Optimizer
Jan 13, 2006, 04:53 PM
A really simple mod. Only one file edited. The only thing it does is creating ruins in place of pillaged city improvements.
Please post some nice post-war screenshots!
Please post some nice post-war screenshots!
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View Full Version : [MOD] The Ruins Mod Optimizer Jan 13, 2006, 04:53 PM A really simple mod. Only one file edited. The only thing it does is creating ruins in place of pillaged city improvements. Please post some nice post-war screenshots! Cyberstar Jan 14, 2006, 12:26 AM How do I install it? Do you have a screenshot? Optimizer Jan 16, 2006, 09:16 PM Seems like I need to fight a really great war to get plenty of ruins. ChaoticWanderer Jan 16, 2006, 11:13 PM actually been thinking that pillaged cities should have their own tile approvement. Archelogical dig. seems odd that someone with just farm voer an ancient ruin LOL but i like the idea of creating an achelogical dig. im wondering if its possible to make it so that it can add increase of science to the city not sure if you can do that with a tile improvement Sevo Jan 17, 2006, 10:52 PM actually been thinking that pillaged cities should have their own tile approvement. Archelogical dig. seems odd that someone with just farm voer an ancient ruin LOL but i like the idea of creating an achelogical dig. im wondering if its possible to make it so that it can add increase of science to the city not sure if you can do that with a tile improvement Cool idea. I don't think you can have it specifically add science, but I have an ancient temple in my Fusion mod that requires exploration to gain commerce from...it would be a snap to add city ruins to that! *Runs off to incorporate idea... Zuul Jan 18, 2006, 01:53 AM Ah I thought about that idea some month ago. And should not be only science, as you should be able to decide if you want to study it or sell it :p. So normal net gain. ChaoticWanderer Jan 18, 2006, 07:31 PM Cool idea. I don't think you can have it specifically add science, but I have an ancient temple in my Fusion mod that requires exploration to gain commerce from...it would be a snap to add city ruins to that! *Runs off to incorporate idea... maybe a city improvment a history muesum that takes a archelogical dig with the city area to be able to build Zuul Jan 18, 2006, 10:18 PM Some ruins after trashed cottages would be cool too. ChaoticWanderer Jan 19, 2006, 01:24 AM my major problem with cottages is modern towns that look like small cities i can actually jsut build a famr over them and the town vanishes seems so unlikely too bad you couldnt make it that if you build a town tis locked that way maybe some inventions like bakery with wheat corn and rice that would allow towns to create food shackleton Apr 17, 2006, 02:12 AM Oooh! Archaelogical dig! I need to put that in to my version of civ :) I made city ruins permanent and gave them a fortification bonus and small production bonus. Didn't try it out yet, but archaelogical dig is a neat idea :) Crighton Apr 19, 2006, 03:49 PM but can some one make this improvement and please post it????? shackleton Apr 20, 2006, 02:13 AM Well, the problem is that city ruins are an improvement, so you can't stack one improvement on top of another. So afaik there's no way to build an archaelogical dig on top of city ruins. Might be possible to make it so that when a city is destroyed, it leaves behind a "ruins" bonus which can then be "mined" via an archaelogical dig improvement... but that's a bit beyond me. I can make it so that after, say, Scientific Method, city ruins grants a load of commerce in that square. That's really easy. Shouldn't be combined with pillaged improvements -> ruins mod above. AndyTerry Apr 21, 2006, 01:23 PM I think, this file should be placed in Graphic Modpacks forum. |
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