Sid Meier's Civilization V

Sid Meier's Civilization V

The Lanna Kingdom
51 Comments
Lord Setting 9 Aug, 2019 @ 10:13am 
@ryanjames

Decided to try this mod again and discovered yet another glitch it which for some reason not long after settling the 2nd city ,the base food yield in that city shrinks down by 1 food a turn all the way to zero even if you settle on flat terrain.

(However in this case i did settle on flat terrain without removing the forest prior and it happened, but if lets say that is what triggers the glitch in the first place why should you have to remove said terrain feature in the first place; When all the official Civ's don't even have to worry about that , because by design the game removes said terrain features by default when settling cities on said terrain. !)
Lord Setting 11 Sep, 2018 @ 11:41am 
@ryanjames
I'm not sure if you even plan on "developing" this mod anymore but i found 2 more problems

1:The Granary no longer provides it''s +1 food bonus to the "Dear, Wheat or Bananna" tiles.
2: I'm fairly sure the "Landed Elite's" +2 base food is also absorbed into the glitch , while the +10% Remaining Food still works as intended.

The only mods I was using were the "Really Advanced Setup", "In Game Editor", and "The Lanna Kingdom" mostly just to test things out.
SEAz® 3 Feb, 2018 @ 5:15am 
โอ้แม่สาวเชียงใหม่
Bastet 28 Nov, 2017 @ 12:38am 
good
dritz19 9 Jun, 2016 @ 2:44pm 
I'm having the same problem as @Max with my starts. I begin with 2 food 2 production on a hill river, but lose the food the next turn.
RJ  [author] 25 Sep, 2015 @ 2:24am 
@Max

Possibly, Lanna is actually my only mod that has had consistent problems, which is weird considering it's one of my oldest mods.

You'd think my later mods would be more complex/have more issues but no.

I'll test that if I have time.
Max 24 Sep, 2015 @ 8:44pm 
Hey, a weird thing is happening with this mod... if I found a city on hills, normally, it gets 2 food and 2 production. With the Lanna, I get that for the first turn, but then the city becomes only 2 production (0 food). This doesn't happen with anyone else. It happened on two separate saves. (both cities were on hills next to a river, maybe something with the UA is messing it up)
RJ  [author] 1 Feb, 2015 @ 8:15am 
@ruhrgebietheld

That's a little bit strange then, I've tested it and I am getting +2 food like it should.

Load up a new map with all the mods you used and see if it works. If you get the +2 food then it will have been a random glitch, but if the problem still persists, it might be a mod conflict.
RJ  [author] 31 Jan, 2015 @ 5:14pm 
@ruhrgebietheld

Hmm, strange, I'll investigate that, thanks for notifying me
Mojave Neon 31 Jan, 2015 @ 4:41pm 
On my latest playthrough with these guys, I wasn't getting the fresh water food bonus for plantations. Every plantation just got the 1 food bonus, regardless of whether or not they had access to fresh water. The last time before this that I used them, the bonus worked correctly. So I don't know if you changed something, or if it's due to a conflict with another mod I've added since then.
sss64sss 30 Jan, 2015 @ 1:31pm 
Thanks for answering so quick, I'm looking forward to it!
RJ  [author] 30 Jan, 2015 @ 12:53pm 
@sss64sss

Next week I'm going to extend support for cultural diversity to all my mods.
sss64sss 30 Jan, 2015 @ 12:49pm 
Hate to bother, but does it have support for CulDiv?
Gandalf1414 24 Dec, 2014 @ 11:15am 
that guy looks hilarious!
RJ  [author] 17 Dec, 2014 @ 1:35pm 
The Protectorate will hopefully be released Tomorrow evening (GMT)
RJ  [author] 13 Dec, 2014 @ 3:44pm 
Good news, the crashes have been resolved, but the time they've cost us means the protectorate probably won't be released this weekend.

But hey, still good news
RJ  [author] 13 Dec, 2014 @ 2:30pm 
@Hispanian

I regret to inform people that the Protectorate of England is unlikely to be released this weekend, we're in the very final stages of the mod, but it seems to crash when you start a game.

So far the bug eludes us, but we've managed to fix other bugs along the way. As such a YNAEMP update is unlikely.
18brumaire 11 Dec, 2014 @ 6:54pm 
@ryanjames

Thanks, I can't wait for a first-look at Andorra, and The Protectorate of England is looking magnificent I should admit. I'll check this weekend for the YNAEMP update, good luck with the next mods.
RJ  [author] 10 Dec, 2014 @ 8:37am 
@Hispanian

Haha, probably, I completely forgot about that, and I've been busy with other mods, but I should hopefully get some time to do it.

