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improvement

  1. jarcast2

    Marsh Lodge for VP 1.2

    Discussion thread.
  2. jarcast2

    [Extension] Marsh Lodge

    MARSH LODGE DOWNLOAD Finally you don't have to remove Marshes to make them compelling❗ At :c5science: Construction, Workers can build a Lodge (+1 :c5production: Production) on Marshes without removing the feature. Technology yield changes: +1 :c5gold: Gold (Guilds), +1 :c5food: Food...
  3. jarcast2

    [UI] zai4z's Landmark Cultural Variation

    Landmark Cultural Variation I looked at this mod and liked that the archaeological landmarks are different according to civ architecture style (Euro, Asia, America, Africa) so I extracted it for general use. It doesn't require Vox Populi but the original mod is not compatible with VP so I put...
  4. U

    Culture Victory - Let's burn it down and start again. A suggestion for a more enjoyable and satisfying Victory.

    By now, we all know the Culture Victory is pretty underwhelming (to it it mildly). I have a few gripes with the culture victory: It's way too easy to win, and there's little incentive to pursue another victory condition It's boring, it's essentially just "make unit, move here, click this...
  5. K

    Add improvement from Lua

    I have this Civ6 Scout mod, which is great, but it would be lovely to use Sailor Cat's Watchtower Improvement mod and put down a watchtower if the user click the lookout button. I can place goody huts from lua, but that's it, the others don't work...
  6. hapseleg

    [GS] Wrong placement requirement for Alcázar and Stepwell (or volcanic soil bug?)

    Hi guys So I'm playing a game as Ghandi and it seems there is some bug with placing Alcázar and Stepwells on volcanic soil. I started the game up with the mod "Civilizations Expanded" but it doesn't change the placement requirements of those improvements. Restrictions for Alcazar: Cannot be...
  7. F

    Strange behaviour with improvement requirement in MC's civ template?

    I am currently trying to make an improvement that gives a great person point when adjacent to a district. This doesnt exist in the base game yet so im doing a lot of trying stuff, nothing so far works - without a requirement obviously it works fine, but with just the bare bones INSERT INTO...
  8. jarcast2

    [Extension] Extraction Outpost TI

    Extraction Outpost DOWNLOAD This is a little mod for the late game when you are in need of Strategic Resources but it's too inconvenient to settle new Cities just for that. Features: Late Recon Units (Paratrooper, Special Forces, XCOM Squad) may be expended to create an Extraction Outpost...
  9. M

    Mayan Pyramid Improvement 1.0

    Adds a new improvement for Mayans, that has following bonuses; +2 Faith and +1 Science +1 Faith for each adjacent Luxury or Holy Site +1 Science for each adjacent Observatory +1 Gold for every adjacent district and for every 2 adjacent farms or every 2 adjacent Plantations Base yields (2 Faith...
  10. M

    Roman Villa Improvement 1.0

    Adds a new unique improvement for Rome, Roman Villa, It's unlocked at Drama and Poetry civic, and provides you with following bonuses: 1. +1 Food for every 2 adjacent Plantations or Farms (every farm grants +1 Food after Feudalism) 2. +1 Culture if adjacent to City Center or Theater Square 3. +1...
  11. M

    Military Camp improvement 1.0

    Adds an improvement, available for all civilizations, buildable by melee and anti-cavalry units. Military camp is unlocked at Military Tradition civic. It gives your units +2 defense strength, grants fortification, and when your wounded units enter the tile, they instantly heal slightly...
  12. M

    Remove Improvement for a civ

    Hi, I am a newbie at modding, and I was wondering if someone knows how to remove a certain improvement (a generic terrace improvement buildable by all civilizations) from a specific civilization. Any help in sql or Xml would be nice ! And does someone also know a list of all SQL commands for...
  13. Codenaugh

    Modify Mine Improvement's Appeal for Australia

    Australia is tough to play since you need mines and mines give you -1 appeal to adjacent tiles. I want to create a modification where their mines give 0 instead of -1 appeal to adjacent tiles. However, I'm struggline to make it happen. I've tried adding a player_cities_adjust_appeal modifier...
  14. Lukasdb

    Unit dissapears after building impro

    Guys, a quick question: Is there any way to prevent custom unit from dissapearing after using improvement? I made a custom monk and I attached a custom improvement to him. His textures dissapear after I improve tile. Thanks in advance for help
  15. Sailor Cat

    Watchtower Improvement 2.0

    WATCHTOWER IMPROVEMENT Steam Workshop Introducing the watchtower improvement, which can be built by recon units, such as the scout, to help your civilization better explore and monitor. +2 Sight for occupying unit. +1 Sight for units occupying adjacent Encampments and defensive improvements...
  16. Djospe

    Civ 7 - Less, less, less

    Dear Civ players, This is my first post ever on civfanatics, although I have been playing the series extensively since Civ 3 and although I'm a relativity good player (I beat deity in most games I play). I had to post this idea because I think that it could vastly improve the Civ gaming...
  17. ebcott

    Memorialize Units

    It would be cool if you can retire veteran units and create a memorial improvement or great work out of them that provides a little yield bonus of some sort.
  18. yepzer

    [BNW] A Winter Wonderland mod

    Hi all, There's so little snow here this winter, and I wanted a landscape full of snow and snowmen.... Time to dust off the old modding skills... This mod (v2) consists of two parts: Snowy landscape (plains, desert, marsh, grass tiles are white of snow) Frosty The Snowman improvement for...
  19. Jaey

    Please Help - Missing Plantation .fxsxml and .gr2s

    I've spent hours in Dragon UnPACKer 5 poring over the .fpk files trying to find Plantation_MID_Dye.fxsxml and its corresponding .gr2 file. It seems I've encountered every other improvement in the game except for this one. The Civ5 Improvement ArtDefines .xml file seems to provide a clue in...
  20. King Phaedron

    Artificial Islands

    We have them today, and we've had them in the past (Along with the nuclear war in 1700s) The American East Coast around New York is full of them. Proposal: Enables builders to construct artificial 1 tile islands, requires 3 builder charges. Must be built on a coast or ocean tile with no...
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