly, here is my paypal and mail : shiroifushicho@gmail.com[\i]

Popular Discussions View All (1)
0
17 Dec, 2018 @ 4:01pm
Awesome R&F Mod Collection which includes this mod:
titan_vfaf
32 Comments
Nizou 30 Nov, 2019 @ 12:43pm 
Hello Kimu ! I have a good and a bad new about this mod :
The good is that I didn't notice any bug due to a conflict with another mod :D
The bad is that I get a DB error (note that it doesn't do anything in-game) :
Database.log
[3187807.823] [Gameplay] ERROR: UNIQUE constraint failed: Improvement_YieldChanges.ImprovementType, Improvement_YieldChanges.YieldType
Modding.log
[3187807.812] UpdateDatabase - Loading RUTI_RadiantUniqueTileImprovements_Effects.sql
[3187807.823] Warning: UpdateDatabase - Error Loading SQL.
[3187807.823] UpdateDatabase - Loading RUTI_RadiantUniqueTileImprovements_Prereqs.sql
Nizou 8 Sep, 2019 @ 9:06am 
I just wanted to inform you that this mod makes "Better Loading Screen (UI)" mod from infixo bugging. Take your time to fix that, cuz you said you have few time for Civ , and also September update is coming
Shiroho  [author] 27 Mar, 2019 @ 5:37am 
@kaspergm it's not updated yet. And yeah im aware of all that, already promised to change a little when i come back (but just a little ease here, i still want them to get real hard since their bonus are real powerful, if you don't want it after the future next update then this mod is not meant for you) Also please read the previous comments before posting, it will save you time for you and for me (im not being an ass, but it's sometimes really exhausting to find 8 comment when you wake up where the answer has already been answered).
kaspergm 26 Mar, 2019 @ 4:26pm 
Not sure if you are aware, but there seems to be a bug wrt. Colossal Heads, or maybe I'm reading the description wrong. But I get the impression they were only supposed to be built on stone or marble resources, but I can build them on any hill tiles once suzerain of La Venta.

Also, after further game testing, I can support what others have said: Initial tile appeal restriction of +5 is overly harsh. I played a full game of France, and I didn't get to build a single Chateaux before modern era when I had Eiffel Tower up and running (and by then, the improvement felt long obsolete). So that was pretty much a downer. Have also had a really hard time placing Golf Courses with Scotland, but at least those seem to have yields that merit late game placement, didn't feel the same was the case for the Chateaux.
J 16 Mar, 2019 @ 3:56pm 
oooo want update >__<
Daemon Trooper 6 Mar, 2019 @ 5:32am 
Could you make a mod following the heritage of Civ V, thanks to, if you capture a civilization territory, it will keep its specific districts and improvments instead of removing it. But, you won't be able to update them as to build more.

This would be much more accurate.
Shiroho  [author] 19 Feb, 2019 @ 2:30am 
@X_EMPIRE @GroBoiD @kaspergm I will look onto that as soon as i get better and come back on the mod work. I tested it for a long time, it was meant to be hard, but i admit it is slightly too much for some, including golf court ofc. Be patient and let's hope my health doesn't hold me for long ^^ Cheers & take care !
Shiroho  [author] 19 Feb, 2019 @ 2:27am 
@leytelj Thanks for these kind words mate, i really do appreciate read that ! : )
Te 15 Feb, 2019 @ 8:13pm 
Good luck with your health and cash issues, friend, and ignore the people who try to rush you -- I know all about dealing with problems like that, and they can be a real bear. Best wishes.
Shiroho  [author] 15 Feb, 2019 @ 7:36am 
I will type a general message here for news about new exp : I don't if my mods are fine with it, because i don't own it yet and don't know about the new data trees. Sad thing is i have no money for now to buy it, nor time to work on this because i have some serious health issues to solve before. let's hope i will be back the soonest possible and not in 5 month : / but make no worries, Civ 6 is still one of my top favourite games and it's a matter of time i get my hands on it. My mods were all created with lot of work and patience and with the goal to be as much compatible as they can, thus it means some of them could perform perfectly fine on this new expansion with me without needing me to do anything with their code and some others probably won't. Just test them and give me bug/glitches is there are until the day i come back.