Also, here is a teaser for my next mod, the Protectorate of England! [imgur.com]

It should hopefully be released by the end of the week, and I've already got a decent portion of Andorra done, but I will hopefully add YNAEMP support sometime.

18brumaire 9 Dec, 2014 @ 3:52pm 
It would be a neat update if it would be compatible with Gedemon's YNAEMP.
RJ  [author] 8 Dec, 2014 @ 8:45am 
@ruhrgebietheld

I hardly used Kaels guide at all, as I had davey to guide me. Aside from that, a good process for picking out the outdated parts is to compare a recent mod to parts of Kaels guide, and if they don't match then Kaels won't be as useful for whatever bit is outdated. Using a couple other mods as a reference is a really great idea, comparing them and then using common sense to pick out whatever lines of code you need or have to change.

In regards to finding people to help you, just post something to civ fanatics saying "I'm someone making mod X and I ned help with art, lua, etc.", the language you use doesn't matter that much, but I really do recommend finding one or two people to help you.
Mojave Neon 7 Dec, 2014 @ 2:47pm 
Thanks. Yeah, I'm quite familiar with Kael's Guide. The tough part of that is trying to figure out which sections are outdated, and what the current procedure for those parts is. The art is my other major concern. I have zero skill whatsoever with that. How did you get support and guidance from the more experienced modders like Davey? Did you just ask for it on CivFanatics and he volunteered, or something else? I thought about asking for guidance and help, but I don't know what the correct etiquette for that is in the Civ community.
RJ  [author] 6 Dec, 2014 @ 8:26am 
@ruhrgebietheld

The main tip I have is to find people to help and support you. Obviously I'm still new to modding and have little skill with art programs, so I asked a couple of modders with those skills, who are mentioned above.

Alot of the art is being done by Viregel and Davey henninger, though I am attempting some myself, a couple of the icons in the protectorate will be mine.

Another great reason for getting people to help you is guidance. Davey pretty much guided me with everything needed to add a new civ, as a result I've been able to code more independently with my current projects, as XML coding is literally just subbing in "SAN_MARINO" or whatever into the lines of code where appropriate.

If you haven't already, refer to this guide every now and then

http://kael.civfanatics.net/files/ModdersGuide.pdf

Another tip would be to download a mod, open the XML files in notepad, and use that as a reference.

Mojave Neon 5 Dec, 2014 @ 11:26pm 
ryanjames, since you are one of the newer modders out there and you're already putting out very high-quality mods, I was wondering if I could ask how you got so good at it so quickly? I ask because I've decided to try my hand at modding, since I realized that some of the smaller nations that I would like to see civs for (Monaco, Brunei, San Marino, etc.) might not ever get made by someone else, so I figured I should try making them myself. However, I'm completely new to modding. I'm having a fairly rough go of things so far, so I was hoping that you might have some useful tips as to what helped you get started with making mods.
RJ  [author] 5 Dec, 2014 @ 8:25am 
@coleg.anderson9658

Yup, Andorran is coming soon, aswell as the English protectorate

http://imgur.com/v2R7StP

Courtesy of Viregel
Barack Tubama 4 Dec, 2014 @ 6:06pm 
Andorra please
RJ  [author] 9 Nov, 2014 @ 4:07am 
@ruhrgebietheld

Well, mods always require testing for balance, so we'll see.

It also depends on how possible it is to code. I'm still very much a novice, and though the extra yields from great works is easy enough to code (other mods have similar abilities, so I should be able to adapt that code) I'll likely need outside help from the social policy thing.
Mojave Neon 8 Nov, 2014 @ 3:57pm 
That sounds like it could be a good civ, in theory. We'll have to see whether or not that holds out in practice, as it could possibly be a little OP with both the significant tourism boost and free social policies. Maybe if instead of free policies, each policy tree finished reduces overall cost by 5%, or something like that.
RJ  [author] 8 Nov, 2014 @ 10:56am 
@ruhrgebietheld

How does this sound?

