Sid Meier's Civilization V

Sid Meier's Civilization V

More Luxuries
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Update: 29 Oct, 2014 @ 11:54am

1) Per the new official patch, Bison has been added and now the mod utilizes the default version of Cocoa.

Update: 11 Oct, 2014 @ 6:34pm

1) Slightly increased the maximum radius of impact ripples emitted from regional luxury placements (before it was 1; now it's random again, from 1 to 3). This will have a much greater chance of preventing the clustering of luxuries. It also creates less space for random luxury placements and has a much greater chance of forcing them further away from existing placements as well.

Update: 9 Oct, 2014 @ 11:19am

1) Modified Incense so its placement requirements are a much less restricted. Now, as a fallback, it will also be placed on grassland tiles if needed. Then, during cleanup processes, that grassland will be turned into a plains before map generation is complete (plains are already mixed in with grassland areas and such anyway). This is the only cleanup process which will change the terrain type of a tile. All others only modify features so that terrain bands and clusters are visually maintained.

2) Slightly tweaked Dyes so that it'll appear on tundra tiles a little bit more often that it did (which, perviously, was almost not at all).

Update: 19 Jul, 2014 @ 10:17pm

1) Fixed a small commenting error within the modified Terra map script which caused the script to not work.

2) Eased-up on fallback conversions so they're not as strict. Mined / quarried luxuries will be found on flat terrain again, as well as covered. "Tree" luxuries can sometimes be found on hills and not always flat terrain. Most importantly, strategics and bonuses are no longer affected. For example, Stone will once again be found on flat terrain. The only exception is Deer, which will still have forests added to any Deer on open tundra plots.

Update: 28 May, 2014 @ 12:18pm

1) Fixed the Civilopedia image of Glass.

2) Fixed the yield bonus of improved Lapis Lazuli.

3) Fixed the ground rubble texture of mined Lapis Lazuli.

Update: 27 May, 2014 @ 9:00am

1) Added two new luxuries: Lapis Lazuli and Coral.

Update: 13 Feb, 2014 @ 12:20pm

1) Fixed an error when playing on the Terra map type and increasing the major civ count to a total greater than 16.

Update: 11 Dec, 2013 @ 11:05am

1) Fixed a minor bug with displaying sugar's strategic view icon.

2) Adjusted regional luxury eligibility. Now the required amount of water is based off of a formula using the target number of regional luxuries to place instead of my other new method using map size alone. In the default game, the minimum amount of water tiles required is simply "12".

3) Fixed a minor bug with marble's new impact values applied at start locations.

4) Tweaked the new way regions are determined so that other types are given a little more of a chance before the region is labeled either a Plains, Grassland, or Hybrid region.

Update: 9 Dec, 2013 @ 12:03pm

1) Updated the title of the mod to better represent its features.

2) Fixed an additional conflict with other mods which add new city-state luxuries.

3) Updated the modified Terra map included with this mod which has been neglected the past few updates.

4) Updated and improved some resource icons and terrain graphics.

5) Fixed a bug within the default game which allowed marble placements to clump. Now, they're optimized to spread out much more over the map for better gameplay.

6) Fixed a rare bug within the default game where resources are placed on top of the lower half of the Great Barrier Reef.

7) Optimized the determination of water luxury eligibility for regional luxury assignments and also removed unnecessary regional restrictions on them enforced only during regional assignments.

8) Added many more types of plot list indices for better luxury distribution and also added a fifth and sixth plot list preference for luxuries to utilize more of them.

9) Luxuries are now placed on tiles with features they're not normally found on to help get them on the map. Before the map is finalized, those tiles are adjusted to the appropriate features. Though, for aesthetic reasons, terrain types are never adjusted and luxuries are still restricted by them.

10) Updated all plot list preferences of luxuries so they can utilize the new adjustment function and increase their flexibility during placement methods. Also, some luxuries have appropriately become more broader, such as Ivory, which can now be found on grass and desert tiles too.

11) Added a fallback method with a higher luxury/tile ratio to help regional luxuries reach their target total during placements.

12) Reduced both clumping and excessive spreading of regional luxury placements.

13) Enhanced determination of region types so assignments are more accurate and concentrated their luxury lists and weightings with types that are most suitable.

14) Enhanced the way random luxuries are assigned by utilized a weighted system and a new function to assign a target total.

15) Capital cities will always receive two copies of their regional luxury type, instead of only most times (three with Legendary Start). For improved gameplay, this gives all civs trading potential from the capital alone.

16) Added index numbers to all resources within the debug printout summary of total luxuries placed.

17) Fixed a bug found in the default game which would display the wrong world luxury total within the debug printout summary.

18) Condensed debug printouts and focused them on things pertaining to resources.

Update: 22 Oct, 2013 @ 12:52pm

1) Updated AssignStartingPlots per the latest patch tweaks.

2) Improved modularity with other mods which add more city-state luxuries. This should now work fine alongside them, just enable this mod last so the other ones don't break.

3) Removed Ebony.

4) New luxury: Perfume.

5) New CS luxury: Glass.

6) Tweaked the color of the existing icons for Dyes.