Sid Meier's Civilization V

Sid Meier's Civilization V

National Park
50 Comments
Small but Evil 27 Feb, 2018 @ 5:47pm 
I was using the Maximum Wonders Mod, but all that does it put all the wonders on the map with a huge map. All the wonders were on the Map and only FoY and Lake V had issue. Both cities were off by themselves so there wasn't an doubt which city it belonged to, but I have had cities that had a single wonder within 3 tiles and was able to build the National Park in both cities off the same natural wonder. I too looked at the code and it is pretty straight forward. I think Firaxs did something. Don't worry about it. I was having some conflicts with a few mods that I play with but this one wasn't one of them. I may combine a bunch of the mods together to eliminate the problem.
MegaBearsFan  [author] 27 Feb, 2018 @ 11:38am 
4.) Is it possible to post your save file somewhere that I could download it and use it for troubleshooting? I'm not sure if Steam allows you to put attachments in a PM. You could also try sending an email through my blog: http://www.megabearsfan.net/contact.aspx . I don't think anyone's ever tried sending me an email with an attachment via the blog, so I'm not 100% sure it will work :/ You can try it out and let me know here when the email is sent, and I'll see if I received it. Put "Civ V mod" in the subject or something like that, so I don't accidentally delete or spam it.
MegaBearsFan  [author] 27 Feb, 2018 @ 11:37am 
In the meantime, here's a few troubleshooting questions:
1.) Are you using any other mods? Specifically, anything that might affect natural wonders? I know that mods to disable Fountain of Youth and El Dorado were pretty popular. Don't know why this would affect Lake Victoria though...

2.) Are you sure that you're building the National Park in the city that actually owns the wonder tile? Civ V is a bit confusing about how tile-ownership works. Only 1 city technically owns a given tile, even if multiple cities' workable radii overlap that one tile. Only the first city to claim that tile actually owns it. So if another city had annexed the wonder tile, then the National Park can only be built in that city, even if you swap which city is working the tile. I hope that makes sense.

3.) Do you happen to know if Lake Victoria and Fountain of Youth are the only wonders affected? Or are they just the only ones that you've seen so far?
MegaBearsFan  [author] 27 Feb, 2018 @ 11:37am 
I tried looking through the code last night, but apparently I don't have the most up-to-date source code on my current machine. I'm going to have to check through my old hard drives and see if I can find the code, or get the code from Steam. That being said, the Lua script is pretty straight-forward. It simply checks each tile owned by the city. If any tile contains a plot flagged as a NaturalWonder, it allows the building to be built. So unless Firaxis removed NaturalWonder status from those wonders, or you have a mod that changes natural wonders, I'm a bit stumped. I'll look it over once I get the up-to-date code.

Small but Evil 24 Feb, 2018 @ 6:13am 
PC of course. I thought Macs were just for listening to music. :)
MegaBearsFan  [author] 21 Feb, 2018 @ 1:00pm 
@Small but Slow:
Thanks! I'll try to take a look at it sometime this week if I get a chance. If I release an update, I'll be sure to post on here to let you know.
In the meantime, sorry that it's not working.

Just to be clear, are you playing on PC or on Mac? I don't own a Mac, so if the issue is only on that platform, then I probably won't be able to troubleshoot it.
Small but Evil 20 Feb, 2018 @ 3:35pm 
It's the latest version. Only reason I really noticed is we were playing hotseat with the Maximum Wonders Mod so all wonders were on the map. I had a little trouble with all the mods working, but I assigned load orders to them and it fixed most issues. Still love your mod. I just found it about 6 months ago and started using it. Thanks.
MegaBearsFan  [author] 19 Feb, 2018 @ 5:24pm 
@Small but Slow.
I had updated this mod previously to support the expansion wonders. Are you sure you have the most recent version of the mod? I can try taking a look later this week, and see if something broke.
Small but Evil 18 Feb, 2018 @ 9:44am 
Don't know if you are still updating this. Great little mod. On the last game update the mod won't recognize Lake Victoria or the Fountain of Youth as Natural Wonders so it doesn't give the option to build a National Park.
Azghall 4 Oct, 2016 @ 2:01pm 
I think you can create a new building for Isabela (like those UB from other civs that replaces X building for Y) it use the same description, text,etc, but its a new IDBuilding:

ID_Natinal_Park National Park, description, gives...
ID_Isabela_Nat_Park National Park, description, gives...

In the end the player will think it's the same building but Isabela will get the extra Yields
Rootimus 17 Jan, 2015 @ 4:44pm 
Thank-you
MarsEco 29 Oct, 2014 @ 8:11pm 
hey for some reason I've tried everything, restarting civ, steam, my computer, subscribing, but it wont show up in my folder, but it says subcribed and it is NOT listed in the mods section of the game. Any help?
Deleterious Allele 25 Jul, 2014 @ 3:22am 
Sorry for not contacting earlier, it worked in Vanilla. I'm no longer using Vanilla though as I got BNW back in February
MegaBearsFan  [author] 5 Mar, 2014 @ 11:24am 
I have recently uploaded version 5 of this mod, which contains a fix for a bug in which the 3 new BNW wonders (Kilimanjaro, Lake Victoria, and Solomon's Mines) were not being increased by the National Park building.

