Discussion in 'Mods Repository' started by pineappledan, Apr 4, 2019.
It definitely should. Can't believe I missed that. update is now posted with the policy boosts
Does the Inuksuk preserve features? Or will I have to cut down the tundra forest to build them?
This looks like a real fun civ to play. I may crack into this one next.
Inuksuks remove features, yes.
Played a few turns with these guys, and wow. That food bonus is some serious s***, and combined with the inuksuk you can have extremely productive cities. I was able to build several early game wonders in three different Progress cities with production levels I usually only see in a Tradition capital that is working a manufactory. I'm furious that Sejong beat me to God of Stars and Sky, but otherwise I've gotten damned near everything I want.
Other thoughts: The dog sled unit is a great early camp hunter. Unfortunately I didn't manage to take advantage of seals, starting far inland of any coast, and what coasts there are are poor in fisheries. Iglu pumps up food even more, so more workers for the inuksuks and surrounding tiles, so more production. Haven't gotten far enough to use the unique crossbowmen yet, but I'm hoping they won't be super relevant as I plan to turtle up.
update for Inuit.
improvement yields for seal lowered (12 => 11)
Inuksuk yields lowered (112 => 111)
Inuksuk tech yield improvements changed. This unstacks them from the same yield techs as Shoshone encampments, and 2 of the upgrades are no longer at the same tech level
+2 at Compass
+11 at Navigation
+11 at BiologyIglu changed:
+111 for every 2 Tundra/Snow => +111 for every 3 Tundra/Snow
+11 for every 3 Desert/Ocean unchanged
The newer version have put a major premium on food. Inuit had too many solid yields too fast, especially given the trivial cost for Inuit to work tiles. Inuit can stand to have "worse" uniques when stacked up against other civs, because their UA/UI/UB all work to put lots of yields on the field with minimal cost
oh god no what have you done to my beautiful overpowered boy
I'll give this a spin when my current Canada play is officially done.
hold on a bit longer. I'm working on a further tweak on the igloo
EDIT: new changes:
Qamutiik no longer has movement penalty
Igloo (building) changes:
lowered base building yields to 1 (same as caravansary)
On completion, an Igluviak improvement is built on a random valid tile.
Igluviak base yields: 421
Tech improvement: 11 at Rifling
Counts as a unique improvement for ideology boosts
Permanent (cannot be pillaged)
A valid tile must be:
within 3 tiles of the city
either owned by the Inuit or neutral. If built on a neutral tile, the tile is immediately claimed
Further punishment for building cities outside your arctic territory. Still has the bonus for coastal tiles, but additional base yields on the Igloo are tied to map tiles and restricted to snow.
This addresses 2 perceived issues I had with the Inuit:
It felt like the 4UC building was giving too much flexibility; I would rather have the UA be the only thing they carry with them if the Inuit move south.
The Inuksuk's +1 on adjacent snow tiles was usually wasted unless you had some GP tiles to put up there, and specialists are something the rest of the kit tries to discourage. An extra snow tile with some decent yields which can be further boosted by Inuksuks should address this inconsistency.
well, nuts, i had already started a game with the previous version. I'll try this one Monday or Tuesday; it's just as well, current start is all tundra, and zero (literally zero) snow.
FWIW, the change did slow down production a little bit. Not a ton, but a little bit in the early game. With two versions ago, I was able to crank out early Classical wonders in ~8 turns in multiple Progress cities on Epic. Current game (one version ago), 10-11 turns. Still a production powerhouse, to be sure, but knocking one production off the UI definitely had an effect.
Hey thanks for your work, for some reason my fish tiles aren't being upgraded to seal tiles. (left and right side of the screenshot)
and a bunch of UI mods that afaik shouldnt affect resources or anything...
I did NOT have that issue with the last version, I'll give the new version a try and see what happens
What is "IGE"?
That was a bug a few versions ago, like 4 versions ago. Not sure if you’re up to date, but I’ll see if I can reproduce tonight
Seals are working fine for me with the newest version.
However, something I meant to say a couple versions ago and I forgot: if after a couple of turns I find that my starting position is--to put it diplomatically--poop, I will reload the initial autosave to enable the restart button. Reloading said initial autosave will always give me an additional qamutiik; ie, I will have two qamutiiks instead of one. It is still present in the new version. Since I am restarting the game anyway, it is no big deal, because on the brand new start I am back to just one, but unscrupulous players could potentially reload the initial autosave several times to gain a bunch of qamutiiks to scout ruins and rein havoc.
One thing I appreciate about this civ is that you are pulled in multiple directions in the ancient era. One the one hand, you want Trapping ASAP for the UI (as well as to reveal the Deer that will be your primary BR), but to make the best use of it you will probably need iron working. Or, do you want seals? Because first you have reveal where your fish are, if any, and then go one tech further to actually use them. All of these are on different branches of the tree, so you will have to foresake one early bonus for the other. More decisions = better gameplay.
EDIT: can confirm the secondary UI from Igloo is working as described.
EDIT: ignore me, I made a mistake, Igloo is working fine
Less concerned with whether the igloo is working, I tested it myself before releasing. I'm more concerned with wether it is "fun", adds anything, or if it's just bloat. I was worried that I might be adding 2 UIs simply because the art exists and @Hinin suggested it, not that it was necessarily improving anything. Adding a standalone improvement is a unique mechanic, and I hoped that more rewards for staying in/near snow would be welcome, but I don't have time to play the game myself and assess if the changes are rewarding/interesting/balanced.
The reload scumming is... I don't really know how to fix that except to have the pathfinder morph into a qamutiik at turn 1 instead of turn 0, but that would be janky as hell. Maybe someone who knows more about loading saves could help me figure out a check to the existing code.
Other than my first ever game with Inuit which had a ridiculously awesome start, the other couple tests where I played a few openings had very little snow; I don't think standard map scripts really cater to these cats. Lack of snow means no igluviaks. It's such a small sample size though, yet I do wonder what script would be the most Inuit friendly without being too op. They were really good anyways, regardless of snow / tundra start, so I'll give them another go when I can.
I downloaded it just a couple days ago from the link on the first post, so it should be the latest version. If it's working fine for other people I guess that makes it a mod conflict? but I'm really not using any gameplay adjusting mods other than some custom civs...
Also, does the upgrading from fish to seals happen as soon as the tiles are improved? Or is there some check that's done every turn?
the check is done only on improvement of the resource. Sorry. I got home late and don’t have time to test tonight
I think the overall nerf to the Igloo is welcome, as powerful as the kit was previously. The additional UI is nice, gives at least one worthwhile snow tile. If it was meant as an incentive to stay near snow, that's not really a factor, as it is just one tile and the other UI is more than enough to keep me from expanded too far into temperate zones.
I figured out the issue. EVENTS_TILE_IMPROVEMENTS was never set to 1, so the tile improvement event wasn't firing. Sorry if this is a dumb question, but is it set to 1 by default for everyone else using the mod? I just added a bit to the XML code to turn the value to 1 and now it's working no problem.
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