Sid Meier's Civilization V

Sid Meier's Civilization V

RPP Estates
22 Comments
Hereward 24 Jul @ 11:15am 
If you want to prevent the Autonomous Estates from being placed on snow or tundra then inject into CanPlaceGoodyAt(), mapgenerator.lua the following code (from between the tick marks).

```
-- Check for autonomous estates on tundra or snow. -- Hereward
local terrainType = plot:GetTerrainType();
local iManor = GameInfoTypes.IMPROVEMENT_INDEPENDENT_MANOR;
local iGuild = GameInfoTypes.IMPROVEMENT_INDEPENDENT_GUILD;
local iAcademy = GameInfoTypes.IMPROVEMENT_INDEPENDENT_ACADEMY;
local iHermitage = GameInfoTypes.IMPROVEMENT_INDEPENDENT_KASBAH;
local tTundra = GameInfoTypes.TERRAIN_TUNDRA;
local tSnow = GameInfoTypes.TERRAIN_SNOW;
if terrainType == tTundra or terrainType == tSnow then
if improvementID == iManor or improvementID == iGuild or improvementID == iAcademy or improvementID == iHermitage then
return false
end
end
```
nadal28 18 Jul @ 1:09am 
too op, for me the best would be to use native tiles improvements created by great people
Horny Rooster 28 Jun @ 10:23pm 
Yeah this mod looks amazing
BlackLight 17 May @ 5:35am 
@Lucius, the Heavenly Dragon, Vox Populi and Gaia mods tend to have spawn problems when used with other conflicting mods. Thing is though, these conflicts are, almost 9/10 times, extremely minor, wherein modifying a single variable or line completely solves the issue. The hard part is finding where the error is. What's even more annoying is that these issues tend to show up again whenever the modder updates their mods. Gaia is notorious for this, particularly the additional resources and pantheon mod that massively reduces the number of city states that spawn at the start of the game. Your best bet is to talk to the Vox Populi modders. The bigger mod is usually the one conflicting more than the smaller mod.
RipePebble  [author] 1 May @ 3:04am 
They generate in the same way ruins would and only along rivers, so depending on the map it might be more or less common to find them due to these constraints. I'll still keep your suggestion in mind if i release an update, thank you.
Lucius, the Heavenly Dragon 30 Apr @ 8:18am 
Hi there, just wanted to let you know that this mod appears to work with Vox Populi, but the generation of estates is very sparse, could there be an option to increase estate generation?
Lt.Hartmann 19 Apr @ 9:57am 
Love this mod, totally changes the early game in an engaging way.
Martin 19 Apr @ 8:22am 
Looking forward to give this a try. Keep up the good work!
RipePebble  [author] 10 Apr @ 3:44am 
They do.
do they appear on Tundra?
RipePebble  [author] 7 Apr @ 7:44am 
This mod has none but the game tends have these kinds of issues sometimes with mods in general. I recommend you try clearing the cache and re-enabling the mod.
george freud 3 Apr @ 10:49am 
mod wont enable because of "missing dependencies"
RipePebble  [author] 28 Mar @ 5:14pm 
The idea was that cities founded on these tiles would essentially be a grander version of them, but I agree that making it optional is a great idea.
Exzenosis 26 Mar @ 5:07pm 
Say, a nifty addition that makes city placements even more interesting, perhaps a small suggestion to prohibit cities settling over these estates just like it prevents any improvements (save for roads)?
Andrew Whiteingale 14 Mar @ 11:25am 
thank you for reviving civ 5 i guess? as incel who just download game for one last time, I am happy that it is still alive somehow although doesnt fix gameplay either
but its fun nevertheless
RipePebble  [author] 14 Mar @ 7:23am 
I'm glad it's been so well received, thank you everyone!
FallTec 12 Mar @ 4:02pm 
Such simply coded mod that adds that little extra flavor we all can appreciate, great mod!
Bricicles 12 Mar @ 8:00am 
This is excellent, adds some extra life to the game. I will note i do have it showing up on a TSL earth map.
RipePebble  [author] 11 Mar @ 9:21am 
@kensw Don't think they'll show up on premade maps, but I got them to spawn on both Ancient and Classical random starts.
kensw 10 Mar @ 6:58pm 
Couple of questions .
will these appear on premade maps or only on randoms ( I am guessing randoms only )
Ancient start only ? or can you use advanced start say Renaissance and still show up ?
RipePebble  [author] 10 Mar @ 11:06am 
TarcisioCM's terrain texture modpack [forums.civfanatics.com]
I'll rip you apart 10 Mar @ 1:53am 
What is this textures?