UA-"The Pareage" (alternatively it could be called "Co-prince rule")

+1 faith and tourism from great works, temples give a defensive boost. Gain a free social policy when you complete a social policy tree. (Owing to the stability of the state due to it's constitution, the Pareage itself)

UB-"Spa" replacing perhaps either the zoo or stadium, whichever is more historically accurate. "+25% tourism and yields 4 happiness instead of 2"

UU-"sometent" replacing riflemen, is dirt cheap (like, half production cost) and gains the altitude training promotion, but is slightly weaker"

How does that sound?
Mojave Neon 7 Nov, 2014 @ 4:06pm 
Oh, and I just thought of another line of thinking you could look at for the UA. You could make it so that tourism, defense, and faith interact with each other. Maybe something like every religious building providing +1 tourism (which could scale up to two at a later era). And then defensive buildings receive bonuses based on tourism output of the city. Might have to tweak it so it's powerful enough without being OP, but perhaps something kind of along those lines would be a good UA for Andorra. Or if the +1 tourism per religious building is too much, make it so that you get +1 tourism for every two religious and defensive buildings in a city. And then maybe just a generic defense boost to go with that.
Mojave Neon 7 Nov, 2014 @ 3:58pm 
As far as the sometent, I could think of a couple things that would carry over. One is that its no-maintenance cost is a promotion that carries over. However, that could be OP, since a couple eras later you could field a whole bunch of mech infantry with no maintenance costs. Another could be a promotion that causes the unit to increase in strength as population increases, since the sometent are just citizens themselves. Or you could give it the altitude training promotion, the same one that moving a unit next to Mt. Kilimanjaro gives. Would make sense, since the whole country's mountainous. A no-maintenance, low-cost unit that can move at double speed in hills and which carries that hill movement promotion over could be pretty solid. In that case you'd probably want to make the Sometent itself weaker, because otherwise it would be OP.
Mojave Neon 7 Nov, 2014 @ 3:43pm 
As far as a UA, yeah, tourism would make a lot of sense. But, remember that faith needs to play a role, since the country only exists in the first place because of it. Since the UB would naturally lend itself to tourism, I figured that the UA is where you'd have to include at least some small faith aspect. Maybe you could make a two pronged UA, with one part having to do with tourism, and the other being something like religious buildings supplying defense or XP, or something like that. Something that, on its own, would be an underpowered UA, but when combined with a similarly underpowered tourism UA, makes a solid UA overall. Could maybe make the tourism UA something to do with mountains.
Mojave Neon 7 Nov, 2014 @ 3:34pm 
It's more a relic of a bygone era than anything, currently. Back then, it allowed the bishop to retain land in the mountains that the Count of Urgell was looking to take by military force. The French side, meanwhile, got a nice buffer zone between them and a longtime enemy/rival. After some disputes concerning who had the power and authority in the first 150 years or so, the two sides signed the pareage agreement establishing co-princes, thereby eliminating in-house struggle between the two factions in Andorra. So since neither side has to worry about being overpowered by the other, there's complete social stability. As the rest of Europe (and most of the world) descended into chaos in the early 1900's, Andorra didn't have to deal with any of it. They have also been a longtime tax haven, but that's coming to an end. The President of France threatened to withdraw as Andorran co-prince a few years ago if Andorra didn't change that.
RJ  [author] 7 Nov, 2014 @ 2:08pm 
@ruhrgebietheld

I'm not too sure about a single national wonder, but a hotel replacement like a generic Spa sounds quite feasible.

I also like the idea of the Sometent, though people generally want a promotion that stays on, but then again it might not be needed.

