Sid Meier's Civilization V

Sid Meier's Civilization V

Touhou - Mugenkan
44 Comments
Mix Heart 2 Jun, 2022 @ 8:35pm 
This conflicts with all of the Civ All Stars mods.
翔暗 19 Jan, 2020 @ 11:24am 
hello Huitzil
I had no idea why resources picture turn chaos in your mod
like my fish turn in to deer something like this
SenPie69 5 Apr, 2017 @ 5:08am 
if possible make this mod playable at G&K
『永江_衣玖』(나가에_ 12 Aug, 2016 @ 11:18am 
USC! USC! USC!!!!!!!!!!!!!
Lady Crimson (RIP) 9 May, 2016 @ 12:34pm 
It's fair if you remember Polynesia.. only coastal verses using grassland.. I'd say the potential for 7 culture, easilly, is a lot better than Polynesia's advantage on coasts. Just use internal trade routes to keep your food/industry up, unlike where Polynesia gets nothing.
Sakura Bakushin O 6 Jun, 2015 @ 7:12am 
Salty as hell, denounced me within 2 turns of first contact.
馒馒来 14 Feb, 2015 @ 11:09pm 
Sunflower Field is hard to use
S.K. Ren 28 Jan, 2015 @ 6:07pm 
Damn it, you beat me to it. Even similar ideas for the Sunflower Field. :D From the sound of it though, Sunflower fields remove the tile's base yield? Ugh, too harsh.
Brother Steve 11 Oct, 2014 @ 10:02pm 
It was a little confuzing to learn when I can plant a Sunflower Garden given the fact the icon in the worker's choices was a plantation building. It's not a big thing but it would help to immediately recognize when you have the choice if it was a sunflower instead of a plantation house.
✧Starshadow Melody✧ 9 Oct, 2014 @ 10:48am 
*annoyed at requirement of BNW*
RElentless 8 Oct, 2014 @ 12:12am 
I do wonder if you're going to expand the Civopedia entry for Yuuka herself and the Civilization itself look to be mostly blank
Huitzil  [author] 6 Oct, 2014 @ 6:00pm 
The trade route modifier is defined by XML because there is an existing policy that modifies internal trade route yields -- there is no building or Civ ability that does that, so I had to do it as a policy.

"No prereq buildings for internal trade routes" didn't need the dummy SP, because that is done by a dummy building, which can be given out without having to fiddle with Lua.
Haken Browning 6 Oct, 2014 @ 5:56pm 
Phew. Was just suspicious because the trade route modifier was defined via XML, and if Cirno could handle the majority of her UA without Lua, why bother with defining via Dummy SP for Yuuka?

(I guess the "no prereq buildings for internal trade routes" half would've needed it, though. Heck, look at all the dummy policy back-end in Vicevirtuoso's MSF, from extra units at game start to decoupling its inability to build Settlers from Venice's UA.)
Huitzil  [author] 6 Oct, 2014 @ 5:47pm 
UPDATE: Having consulted the ancient scriptures and scrutinized the chicken bones, top mikos have determined there's nothing wrong with the Lua. It's not simply "For iPlayer=0", it's "for iPlayer=0, GameDefines.MAX_MAJOR_CIVS-1", which means "if iPlayer is a number between 0 and the maximum number of players -1", which encompasses every player in the game since it starts counting up from 0 instead of 1.

Actually not everything was fine, apparently I am supposed to use Events.SequenceGameInitComplete to call Add(InitYuuka) so it doesn't call it up while the game is still loading stuff. But that has nothing to do with player numbers.
Huitzil  [author] 6 Oct, 2014 @ 4:03am 
...man I ain't even know, I was told that was the Lua to give a dummy policy, and so I copied it that way.

How should I do it?
Haken Browning 6 Oct, 2014 @ 2:28am 
I want to punch your Lua implementation so hard. Is the "for iPlayer = 0" part of Mugenkan_Trait.lua the reason Yuuka has no functional AI for her UA/UI, or a stopgap in light of same?

I ask because only detecting whether Player 0 is Yuuka greatly (and adversely) affects her possible use in multiplayer (using the MPMPM tool on Civfanatics to compile mods into distributable DLC packs); the Player 0 slot is filled either by the SP human player or the MP host.
TempleOS 4 Oct, 2014 @ 7:57pm 
Doesnt show up for me, it shows up on the mods but not in the leaders
Gaia Syth 4 Oct, 2014 @ 8:53am 
Thanks for the mods.
I really like your works, been following since Okuu mod. loves the effort on putting a soundtracts in it.
RElentless 3 Oct, 2014 @ 1:24am 
One thing I noticed is man the default behavior will pretty much kill population growth to touch the fields as even having one will draw work even on 'Growth' focus
Huitzil  [author] 2 Oct, 2014 @ 9:24pm 
It would be inferior to the Moai... if not for the fact that it's way, way, way easier to cluster in batches of 7.
HavocLordX 2 Oct, 2014 @ 7:14pm 
I want to see touhou mods in beyond earth, because...they would just be awesome!
Retrokinesis 2 Oct, 2014 @ 4:23pm 
Interesting UA. How does it interact with the Order tenet that does something similar (Iron Curtain)? The civopedia entry for the UI also mentions that it costs 2 GPT in maintenance, but the description here doesn't. Is that a relic of an older version or an intentional cost? Maintenance on top of no yields would essentially make it an inferior version of the Moai.
RJ 2 Oct, 2014 @ 8:13am 
I still find the idea, weird, even for a mod, but meh
Huitzil  [author] 1 Oct, 2014 @ 8:30pm 
It is the home of Yuuka Kazami, as shown in Touhou 04: Lotus Land Story.

