Sid Meier's Civilization V

Sid Meier's Civilization V

115 ratings
RPP Estates
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
3.191 KB
8 Mar @ 7:06pm
1 Change Note ( view )
You need DLC to use this item.

Subscribe to download
RPP Estates

In 1 collection by RipePebble
RPP Core Mods
7 items
Description
A World Teeming With Life
Ever wanted your brand new world to come somewhat pre-populated with small communities?

This mod dots the land with four types of permanent terrain improvements meant to represent autonomous towns and communities on a scale even smaller than city-states. Major civs who come along and absorb them into their lands are sure to reap hefty rewards from their new subjects!

Expect to find them close to sources of fresh water such as lakes, rivers and oasis. The fewer of these there are, the more they will tend to cluster around the same areas. They also inherit the yields of whatever terrain they spawn on top of, much like a normal city does.

The new estates
  • Lord's Manor: Provides +5 Production and +2 Gold to the city that works its tile. Units stationed in this tile get a 75% bonus to defense, second only to the citadel.

  • Cloistered Hermitage: Provides +5 Faith and +3 culture to the city that works its tile. Units stationed in this tile get a 50% bonus to defense, same as the fort.

  • Merchant's Guild: Provides a +7 Gold to the city that works its tile. Units stationed in this tile get a 25% bonus to defense.

  • Grand Academy: Provides +5 Science and +4 culture to the city that works its tile. Units stationed in this tile get a 35% bonus to defense.

Important: None of these tiles will appear if you disable ancient ruins at game startup, since they share some of the same built-in logic for their placement.

My Main Mods:
RPP Colonies - RPP Revolts - RPP Sieges - RPP Institutions - RPP Seasons - RPP Estates - RPP Attrition - MLP:FiM Pack
Flavor Mods:
Airship Caravans - Barbarian Forts -Strategic Terrain - Exit to Linux
22 Comments
Hereward 24 Jul @ 11:15am 
If you want to prevent the Autonomous Estates from being placed on snow or tundra then inject into CanPlaceGoodyAt(), mapgenerator.lua the following code (from between the tick marks).

```
-- Check for autonomous estates on tundra or snow. -- Hereward
local terrainType = plot:GetTerrainType();
local iManor = GameInfoTypes.IMPROVEMENT_INDEPENDENT_MANOR;
local iGuild = GameInfoTypes.IMPROVEMENT_INDEPENDENT_GUILD;
local iAcademy = GameInfoTypes.IMPROVEMENT_INDEPENDENT_ACADEMY;
local iHermitage = GameInfoTypes.IMPROVEMENT_INDEPENDENT_KASBAH;
local tTundra = GameInfoTypes.TERRAIN_TUNDRA;
local tSnow = GameInfoTypes.TERRAIN_SNOW;
if terrainType == tTundra or terrainType == tSnow then
if improvementID == iManor or improvementID == iGuild or improvementID == iAcademy or improvementID == iHermitage then
return false
end
end
```
nadal28 18 Jul @ 1:09am 
too op, for me the best would be to use native tiles improvements created by great people
Horny Rooster 28 Jun @ 10:23pm 
Yeah this mod looks amazing
BlackLight 17 May @ 5:35am 
@Lucius, the Heavenly Dragon, Vox Populi and Gaia mods tend to have spawn problems when used with other conflicting mods. Thing is though, these conflicts are, almost 9/10 times, extremely minor, wherein modifying a single variable or line completely solves the issue. The hard part is finding where the error is. What's even more annoying is that these issues tend to show up again whenever the modder updates their mods. Gaia is notorious for this, particularly the additional resources and pantheon mod that massively reduces the number of city states that spawn at the start of the game. Your best bet is to talk to the Vox Populi modders. The bigger mod is usually the one conflicting more than the smaller mod.
RipePebble  [author] 1 May @ 3:04am 
They generate in the same way ruins would and only along rivers, so depending on the map it might be more or less common to find them due to these constraints. I'll still keep your suggestion in mind if i release an update, thank you.
Lucius, the Heavenly Dragon 30 Apr @ 8:18am 
Hi there, just wanted to let you know that this mod appears to work with Vox Populi, but the generation of estates is very sparse, could there be an option to increase estate generation?
Lt.Hartmann 19 Apr @ 9:57am 
Love this mod, totally changes the early game in an engaging way.
Martin 19 Apr @ 8:22am 
Looking forward to give this a try. Keep up the good work!
RipePebble  [author] 10 Apr @ 3:44am 
They do.
do they appear on Tundra?