Regarding a UA, if Andorra is tourism based, then it might be better to make it a tourism based UA, so that it syncs with the UB more. A military/faith/tourism would be quite difficult to achieve (I'd like to include some kind of defensive bonus though, as it was a buffer state originally). With that in mind, what exactly does co-prince rule bring to Andorra in terms of prosperity or social stability?
Mojave Neon 7 Nov, 2014 @ 1:57pm 
Other options for a UB would be a ski resort, a generic spa resort, or a public school replacement based on Andorra's three-pronged educational system, in which parents can choose to send their kids to one of three types of schools, each taught in a different language (Catalan, French, and Spanish). That could provide culture in addition to science (although I would suggest one of the other UB's, since tourism is such a major part of the country).
Mojave Neon 7 Nov, 2014 @ 1:57pm 
For an Andorran UB, I would suggesst the Caldea Spa. It's a gigantic spa complex built on some of Andorra's abundant hotsprings. It's the biggest in all of Europe, and brings in a whole lot of tourism and money for the country. While it would make the most sense for it to be the National Visitor's Center replacement, that's just a single National Wonder that comes extremely late in the game. So if you did that, you'd have to make it give a gigantic one-time boost to both tourism and gold in addition to it's normal affects, to compensate for it being a building you can only have one of and which you can't build until the very end of the game (I'm talking a boost of thousands for both tourism and gold). The other thing you could do is make it a hotel replacement that provides additional tourism (maybe a flat amount of between 2-10) and gold (since it's responsible for a lot of Andorra's economy, I would make it a gold percentage modifier).
Mojave Neon 7 Nov, 2014 @ 1:56pm 
An Andorran UU is actually quite easy. Andorra has mostly relied on an armed citizenry who are unpaid volunteers, and have rifles in their homes that they can take up at a moment's notice when the Sometent is sounded, and for which they are named. So the obvious UU would be the Sometent, a rifleman replacement who has no maintenance cost and low production and purchase costs.
Mojave Neon 7 Nov, 2014 @ 1:55pm 
As far as Andorra is concerned, yeah, things get a bit tougher. For leaders, I would go with the first two. Pere d'Urtx (Bishop of Urgell) and Roger-Bernard III (Count of Foix) are who signed the unique pareage agreement that established Andorra in the first place. They are the closest thing to iconic leaders Andorra has. They also provide the best way to formulate a UA. The Bishop had religious power, the count had military power, so they made the agreement to sserve both of those interests. So make the UA one that is involved with both religion and military (most likely defense, since that's why the French co-prince was needed in the first place).
Mojave Neon 7 Nov, 2014 @ 1:02pm 
Yeah, for Bhutan I would definitely go with a happiness based UA. They're the only country in the world that uses GNH. The UB for them is also easy, the dzong. It's a type of fortress found throughout the country that was also used heavily for religious and social purposes. It would be a great replacement for the castle or arsenal, and could provide culture and faith in addition to increased defense. A UU for them is a bit trickier. They're not big fans of warfare. The closest thing they've got is archery, which is practiced by most citizens, has been their main form of defense, and is also a cultural icon. So I would suggest a composite bow or crossbow replacement that has reduced attack but increased defense, that also increases culture when garrisoned. For leaders, there are two main choices. Shabdrung Ngawang Namgyal unified the country in the 1600's. Jigme Singye Wangchuk modernized it in the last half century or so.
RJ  [author] 7 Nov, 2014 @ 3:01am 
@ruhrgebietheld

Thanks alot! I'm glad you enjoyed it!

Regarding Andorra and Bhutan, I probably won't start those for awhile (my next mod will be the English Commonwealth, and possibly the Olmecs after) but if you have some ideas I'd love to hear them.

For Bhutan I'm thinking of a happiness UA, due to the "Gross National happiness" they use to measure their nation's progress (as opposed to GDP), and for Andorra, something to do with the Co-prince rule they have going on, but I'm at a loss at what unique ability that would give the principality. I'm also at a loss at what kind of unique unit they'd have, or even their leaders! (Bhutan seems to have some significant leaders, but I can barely find any significant Andorran rulers)
Mojave Neon 6 Nov, 2014 @ 9:11pm 
Wow, this one was pretty much perfect. Loved everything about it. Really fun to play, gave me a lot of flexibility, and did all of that without being OP. Please, continue making mods, because this one was excellent. I would absolutely love it if you made the Bhutan and Andorra civs on your possible list. I've actually been looking for those for a while, but nobody has made any for them. I'd offer to help, but I'm no good at all at modding. I guess if you need any assistance in research for those I'd be able to help, because I know quite a bit about them and have a strong history/geography background.
RJ  [author] 6 Nov, 2014 @ 8:19am 
@Alexandervv

What mods are you using to get those resources?
RJ  [author] 5 Nov, 2014 @ 11:01am 
@ifgburts No problem, and yes, we used parts of those two leaders, but we figured it came out quite uniquely
Guy 5 Nov, 2014 @ 10:56am 
he looks like siam leader mixed with gaja of indonesia
Guy 5 Nov, 2014 @ 10:46am 
ok thanks for correcting me and that wasnt sarcasm really thanks
RJ  [author] 5 Nov, 2014 @ 8:10am 
@ifgburts

No, it was a complete separate kingdom that was at one time a major rival to Siam, but was eventually absorbed by Siam in the late 1800s.

Read the civilopedias for more information
Guy 4 Nov, 2014 @ 7:19pm 
isnt this just siam
pyroflare77 2 Nov, 2014 @ 10:09am 
It said the file could not be accessed at that time. But it works now, so who knows.
Silverfishv9 2 Nov, 2014 @ 6:12am 
sun god and bannana plantation.... So much food...
RJ  [author] 2 Nov, 2014 @ 3:48am 
@pyroflare77

It seems to be working fine, so the problem is probably client-side.

In what way is it "not working", does the download page simply not load up, or does the download not start etc.?