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Old Aug 28, 2011, 12:13 AM   #1
markusbeutel
NiGHTS
 
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Food NiGHTS: Improvements

Improvements

Spoiler:
All of the vanilla CIV V improvements have been reworked to provide new yields more akin to those found in CIV IV and to coincide with the increased amount production/gold/food that an economy requires in NiGHTS. Also, Quarries/Pastures/Plantations/Camps/Trading Posts/Customs Houses get a bonus yield if they're constructed directly adjacent to a City.


Quarries (+2P with Metallurgy) -> Require Masonry
  • Marble = 2P / 1G
  • Stone = 3P

Pastures (+1F with Fertilizer) -> Require Agriculture
  • Horse = 2P / 1G
  • Sheep = 2F / 1G
  • Cattle = 3F

Plantations (+1F with Fertilizer) -> Require Calendar
  • All except Banana = 2G / 1P
  • Banana = 2F / 1G

Mines -> Require Mining
  • Base yield = 1P / 1S
  • All Strategic resources = 3P
  • Gold = 2G / 1P
  • Silver = 2G / 1P
  • Gems = 2G / 1P

Camps (+2 Gold with Trade) -> Require Animal Husbandry
  • Deer = 2F / 1P
  • Ivory = 3G
  • Furs = 3G

Workboats -> Require Fishing
  • Fish = 2F / 1G
  • Whale = 2P / 1F
  • Pearls = 2G / 1F

Customs Houses -> Require Mercantilism
  • +4 Gold (+1 extra when built adjacent to a City)

Trading Post -> Requires Pottery
  • +2 Gold (+1 extra when built adjacent to a City)

Manufactory -> Requires Chemistry
  • +2 Gold / +2 Science (double base yield of Mines)
  • They also double the yield of mined resources.


River Bonuses
  • Jungles = +1P (Chopping Requires Metal Casting)
  • Forests = +1P (Chopping Requires Iron Working)
  • All other terrain = +1G
  • Note: Chopping Forests in NiGHTS provides +40 Hammers to the nearest City (+60 from chopping Jungles) instead of the +20/0 in Vanilla CIV V. It can be a viable strategy in rushing early Wonders.

Natural Wonders
  • Crater = 5G / 5S
  • Fuji = 5G / 5C
  • Mesa = 5P / 5G
  • Reef = 5F / 5G
  • Krakatoa = 5S / 5G
  • Gibraltar = 5F / 5G
  • Geyser = 5S / 5G
  • The Fountain of Youth has been removed from NiGHTS and Natural Wonders provide +5 Happiness if they are inside of your borders. There is a +100 Gold bonus for being the first to find a Natural Wonder.[/I]
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Last edited by markusbeutel; Jan 23, 2012 at 04:19 AM.
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Old Aug 28, 2011, 02:08 PM   #2
kirbz
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This is one of the reasons I like your mod so much, the tile improvements in vanilla Civ 5 seemed too unsignificant, these make a lot more sense. Good job!
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Old Aug 28, 2011, 03:22 PM   #3
markusbeutel
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Quote:
Originally Posted by kirbz View Post
This is one of the reasons I like your mod so much, the tile improvements in vanilla Civ 5 seemed too unsignificant, these make a lot more sense. Good job!
Thanks kirbz.

CIV V tends to focus on giving you the yield bonus outright without building the improvment - I've switched this around. Personally, I find it more rewarding to the player when the improvment yields are higher, otherwise there's no incentive to not automating your workers all of the time.
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Old Aug 29, 2011, 03:24 PM   #4
looorg
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Was there any progress in bringing back the old (growing) towns instead of these new and horrible merchant gold generating constructions. Atleast I bothered to go out and defend a fully grown town before, now I can barely be bothered.
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Old Aug 30, 2011, 08:58 AM   #5
markusbeutel
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Quote:
Originally Posted by looorg View Post
Was there any progress in bringing back the old (growing) towns instead of these new and horrible merchant gold generating constructions. Atleast I bothered to go out and defend a fully grown town before, now I can barely be bothered.
Not yet - but I know that it's possible, and I wouldn't be surprised if someone else adds this feature soon - especially once the dll is released.
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Old Sep 11, 2011, 06:19 AM   #6
Balerune
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Research Agreements

Since research agreements seem to be very important in the game could there be a mouseover in science or something else that would indicate when research agreements are possible instead of checking in the diplomatic overview (a level of micromanagement that I would like to assign to a subordinate.)
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Old Sep 11, 2011, 07:19 AM   #7
maceman121
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And is there a way to stop them popping if you already completed a science? I had a science with about 2% to go (took me five turns to get there.. missing so little) and two research agreements popped. Would have rather neither did to get them to pop on my next research, because I hadn't realized they were about up. I could change to a new science in the future, but lots of micromanaging to ensure that two don't pop when I want neither to pop. Just a thought, otherwise they are great.
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Old Sep 11, 2011, 09:01 PM   #8
markusbeutel
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Quote:
Originally Posted by Balerune View Post
Since research agreements seem to be very important in the game could there be a mouseover in science or something else that would indicate when research agreements are possible instead of checking in the diplomatic overview (a level of micromanagement that I would like to assign to a subordinate.)
This would make for a good addition. I'll see what I can do.

Quote:
Originally Posted by maceman121 View Post
And is there a way to stop them popping if you already completed a science? I had a science with about 2% to go (took me five turns to get there.. missing so little) and two research agreements popped. Would have rather neither did to get them to pop on my next research, because I hadn't realized they were about up. I could change to a new science in the future, but lots of micromanaging to ensure that two don't pop when I want neither to pop. Just a thought, otherwise they are great.
I don't think stopping them at any point would be a feasible option to implement, as the AI would be completely clueless regarding this.
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Old Sep 12, 2011, 05:36 AM   #9
maceman121
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Fair enough, still love how it is all working. Beautiful mod.
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Old Sep 12, 2011, 06:16 PM   #10
markusbeutel
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Quote:
Originally Posted by maceman121 View Post
Fair enough, still love how it is all working. Beautiful mod.
- I found the vanilla improvement yields just didn't provide enough incentive when settling cities, especially compared to earlier Civ iterations. I think the +3 yields feel just about right for NiGHTS. Now if only I could get cottages/villages/hamlets working a la CIV IV.

It's only a matter of time.
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