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Personally felt that the bonuses were a bit too strong, but was able to easily edit the various files thanks to the authors well commented code and replies to earlier comments. (Reduced yields, removed some adjacency bonuses, reverted the Archaeologist cost).
Works fine with multiple other mods enabled.
('DISTRICT_SEOWON', 'AntiquitySite_Science'),
Just open it with Notepad or any text editor and delete that line.
I'd prefer A.S : + 2 culture and + 1 gold, S.W ; + 2 culture + 0 gold... More logical and immersive.
adding bonus to them is a good idea, but to be honest i just want to bulldoze over it so i can build some airstrips, silos, forts or solar farms on every tile beyond range 3.
Looks like it is possible to harvest Antiquity Site with worker before it is revealed to you. I was able to do it in my diety game with one runaway culture AI. As far as i can tell these sites spawn once at least one civ discovers Archeology.
So I guess it is only working with GS expansion? Or not working at all?
Hmm... I also had this missing Science tree/window, but silly me disabled several mods I tried out, so I wasn't sure what mod caused the problem.
Did you have a chance to look at the log files, to see it there was any hint of conflict?
I'm running over 80 mods, so for me it could be time-consuming to narrow it down.
1. I refrain from changes that requires graphical assets because I have never worked with it before and not at all good at designing them. Also I don't like the size of mod that include graphical assets.
2. At first I also think about providing Tourism for the Entertainment/Water Park District but looking at the incentive I want to give (making the site helpful OUTSIDE of Culture victory), I think giving Tourism is a bit compromised. Giving extra Culture + Tourism in my opinion also cause Archaeologist extremely undesirable since you can just leave it there and get all the bonuses instead. I like how it works currently, if you want Culture Victory, you dig them for Tourism. Else, you use it as means of Culture/Science/Gold for other victories.
Thanks again for the input.
A thought about possible expansion: it would be great to "improve" the tile to a local museum or something to get extra tourism, if you want to keep the tile or your GW slots are all full. Maybe just a little +2 Culture, which should give extra tourism from flight. Is it possible for the Archaeologist to construct an improvement? Or just the builder.
Anyway, great mod
1. In theory, it's very strong, but in reality: for land sites, it's very hard to get the bonus, the site need to be on the tile next to coast, and will take a good spot of City Center/Commercial Hub (anti-point: if you are lucky and their a Site revealed under City Center/Commercial Hub, you get both adjacent bonus, but I haven't seen this in-game yet, not sure if it's possible). For sea sites, you also need to get lucky that the Harbor can somehow be placed between City Center and the Shipwreck.
2. My good ol' "but it's very late in the game" so it can be a bit strong.
Just my 2 cents. Surely I love all the input and will update accordingly if it's good argument.
so i would be interested in a mod that just lets builders destroy them :)
but in the mean time im going to subscribe just so i can start a late era start and get some petty revenge .