There is, however, a known bug in which Isabella's "Seven Cities of Gold" trait does not double the yields provided by the National Park building on the natural wonders. This appears to be a limitation of the core game, as it does not check the Building_FeatureYieldChanges table when applying Isabella's trait. This would require a change to the DLL which I currently do not have time to implement. Hopefully, I will be able to fix this issue and update the mod at a later date.
Ulixes 12 Dec, 2013 @ 9:05am 
Thanks for the suggestion, you're very kind, I will surely have chance to use it!
MegaBearsFan  [author] 3 Dec, 2013 @ 9:51am 
@Ulixes:

The only caveate with the method mentioned below is that the order in which the mods are enabled has an effect. If you use that method, you need to make sure to instruct users to enable all prerequisite mods BEFORE they enable yours (the order in which you click the "Enable" check box makes a difference). That way, all the prereq mod files will execute before your mod updates them. Otherwise, all your updates will fail, and the prereq mods will load without your changes.
MegaBearsFan  [author] 3 Dec, 2013 @ 9:49am 
@Ulixes: I have no problem with you including my code in your mod.

But, just so you know, you can just include an XML file to update another mod. To do so, add a file (for example: NationalPark_update.xml) to your project, and inside, make whatever XML updates are required. If the NationalPark mod is not enabled, then the file will error and simply will not execute, but the rest of your mod should work fine. This is one way that modders use to create mods that are compatible with other mods and different expansions. For example, I use a similar process for the National Park mod to be compatible with both G&K and BNW: I have a NationalPark_BNW.xml file that executes AFTER the regular NationalPark.xml.

[continued in below post ...]
MegaBearsFan  [author] 3 Dec, 2013 @ 9:49am 
[...continued from above post]

NationalPark_BNW.xml includes update statements to add the tourism modifiers. In G&K, the tourism values don't exist in the tables, so that file simply errors and does not execute, but the regular NationalPark.xml still inserts the building with its default characteristics. This way, I didn't have to create two separate versions of the mod in order to support both expansions. You can try using a similar method in your mod in order to incorporate other mods, assuming that you don't need to make wholesale changes.

Either way, when you get it posted, please put a link to your Workshop project here, so people can see it! :)

Have fun with the mod. Let me know if you encounter any issues with the National Park.
Ulixes 2 Dec, 2013 @ 12:32pm 
@MegaBearsFan: my mod is still in development but, for example, I could link it to a new technology, apply an health bonus to it (see "Health and Plague" mod, the author gave me the permission to include it too), I could use the same code for a new wonder or building, maybe apply some new rule I applied to all other buildings, and so on.. To do all those things I need to add or modify something in the xml and make xml entries that will refer to this building too, so, with your permission, I have to include it. Furthermore, I find your lua code very interesting, I'm learning to use lua (I already used "timber mod" to create other codes with similar function: link a resource to an improvement), maybe this code can be helpful to create other similar functions for other buidings. I hope I was exhaustive, I found a very interesting hobby in modding civilization, though this is the first time i try to create one by myself. Again, my compliments for your mod and thank you for the permission.
MegaBearsFan  [author] 1 Dec, 2013 @ 10:38pm 
@Ulixes: do you mean you want to incorporate my code into your mod? Or you just want to link to my mod as a "recommended mod" to go with yours?

I'm OK with either; although, there's no sense in you duplicating work, as you can just refer people to download and enable my mod to go along with yours.
Ulixes 1 Dec, 2013 @ 7:59am 
Really great work, well done! I'm building a MASSIVE overhaul of Civ5. I ask for permission to include your mod (giving credit of course!). Thank you in advance for the reply.
MegaBearsFan  [author] 11 Sep, 2013 @ 11:35am 
@Deleterious Allele: I have not tested it with vanilla, but it *should* work. If you download it and try it out with vanilla, please let me know if it works.
Deleterious Allele 11 Sep, 2013 @ 6:11am 
Is this compatible with Vanilla?
rzemsky 7 Aug, 2013 @ 10:51am 
i agree with dogmeat.... it would be cool if u could actually build the improvement ON on wonder (only ur workers can go there, military units shouldnt be able to go thru them)
Dogmeat 30 Jul, 2013 @ 4:26pm 
I think it would be better if this was an improvement rather than a building. If it was a building, it would make more sense to call it a Tourism Bureau or something like that.
Economic Terrorist 26 Jul, 2013 @ 9:25pm 
Now this is a good idea, I don't know why the Devs didn't think of it. This should be able to generate tourism as well I think.
MegaBearsFan  [author] 26 Jul, 2013 @ 2:55pm 
A friend of mine (playing G&K) reported that she was not able to build the National Park even after researching the requisite tech and having a Natural Wonder near her city. She says the particular wonder was Sri Pada. If anybody else has a similar problem, please let me know so I can investigate and hopefully fix the glitch.

