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And all references to the building int the code to prevent crash.
Hi there,
You can unsubscribe the Mod and start a fresh new game.
But unfortunatly i think that if you started your game with these 2 mods, your save game will force you to use them.
If you are talking about deleting the unique windmill from this mod but keeping the public Polder, then you can alter your .XML locally in the mod folder if you know what you are doing, by removing the code related to the Unique building.
Hope it helps!
Unfortunatly, from what i know, i think the improvement building speed are all tied togheter, i think it would require some special code to apply a building speed % change to a specific improvement.
I may be wrong tho!
I just wonder whether it's theoretically possible for non-Dutch civilizations to build polder at slower speeds. I've always wondered about that but have never been able to find a variable in the civfanatics wiki that modifies improvement construction speed by civilization. I like the idea of all civs being able to build all improvements but the original civ keeping an advantage in construction time.
i dont see why you say they loose advantage, for 2 reasons:
1) because they get a new unique building to compensate.
2) if you play the dutch yourself, you can disable the mod for this particuliar game so polder would stay exclusive to you.
i can understand that you would prefer the exclusive polder to the new unique building, but i dont think you care that much about the AI preference? :)
in any case, i think that with the lever you already have in hand with this mod, you can acheive what you want depending on the game you play.
http://modiki.civfanatics.com/index.php?title=CIV5Improvements
Hi joe!,
thanks for your comment and sugestion.
Heres my though. Giving their start bias, +1 to production on polder would be a little too strong. Having +2 free food and +1 culture is a more balanced and stable bonus imo.
What would seem more appropriate would be a plain +1 food on each polder, but then it would requires a lot of work since the in-game mechanic that we use for that is attached to ressources and not on improvement. (ex: the Mint wich requires a worked Gold Tile). So it would be a harder mod to make.
Because of these reasons, i think the current implementation is a better alternative for now. Hope you still enjoy it!
Good day!
Hi again bee :)
having a uniform naming convention would be great its true !
About your question on the terrain mod, each unique improvement would need an individual mod, just as it is in the current utility collection.
When unlocking improvements you must also keep in mind that the civ that loose its monopoly on it must be given something to compensate (usually a unique building or unit) hence the individual mods.
just hit the green subcribe button :)
i strongly suggest reading the tutorial linked in the trouble shooting section of this mod since its your first time using civ 5 mods.
Regards.
I agree but there is a lot to consider, game balance, game mechanic and fesability. With the current modding tool that would be something very hard and not very fonctional. That something that should be made by fireaxis, not by this mod, this one merely extend the polder mechanic to all civ, not alter the said mechanic.
Regards
I'll check it out
if you like this type of mod, im currently in the process of implementing other improvements for new brave new world expansion, if you are interested, check out the "Utility" collection (link in the mod description).
Thx for your support!
Compatibility:
-Tested for Brave New World Expansion and fully functional.
--------------------------------------------------------------------------------------------
Thanks again.
Thanks for your comment, glad you enjoy.
But this mod doesnt do anything with farm or any game art, it just unlock the dutch improvements: polder for other civilization. Polders and farms are 2 different improvement.
So the behavior your describing isnt related to this mod at all.
Regards
However with this mod I feel it takes away from the cool art of most farms in this game already in placed. So I went and unsubscribed to the mod but for some reason the mod is still in placed for all of the farms are polder. Do I have to delete the Civ5ModDatabase and resuscribe to all of the mods I may have subscribed to?
Thanks for any and all help.
Oki, then it mean they changed the original Polders, and since both mods update the same code, they are unfortunatly incompatible. The only way to make those 2 work, would be to check the XML of this mod, take the code part that extend the Polder to every civ, open the XML of Night (if they do it by XML and not SQL) and apply the code to the nigth mod.
its a little tricky but it would be the only way to make those 2 work togheter. Thats the problem with big mods that change everything, they dont leave much space for other mods.
Regards
Hi stainless, When you only use your "Nigth" mod (and not using this one) can you build polders if you plays as a dutch?
i Suspect that you cant, then the problem isnt related to this mod as it only allows other civ to build the iomprovement. The problem seems to be that "Night" doesnt support polders at all?
You can test it and get back to me. To speed up your test , you should use the "In-Game Editor mod", available on steam workshop.
Regards.
The problem is that everytime i play with your mod and Nights, when the worker go to build a polder, for some reason it requires "despotism" wich is the first tech of the technology tree of Nights mod, instead of "guilds", and don't let me build the improvement, although that technology is investigated from the begining, just like agriculture in the original game...
So i was wodering if there is any way to fix it, making possible play with my to favorites mods.
Thanks for your help and sorry for my bad english.
Hi stain, i dont know what is Nigth or Despotism another mod probably?
This mod was made with the original G&K Tech Tree and the Polders have the same requirement tech: Guilds.
So if you are using a mod that change the tech tree, maybe it doesnt implement polders correctly. I wouldnt know more since i dont know what mod you speak of.
All i can assure is compatibility with G&K and all my other mods.
Regards
Hi, yes this mod will work with custom civ on the workshop, so they will too be able to build polders.
regards.
If you have a problem with a mod, the first step is always to test the mod alone.
Basic Troubleshooting when you think a mod doesnt activate in game:
http://forums.civfanatics.com/showthread.php?t=465972
(Also, for help regarding Steam not downloading any mod, see post number 8 in the same link)
comon issue from steam:
http://forums.civfanatics.com/showthread.php?t=465972
Done! :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=85516828
But i wont add the Moai, its more like a building outside the city than an improvement imo, too important for the Poly.