Sid Meier's Civilization VI

Sid Meier's Civilization VI

Radiant Unique Tile Improvements
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.
Armor Hunter Kat 27 Jan, 2019 @ 3:40pm 
Geat mod love the reasoning behind it the only problem being the tile appeal requirments are just WAY to hard, other than that great mod
GroBoiD 9 Dec, 2018 @ 5:29am 
Placed zero golf courses in whole game, too hard requirements
kaspergm 9 Dec, 2018 @ 2:32am 
Will definitely try this out. I agree with your overall design philosophy, spammable and trashworthy unique improvements are by no means fun. What's the point in giving Egypt the Sphinx improvement if it's so bad I don't even want to waste a worker charge on it, for instance. However, I am a bit woried that some of your restrictions are TOO strict. Some of them require 4 of a specific tile next to them, and I could be woried we'll never see these buildings in action. But I will definitely give it a spin and see what happens.
GroBoiD 17 Nov, 2018 @ 4:48am 
Missin gives additional food only to farms placed on resourses, not to farms on empty tiles.
Hoshi 5 Nov, 2018 @ 6:38am 
Very nice mod! I wanted just to get ride of the limit of great wall to be built on boarder only because sometimes my city passes the usual 3 tiles from City center and i'm forced to build the great wall in a non-workable tile. Could you help me? I did not find great wall in prereq file.
axel-r 27 Oct, 2018 @ 8:14am 
Thanks man! We'll be in touch
Shiroho  [author] 27 Oct, 2018 @ 7:58am 
@axel-r Hmm im curious about your problem. For now, just don't play with this mod ... but i will helping you soon for your problem. (i don't have much time these days). Please be patient, i will add you as a friend later on steam, may be this week end, and we will see that together.
axel-r 27 Oct, 2018 @ 7:47am 
Your mod looks awesome but I can't create a new game. I get an error 3045188730 every time and I can't find the reason. I tried uninstalling every other mod but it still crashes. All your other mods work perfectly though. Any idea?
GroBoiD 20 Oct, 2018 @ 7:50am 
Very usefull mod, TY. Surely will install on next game )
Shiroho  [author] 20 Oct, 2018 @ 2:51am 
@jjc12300 Thanks mate ! : D I wish they have a studio near my location, i would harass them until they hire me haha.
@leytelj Thanks ! Well when i will have time i might tell that in a file somewhere since steam posts are limited. And remember not to worry much if there are some few wonky points, this mod is at alpha and will be improved with time hopefully.
Shiroho  [author] 20 Oct, 2018 @ 2:46am 
@alex_n It's not impossible but it would be only a mod that is related with unique improvements.
norph 20 Oct, 2018 @ 12:52am 
Looks like this mod is not compatible with some other of my, but i dun'no, which one.
jjc12300 19 Oct, 2018 @ 2:16pm 
Firaxis should give you a job on their creative team already. Thanks for another thoughtful and necessary mod!
Te 18 Oct, 2018 @ 1:41pm 
@Kimu This mod was SO NECESSARY. I, for one, would love to hear more about your reasoning! Everything I've seen makes perfect sense so far, and there were a lot of things that had been annoying me, too -- like the Roman forts. Thank you!
Shiroho  [author] 17 Oct, 2018 @ 1:24pm 
@FearSunn Ty mate ! Sorry if it's not perfect because they really are little too powerful now but i will correct that later with time/tries.
FearSunn 17 Oct, 2018 @ 11:52am 
Great! Your modifications seem to be well thought and have strong factual background. My next game will definitely have this mod on! Thank you!
Shiroho  [author] 17 Oct, 2018 @ 11:13am 
@FearSunn i really wanted to put details all the "why this bonus" on my mod descritpion, but it was wayyyy to long lol. I could make a seperate file for that for curiosity ... or completly replace the civilopedia which lacks very much of details.
Shiroho  [author] 17 Oct, 2018 @ 11:13am 
@FearSunn Ofc, there too much to quote (and would take too much space) i will give you few exemples i still have in mind related to the caracteristics i brought onto them :
- Chateau doesn't need to be close to river (im french this is shamely wrong, 40% of "chateaux" haven't any kind of water around it, for the ones which has some water pools were dug as fortifications. They were also fort places for nobles when in war but Main reason was forgot here : prosperity and cultivating/gathering resources around = Culture came far after)
- Chemamull were places to recollect and pray for elders (you can see the typical elder statues are even modelized in civ6 models). they were sacred places heavily related to religion/beliefs/gathering people. Culture come only after faith on them.
Shiroho  [author] 17 Oct, 2018 @ 11:04am 
@FearSunn
- Sphinx were "benevolent" statues. They were placed real close to population and on tomb far entries. Meaning good luck and prosperity for those who came accross them, lot of trading were developed around it in the past (like still today in front of Kheops).
- Stepwell. more than 80% of them are built near forest/jungle or inside it. They are almost never in the middle of nothing with no woods.
- Ziggurat were placed to contemplate the surroundings, made of exclusively dry ground (not taken in consideration). That's one of the first tourism related construction ever made. If i could, i would have switch its effect with Nubian pyramid which make more sense (+x for each surrounded district).
Shiroho  [author] 17 Oct, 2018 @ 11:04am 
@FearSunn
- Outback station is not that related with food. It's "checkpoint" in australia dry/warm lands which helps greatly exploiting mining resources (especialy Aluminum). Heavily related to logistics and nothing to do with pastures (even if i kept part of that bonus).
- Pairiedaeza were garden art pieces made to contrast an opposition of extreme wildness and human domesticating nature (my wink with oasis, and desert prereq). Long time ago, people use to love to hang out in these. They were also place of meeting & to settle commercial deals.
- Polder require an irrigable & warm land connection (excluding cold lands)
Shiroho  [author] 17 Oct, 2018 @ 11:03am 
@FearSunn
- Roman forts were extremly quickly built. Roman actually used all the ressources around it, especially wild horses if they come accross it. Legion use to also become workforce to collect resources around it.
- Monasteries heavily related to food. Monks use foodmaking as a form of connection with god/earth and it's always been popular they sell their goods to be independant. Monasteries were recluse and never close to cities.
- Mission are no related with science (idk what firaxis smoked on that). It's a place of conversion for pagans. As much as i could read, they brought quite the opposite of sort of scientific progress. I did let a +1 science on base but still disagree. Powerful for religion, powerful to make strong/loyal communities.
FearSunn 17 Oct, 2018 @ 4:37am 
Looks (and sounds) great!
Kimu, you mention realism (historical I assume). Could you provide us with some examples?