Also, it just occurs to me that I may have forgotten to add the bonus yield to the new BNW Natural Wonders (Lake Victoria, Kilamanjaro, and Mines of Solomon). I will hopefully update the mod this weekend with a fix for that. In the meantime, sorry for the inconvenience.
FergieJ 26 Jul, 2013 @ 2:00pm 
@MegaBearsFan great tourism add! I didnt expect you to throw that in after my comments! now its perfect...maybe a very strong building but nat wonders are rather rare and sometimes not really worth settling near by on just its own merit

Now they are worth something to fight for!
datapkr 25 Jul, 2013 @ 2:40pm 
seems like it gives too much happiness, +2 would be better imo
MegaBearsFan  [author] 24 Jul, 2013 @ 10:22pm 
UPDATE: I've adjusted the National Park to generate a static +5 Tourism for BNW players. This way, the National Park will still generate a good chunk of tourism even if the city is weak in culture.
FergieJ 23 Jul, 2013 @ 5:40pm 
Great mod, love the idea.... almost cant believe 2K didnt add this in themselves with a tourisum boost of some sort
MegaBearsFan  [author] 23 Jul, 2013 @ 8:28am 
@mripley: I'm not aware of any mods that add nature preserves as a terrain improvement. However, Universities already fill that role by adding +2 research to jungles, and with the Rationalism policies, you can improve those tiles with Trading Posts to gain additional gold and research. So a nature preserve isn't really necessary, and might actually be *weaker* than a fully-buffed Rationalism trading post on a jungle.

I was always disappointed that Civ IV's nature preserves couldn't be built on deserts or tundra...
mripley 22 Jul, 2013 @ 4:09pm 
Good mod, thanks.
Has anyone created a nature preserve or park as a terrain improvement? I was always a bit disappointed at its absence.
Georgestephenson 21 Jul, 2013 @ 9:10am 
What a brilliant idea, nice mod and right to the spot. Kudos
davemon 20 Jul, 2013 @ 8:50pm 
This looks like a good one. Going to add it.
Ryan 20 Jul, 2013 @ 11:30am 
interesting
Wild Turkey 19 Jul, 2013 @ 4:49pm 
nice mod. good fit and balance.
Anathema 19 Jul, 2013 @ 12:26am 
Cool. I look forward to trying this out on my next game.
MegaBearsFan  [author] 18 Jul, 2013 @ 9:38pm 
Thanks for feedback everyone!

I have updated the National Park with a tourism boost for BNW and changed its tech prereq to Railroad. I also updated the typos in the Civilopedia text.

I did not change the building's effects or its tech prereq for G&K. If you have G&K installed, the update should not affect saved games.

Please let me know if there are any issues. Enjoy!
Warcat 18 Jul, 2013 @ 8:05pm 
I like the change to railroad. Tourism certainly should be the main benefit of it for BNW.
Anathema 18 Jul, 2013 @ 2:09am 
Also "futre-president".
Anathema 18 Jul, 2013 @ 2:07am 
The picture you have up here shows Yellowstone being founded in 1972 in the description. I didn't know if you were aware of that or not.
MegaBearsFan  [author] 15 Jul, 2013 @ 9:54am 
@brad_laces:
Yes, I do intend to update this mod for BNW. Before I do that, though, I want to play a few games with the mod to get a feel for how the tourism mechanic works.

I'm also considering moving the building to require Railroad instead of Scientific Theory.
brad_laces 14 Jul, 2013 @ 11:59pm 
Is this mod being updated for BNW? National Parks should increse tourism.
Dimmy 28 Jun, 2013 @ 9:00am 
"The new mod adds a National Park building that is unlocked with the Scientific Theory technology. The National Park can be built in cities that contain natural wonders, and the National Park will provide bonus Gold, Science, and Culture to all natural wonders within the city radius, as well as provide 3 global happiness."
Lumbar Lordosis 26 Jun, 2013 @ 10:50am 
Wow, I feel that this mod fits the game perfectly. Good job!
SolGuardian 20 Jun, 2013 @ 12:16am 
You're right my bad XD
MegaBearsFan  [author] 18 Jun, 2013 @ 7:00pm 
According to my Wikipedia research, Yellowstone was the first "true" national park, founded in 1872. Banff was founded several years later.

For the record, I have been to Banff several times. Lake Louise is absolutely gorgeous and is probably my favorite national park! Those little bungalo cabins down the road from the lake are a perfect summer retreat.

In fact, the background of my building portrait is of Lake Moraine in Banff (despite the sign being the U.S. National Park Service). So the Canadian National Park Service has my utmost respect and appreciation.
chichian 18 Jun, 2013 @ 6:53pm 
Actually, Banff National Park (Canada's oldest park) was established 1885; Yellowstone (US) 1872.
SolGuardian 18 Jun, 2013 @ 5:45pm 
first national park was created by canada :3