Azazell
Prince
This mod working with new patch 1.0.0.62?
There doesn't seem to be a way for buildings to alter improvements either.<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.
to the citadel/landmark/customs house to compensate for the fact you're forgoing a trading post, so that shouldn't take effect when built on an improvement. Removing the +1
bonus is an easy solution for the gold angle, though I'll have to figure out something different for the +1
of customs houses built on gems.
4
. This can be significant compared to placing it on a strategic resource elsewhere if your main production city doesn't have any strategic resources in its radius.
farm boost, +50%
Chichen Itza, and resourceless Pikemen. I'm not sure the benefits of Engineering quite match that trio.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:
11
: 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)
41
: Max for plains non-river wheat
51
: 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.
independent of the improvement on the resource tile. The effect this had was making bananas that were unimproved in a jungle superior to bananas that were improved (which removed the jungle).
+2
(uni) +1
(smokehouse) = 4
2
= 6 yield
+1
(plantaion) +1
(smokehouse) = 5
= 5 yield
from the smokehouse to the plantation giving both a versions a total yield of 5.
to mined silver/gold due to their significantly higher yield over all other resource types.
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![]()
(not counting other factors). The gold itself gives +2 and a mine on gold gives +1.
. This is easy to do, I just duplicate the same mechanic with mines: improving gold gives +1 to the Manufactory. Same method also works for the other GP improvements on any hilltop resources.
. (TP is 2, plantation'd cotton is 3.)
on a normal tile. Therefore, it should be 8 on Ivory, right?
, a net of +3 over building it on a normal tile, not +1.
<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>
