Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A mod that doesn't have the improvement enhancements, and only has the following two improvements:
Island Resort(Luxury Resort renamed, Unlocking Radio) Can only be built on Atolls and tiles with at least 6 adjacent coast tiles. Yielding +1 Gold and Culture at first, but gaining +1 Gold, Culture and Food at Ecology.
Suburb(Unlocking at Electricity) Can only be built adjacent to a city and on a road. Yielding +2 Production and +1 Food at first, but increasing by +1 food at Refrigeration and Penicillin and +1 Production at Combustion and Computers.
For example, an advanced mine caused me to discover a source of coal, but my coal supply did not change. I tried removing the mine and reapplying it to see if it would fix the issue, and instead, the amount of coal I had became negative while there was no mine, and returned to where it was before after I built the mine again.
For luxury resources, I recieved no happiness or trading ability. So I figure the same thing was probably going on under the hood.
I am using a lot of mods, so I'll try toying around with this, but it's an odd problem.
Be well, davii.adams!
(Feel free to change my mind, lol, if you want!)
But with Cultural Diffusion mod ,work well.
I dont know why・・・
Thankss
@tomoscar There have been times when newly discovered resources would not be accounted for correctly, but had thought that been addressed in the last update. It is possible that game cache needs a check now n' then to clear out files from previous versions, but what you have outlined might go some way to explaining why automated workers insist on changing the improvement after the resource is revealed.
@Gradis I'll try to have a look at that; When testing, I've found things can be slightly different between normal, and advanced starts, and with plantations coming in very late in the game, it can be a mission to double check that one :-S
@Hooper As in a Steam collection?
@shanloomis I'm afraid not!
Most probably, the mod here has not done any changes to the underlying mechanics of how happiness and number of resource units are incremented/updated, so happiness and resource count is only updated if the mine is built after the resource is discovered.
Can you check that out please?
I'm running on BNW and already performed a cache check, issue persists.
On another note, every time I try to replace my enhanced mines with regular ones to get to the discovered strategic resources, my resource counter gets decreased even though the EMs don't contribute to the overall resource yield at all. So the downgrade from EM to regular mines basically produced zero gain, as reconnecting the resource would only make up the difference.
@Pesto Ah, going for the culture overload huh ;-)
Had a game just before I posted this comment where I was playing on a hard difficulty, trying to play ultra wide, too... and was basically relying on Suburbs to catch up to the AI. Suddenly realized they didn't do what they used to, and resigned XD
Alternatively, the an old version exists here: {LINK REMOVED}http://www.mediafire.com/download/3f1j6621vzn7m3k/Improvement_Upgrades_%28v_1%29.zip
It's dated as 2013, so how many versions back it is, I couldn't say!
@tookmeforever Thanks! I'm not working on things anywhere near as much as I used to, and I'll probably do little more now that Civ 6 has been anounced, but there are a few mods I may still throw up for the heck of it.
I'm trying out new methods for persisting data, and do the change, but not as confident as I want to be with it as it stands.
I may upload the new version to address the non data issues, on the basis of everyone being aware of saving data having an issue, but want to give it a bit more time if I can :)
- Suburbs are overpowered. They just are. They make your cities grow so fast that happiness will be a big problem.
- Some don't work properly. The sawmill is offered as an option on jungle next to river, but will remain unimproved after your worker spends a few turns on it. I had the same happen on a valid plains tile when improving it into a suburb, randomly.
- Having to upgrade existing improvements (farm -> suburb, mine -> enh mine, etc) is tedious. Couldn't it just happen automatically?
- Ranch is limited to sheep and cows - what about bison?
- I love the beach resort concept - what about something for junk, flat desert? Something like solar plants or landfills, giving gold or prod?
- Anything for jungle tiles? They're already great late game with trading posts and universities, but not quite as good as suburbs. :)
Thanks for your work man, it's really cool.
I'll look at the Suburbs while I'm at it, though the loop with automated workers + Saw Mill may be a bit harder. There's nothing in the database that says they should even be trying to build them on marshes, but removing them, and producing a loop isn't helpful!
I see a couple other people have mentioned suburbs being overpowered, and I agree-- they're better than Great Person tile improvements.
If I may suggest some possible solutions:
-Remove base +1 culture yield; cumulative culture from adjacent suburbs is plenty
-Remove science and production entirely, or reduce them to something like +1 if adjacent to 4 or more suburbs (and with requisite tech).
-Remove railroad gold bonus, and restrict suburbs to being built on or adjacent to railroad-- this is also realistic, as suburbs IRL rely on transportation infrastructure to exist.
-INCREASE tile defense bonus to 20%-- this is a nice, somewhat unique feature.
I'd been a bit suspicious of whether detail is/was getting saved correctly in newer things I've tried out, so it wouldn't surprise me if there's some things mentioned that I have actually tried to address (Suburbs is definitely one), only to be left with ambiguous conclusions :-S
@Sepens66 Cool that you've spent some time tweaking! Farmland Estates were removed due to the Farm bug, but they're probably easier to do since they patched that :)
Thanks for the great work!
I fixed some bugs and did an overhaul of some improvements. So I think it is much more balanced now and not that overpowered anymore. If you want to use my changed version without the complete modpack, you can simply extract the mod from the mod folder. But you also need the "farm replacement mod" for graphic from farmland estate!
I also included the new luxuries mod. Though I don't think there would be an issue, if you play without it.
It is avaible here:
http://forums.civfanatics.com/showthread.php?p=13779673#post13779673
suburbs do not yeald food (so you still need farms and other food sorces)
sawmills can be built in any forest instead of just besides rives (maybe this would make the flood plain glitch easier to fix)
and something that would be nice even in this version is that advanced mines/quarries required a mine or quarry before building(but if that is hard to do don't even bother)
I really like your mod but I might have to stop playing with it because the AI with flood plains end up without tile inprovements and food becomes undervalued with the suburbs
If not, no harm. I just love this mod so much, and it's a ***** to wait 8 turns for suburbs -.-;;;
Thanks!