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A great deal about mountains is hard coded. I and others have tried to get around the limitations. most of what you're referring to is already an issue with Passable Mountains. It's not something that can be fixed right now.
@Faysal: default setting is defensive bonus = 3; I tweaked mine to 10... adjust as you will
@baduga: lovely idea, makes total sense to increase mountain yield with tech/civic progression and/or adjancency, like any other tile would! Hope SushiSquid implements something!
Mountain mines: extra production
Neighborhoods can be built in mountains, but only give plus 4 housing
Mountains that are adjacent to campuses or holy sites get extra science/ faith respectively
I don't really like the idea of passable moutains giving a defense bonus tho. Usually, when they're impassable, it makes for natural chokepoints creating nice defense positions, if they're passable AND give a defense bonus, it becomes very dangerous for the city set close to it, invaders that climb the moutains would have a direct shot to you and have a defense bonus.
"don't let them get it then" -> yeah, but the purpose of having moutains for defense is to control your area of defense, not to make it even more complex.
It's too bad you can't set yields on impassable tiles :( I love your mod but won't download it because I don't like "Passable Moutains" (congrats for the mod's author tho, it's a good idea, I just don't like it ^^).
I'm considering multiple alternatives for increasing mountain yield as the game progresses. Terrains do not have an easy built-in method for increasing yields with technology or civic research like improvements do, but the new modifier system Civ VI has make that possible to build anyway.
Ancient - classical: +1 Faith
Medieval - rennaissance: +1 Gold
Industrial - information: +1 Production
As for cities, Passable Mountains does allow that, but you should NOT settle cities on mountains. They won't get any river adjacency and they can't receive or send trade routes, from what I've read.
I don't have Rise & Fall, but I can't see why such a tiny mod wouldn't work.
@Baradar67
In Civ V, if you edited the game to allow settling cities on mountains, they had no visuals. Same for placing improvements like mines on mountain tiles: they were invisible except in strategic view. I did tons of modding for Civ V, so I know that game pretty well. I just got Civ VI from the Humble Bundle last month and I'm just now starting to look at its files and test things. If you have tested this, could you let me know? Do cities or improvements on mountains have any visuals?
I want to change that though. Just having Passable allows us to settle on mountains and being able to use the mountains for mining is great but there are a number of wonders that could really be placed on mountains. Some districts could also be placed there, encampment, holy site being my first choices.
If so, things like holy site might get +6 or +7 from being "adjacent" to a whole bunch of mountains. Increasing yields would not be a good idea at that point.
So with that in mind, are you looking to add those changes Sushi?
I had considered that, and honestly it seems like a better fit than buildings in Civ VI.
The new modifiers system that Civ VI uses internally is much more confusing than what Civ V used, but it does appear to be more powerful. I could build a modifier that boosts mountain yields and apply it to a technology. I'm just still not sure if mountains need any more benefit yet. I'm waiting on feedback and my own testing, when I have time.