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Better Unique Improvements 1.2

Gilgasmash

Chieftain
Joined
Oct 30, 2016
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Gilgasmash submitted a new resource:

Better Unique Improvements - Now you might actually want to build them

I've found myself basically never building unique improvements. Besides Stepwells, they feel weak compared to basic improvements. This mod aims to fix that, making them a civilization defining bonus.

Gilgamesh can now fall back on culture and science with rivers full of Ziggurats, and Catherine can enjoy a strong Nobility with judicious placements of Châteaux.

Suggestions welcome.
Known issue: Civilopedia not updated correctly. Updating descriptions is glitchy, but the changes work...

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Thanks gilgamash, i appreciated you did a seperate mod with only this small features. Cheers !
 
Hey !

First of all, thanks for the mod. I love it! I used to never plant unique improvements as they simply were not worth using...

One thing though about the Château improvement. I liked the fact they were linked to rivers, it sticks to facts since they refer to the "Châteaux de la Loire" (meaning Castle of the Loire, the "Loire" being one of the most important French rivers, and the main one during the Medieval/Renaissance era).

So I thought maybe :
  • making them more situational (have to be adjacent to rivers but with bigger rewards, and can't be adjacent to each other)
  • giving river adjacency a bonus (gold yield?! make it give adjecency bonus to farms (like feodalism does)).
I also thought since these Château nowdays bring tourists, maybe giving them +1 tourism in the mordern+ eras may be something interesting instead of culture, to prevent boosting culture too easily with this improvement (like having 1 wonder surrounded by Château).

I didn't think about it enough to balance numbers, but Château and river have a link in my book. I hope it'll give you some ideas.

Thanks again for the mod ! Keep up the good work.
 
If I'm not mistaken, all UIs get a bonus tourism equivalent to their cultural output once you get Flight. So a Château adjacent to a Wonder should give 4 Tourism. In the test game I played, this seemed to be the case, and I thought they were really strong (for an otherwise weak civ, imo).

As for the river, requiring it to be built makes it way too situational. But I could add a bonus for river adjacency (the Ziggurat already has this). I'm considering reducing base housing (or maybe culture), and adding it back + 1 gold for river adjacency. The problem I see is that river starts are already very strong, and tying a civ to a river makes it that much more frustrating to play.

Thanks for the feedback.
 
I've been messing around with your mod, trying to edit it and make my own changes. No matter what I do, none of the "Modifiers" work. I can't change the values of the ones already in the game nor can I add new ones. Were you able to get them to work at any point?
 
I'm not sure what you mean?
I do change the value of one modifier in this file, and I add and change plenty of modifiers in my other mod (GGG), and as far as I'm aware, they all work.
 
I'm not sure what you mean?
I do change the value of one modifier in this file, and I add and change plenty of modifiers in my other mod (GGG), and as far as I'm aware, they all work.

I messed around in another mod by someone else and was able to get it to work. Though I have combed the file carefully for syntax errors, I think that is likely the problem. Its me, not the system. Your response confirms that, so thanks =)
 
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This should still be functional with the winter update. The changes they made are small, mostly irrelevant and overwritten/already included in this mod anyway.

There is a concern of balance now that unique districts are much weaker, however.
 
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