There aren't any real "empires" in the Touhou series; the convention we've been working under is that we take characters that could believably lead an empire/nation/civlization, and assume they did so. If Yuuka began conquering lands, then Mugenkan would be her capital; just as if Remilia Scarlet sought to spead her influence, she'd be leading all of her people from the Scarlet Devil Mansion.
RJ 1 Oct, 2014 @ 11:26am 
So, is the manor a capital of an actual (fictional) empire?
Kitty 1 Oct, 2014 @ 4:08am 
This is a great mod and love the music!
기모찌 1 Oct, 2014 @ 3:27am 
Good!
Huitzil  [author] 30 Sep, 2014 @ 5:44pm 
The manor is the capital. Also it's not an anime.
RJ 30 Sep, 2014 @ 1:09pm 
Don't know much about this Anime, but how can a manor be an empire?
BGM 30 Sep, 2014 @ 12:18am 
omg...
Felixio 29 Sep, 2014 @ 6:15pm 
I can't wait for more from you! Keep up the good work!
Drachnon 29 Sep, 2014 @ 1:45pm 
Seems interesting though I do wonder if the sunflower fields will be worth it.
Majestät 29 Sep, 2014 @ 9:40am 
Won't be easy if you have Morrocco in the game :P same colors
Psycool(싸이쿨) 29 Sep, 2014 @ 6:32am 
Yuuka is faith.
InnenZero 28 Sep, 2014 @ 10:23am 
Ohhh now those numbers make sense. I expected Yuuka sea to be 2x normal sea XD
Lawjin 27 Sep, 2014 @ 11:35pm 
what? LOL
Huitzil  [author] 27 Sep, 2014 @ 7:26am 
The unique ability is a dummy Social Policy that gives +100% yield from internal trade routes. There's no scaling applied at all, there's nothing to adjust. If the game scales trade routes in later eras, then, you're just gonna get +100% yield of whatever that is set to. I could, theoretically, find a way to change it, but A: that would be very hard and very complicated and B: a LOT of other things are changed by starting in later eras, but civ abilities stay constant. I think later starts are supposed to work this way, so I'm not going to mess with it.

Also, it does not stack multiplicatively with the +100% modifier from sea routes, it stacks additively, so a Yuuka land route is 2x a normal land route, and a Yuuka sea route is 3x a normal land route or 1.5x a normal sea route.
InnenZero 26 Sep, 2014 @ 7:59pm 
So far, I've only started in either ancient or industrial(cuz I'm so impatient XD) so I'm not sure which era it actually takes effect but production trade will be half of food if you start at a later era, with or without mods. I think this is for balance purposes since you'll be able to stack production too fast(workshops are pre-built in industrial start). It seems the unique ability doesn't work as effectively in later starting eras, so that's something to improve on in later versions^^
Huitzil  [author] 26 Sep, 2014 @ 4:38pm 
I have no idea what might be causing that, Innen -- the yields for food routes are correct (not for Industrial era but I am assumign when you started over that wasn't what you picked) but production is halved. Which is very weird because production and food yields are always supposed to be the same; the method I used cannot even modify one without modifying the other.
KeyBu (Vocaloid Connoisseur) 26 Sep, 2014 @ 12:34pm 
Somebody make a Wriggle Nightbug civ! I wanna play Yuuka with Civ IV Diplomacy mod and vassalize her. :P
InnenZero 26 Sep, 2014 @ 10:09am 
I started at industrial and thought there was a bug since my internal sea routes didn't give as much as I espected. I disabled all other mods and made some tests. I rushed a caravan and a cargo ship immediately and got these:
Normal civ-> land 4f or 2p, sea 8f or 4p
Yuuka-> land 8f or 4p, sea 11f or 5p
The sea routes did increase but only a little. Is this how it was supposed to be?
Thanks for great work btw^^
gbrn 25 Sep, 2014 @ 2:33am 
auto like and fav XD
Huitzil  [author] 24 Sep, 2014 @ 9:54am 
Dangit!

I won't correct that right away, I don't wanna push out a new version this soon when there are probably other errors people will find. But it's noted.

And thanks! The diplomacy scripting is the hardest part so I always love to hear compliments on it.
RElentless 24 Sep, 2014 @ 12:57am 
I found a typo in her diplomacy script:
<Row Tag="TXT_KEY_LEADER_YUUKA_GREETING_HOSTILE_HUMAN_SMALL_ARMY">
You need to start developing more of an army, if you want this to be any sort of challemnge for me!

I'll give her a spin too. Although I must note I always love your diplomacy scripting