Azazell
Prince
This mod working with new patch 1.0.0.62?
<Building_AreaYieldModifiers>
<Row>
<BuildingType>BUILDING_GRANARY</BuildingType>
<YieldType>YIELD_FOOD</YieldType>
<Yield>1</Yield>
</Row>
</Building_AreaYieldModifiers>
Version History
v. 8
<Language_ES_ES>
<Update>
<Where Tag="TXT_KEY_BUILD_FORT_REC" />
<Set Text="Esto mejorará la Defensa [ICON_STRENGTH] de todas las unidades militares que se encuentren en esta casilla, y causará 1 de daño a enemigos adyacentes." />
</Update>
<Update>
<Where Tag="TXT_KEY_BUILD_FORT_HELP" />
<Set Text="[COLOR_NEGATIVE_TEXT]Cuesta[ENDCOLOR] 1 [ICON_GOLD] de Oro en mantenimiento por tuno.[NEWLINE][NEWLINE]+50% a la Fuerza defensiva [ICON_STRENGTH] para todas las unidades que se encuentren en esta casilla, realiza 1 de daño a los enemigos en casilla adyacentes." />
</Update>
<Update>
<Where Tag="TXT_KEY_CIV5_IMPROVEMENTS_FORT_TEXT" />
<Set Text="[COLOR_NEGATIVE_TEXT]Cuesta[ENDCOLOR] 1 [ICON_GOLD] de Oro en mantenimiento por turno.[NEWLINE][NEWLINE]Un fuerte es una mejora especial que le concede una bonificación defensiva al hexágono y daña a enemigos adyacentes a él. No obstante, no concede bonificaciones en territorio enemigo." />
</Update>
</Language_ES_ES>
May I ask what your thoughts were on why you changed Iron to be revealed by Mining?
It seems this mod drastically alters the game balance and creates an abundance of resources. Is this true?
I think it may be a little too high right now, but since we can't add halves, it's tough to get it perfect. I am not sure how long SS components *should* take to build, but in my last game my most productive city was making boosters in 5 turns, and the other stuff in 8. My other oldest cities were making the non-boosters in about 10-14 turns.
Unfortunately, my GP seem unable to build on oases, which would be great. I actually think oases could use a little boost, 3 food and 1 gold isn't really all that much even early in the game and the surrounding desert (usually with a few useless wheat-sources) certainly doesn't help .@JuggernautOfWar
There's some other places GP improvements are advantageous too. Oasis (though rare) makes an excellent spot to put a GP building since you can't improve the tile with a worker.
Plantations actually clear features (unlike camps) so it doesn't get a jungle science bonus. I think this is the yields, though would help to check my math:
1 1 : Plains
+1 : Banana
+2 -1 : Banana Plantation
+1 : Mod
5 : Total for Bananas
5 : Max for floodplains wheat (with this mod, and not counting gold bonus that applies to anything)
4 1 : Max for plains non-river wheat
5 1 : Max for plains river wheat (with this mod)
It's available later than wheat (requires Masonry) but can be fully improved once that's researched, so overall is about a sidegrade or slightly weaker.
2. I agree, luxuries also give the happiness bonuses, so I'm hesitant to buff them any more... already quite useful. I've considered for a long time giving mined gold and silver -1 (to compensate for the Engineering bonus)... though still uncertain about it.
Unfortunately, my GP seem unable to build on oases, which would be great. I actually think oases could use a little boost, 3 food and 1 gold isn't really all that much even early in the game and the surrounding desert (usually with a few useless wheat-sources) certainly doesn't help .
Great Mod as usual
One minor oddity: With your changes to the GP-Improvements, customs house, citadel and landmark now heavily favor being placed on a resource. Since trading posts are a universal improvement, the actual gold benefit of these on resourceless tiles is 5, 0 and 0 respectively, but on resource tiles you get the full 7/2/2 gold (compared to the normal resource improvement). Not really a big issue, I doubt anyone will run out of resource tiles to put GP-Improvements on
<Row>
<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
<ResourceType>RESOURCE_MARBLE</ResourceType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_CUSTOMS_HOUSE</ImprovementType>
<ResourceType>RESOURCE_IVORY</ResourceType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_QUARRY</ImprovementType>
<ResourceType>RESOURCE_MARBLE</ResourceType>
<YieldType>YIELD_PRODUCTION</YieldType>
<Yield>2</Yield>
</Row>
<Row>
<ImprovementType>IMPROVEMENT_LANDMARK</ImprovementType>
<ResourceType>RESOURCE_GEMS</ResourceType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>