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Better Unique Improvements 1.2

Now you might actually want to build them

  1. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    29
    Gilgasmash submitted a new resource:

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

    Read more about this resource...
     
  2. Shiroifushicho

    Shiroifushicho Chieftain

    Joined:
    Mar 3, 2013
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    72
    Gender:
    Male
    Thanks gilgamash, i appreciated you did a seperate mod with only this small features. Cheers !
     
  3. Miracle_007

    Miracle_007 Chieftain

    Joined:
    Oct 6, 2016
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    15
    Gender:
    Male
    Thank you for this. Incredible that Fireaxis didnt think to make UI actually desirable.
     
  4. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
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    29
    Gilgasmash updated Better Unique Improvements with a new update entry:

    Quarry & Mission changes

    Read the rest of this update entry...
     
  5. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
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    29
  6. Salmuth

    Salmuth Chieftain

    Joined:
    Sep 27, 2016
    Messages:
    16
    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.
     
  7. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    29
    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.
     
  8. Atlas627

    Atlas627 Deity

    Joined:
    Aug 25, 2011
    Messages:
    2,719
    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?
     
  9. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
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    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.
     
  10. Atlas627

    Atlas627 Deity

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    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 =)
     
  11. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    29
    Gilgasmash updated Better Unique Improvements with a new update entry:

    Post-patch balance

    Read the rest of this update entry...
     
    Last edited: Nov 24, 2016
  12. Gilgasmash

    Gilgasmash Chieftain

    Joined:
    Oct 30, 2016
    Messages:
    29
    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.
     
  13. DeepSoul

    DeepSoul Warlord

    Joined:
    Dec 30, 2011
    Messages:
    128
    Looks good. Please update for GS.
     

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