• We are currently performing site maintenance, parts of civfanatics are currently offline, but will come back online in the coming days. For more updates please see here.

Increased Tile Yields Mod

First of all: thanks for all the effort. Yesterday I tried the old v2/v3, but personally I thought it was too much food (especially the water tiles). Haven't tried the new one.

I would suggest you add a note in your first post making clear that the whole "mod" thing ingame doesn't really work so far, so people don't go nuts when they try to use the mod
 
Huck Finn --> Hi! Do you know, when i Found way to increase icons gold/hammers/food in the city? I lookin in the files and I don`t see :(

What do you mean? I'm afraid I don't understand you. Do you mean a way to VISUALLY increase the size of the icons? Besides zooming in with the mouse wheel, I don't know how to do that yet.



First of all: thanks for all the effort. Yesterday I tried the old v2/v3, but personally I thought it was too much food (especially the water tiles). Haven't tried the new one.

I would suggest you add a note in your first post making clear that the whole "mod" thing ingame doesn't really work so far, so people don't go nuts when they try to use the mod



Thanks! Version 4 reduces the food outputs somewhat. And, I don't feel that water tiles create too much food...they are still very inferior to land tiles, and they have to be somewhat useful (in terms of food and gold), otherwise there is no reason whatsoever to have oceanside cities, which would be quite unrealistic. I hate that they got rid of trade routes.

I'd like to get it to where your ocean cities are important too, because they make the most money for you and, of course, can produce naval units.

On the mod front, yeah, call me confused. I thought Steam just had an update yesterday that was supposed to fix this mess? I guess for right now, I would suggest people just manually install everything for now. Once you do it a few times it's very quick and easy :goodjob:
 
SDK is out so I'll be trying to get a better, easier to use mod out in the days to come, hopefully with easy to turn off and on components.
 
Yes, you can download the SDK by going into Steam, then Library, and then Tools.

Now...I just have to figure out how this beast works... :crazyeye:
 
Huck Finn, you may be interested in this... Remember my post about it being better to modify costs of items, rather than terrain yields? We both agreed that it was easier to modify yields, at the time...

Turns out not to be the case. Behold the wonders of SQL. :lol:

Code:
UPDATE Units SET 'Cost' = cost*0.8;

That single line, in an SQL file in a mod, and set to load in the same damn way as any xml file, will reduce the cost of every single unit by 20%.

Every. Last. One. :crazyeye:

You can even add extra code, you can even be specific about it. Example:

Code:
UPDATE Units SET 'Cost' = cost*0.8 WHERE Class <> 'UNITCLASS_SETTLER' and Class <> 'UNITCLASS_SCOUT';

That line reduces the cost of everything but settlers and scouts. :crazyeye:


I spent a little bit of time figuring it out (first getting syntax right via the SQLite plugin for firefox and playing with the database directly, then getting the file to load into the game), but it works perfectly (and decimal values are rounded by the game; 64 hammers become 51, not 51.2), and I thought I'd share the knowledge. :goodjob:


Edit: Woooooops. Found an issue with the first bit of code I posted... Because of the error checking, anything with -1 cost was being translated to 1 cost. Meaning Great People became buildable. :lol: Here's modified code that won't have that issue; Unbuildable items will stay unbuildable.

Code:
UPDATE Units SET 'Cost' = cost*0.8 WHERE Cost > 0;
 
Pretty powerful stuff there.
 
v4 looks very interesting. Was planning on trying it last night but my monitor decided it was a good time to fail... :(

Will definitely try it or any later version in a couple of days though...
 
Do you realise that research has been increased by 75% and not 50% in v4? 150% -> 225%.

Also, 50% on wonders feels a bit overkill. Spending 30-40 turns on building one is a tad long.
 
Do you realise that research has been increased by 75% and not 50% in v4? 150% -> 225%.

Also, 50% on wonders feels a bit overkill. Spending 30-40 turns on building one is a tad long.

Sorry for the double post, college filters the site so I'm working through a translator site. :lol:

You seem to misunderstand what he did. He did not ADD 50%. He MODIFIED it by 50%. 150 * 1.5 = 225.

Doing it that way, you better preserve the ratio between different tech costs.
 
Can you take out the tech/wonder speeds for this? Valk's economy mod already does this and I'd hate to see the effects stack. I want this mod for the tile yields, no more. (Not that I can't do that myself, but I really just like to plug 'n' play than mess around with mods before I can play with it.)
 
Can you take out the tech/wonder speeds for this? Valk's economy mod already does this and I'd hate to see the effects stack. I want this mod for the tile yields, no more. (Not that I can't do that myself, but I really just like to plug 'n' play than mess around with mods before I can play with it.)

Just don't install the two XML's that change Buildings and Gamespeeds. You don't have to use mine to get the tile changes.
 
These files have helped out playing the demo's 100 turns. There is a couple of questions though. I lost the ability to see the horses and iron icon next to the culture count at the top of the screen. I also can see the oil, coal, and uranium resources. I realize this is the demo,but wanted any insight someone can give.

Playing Darius against Elizabeth has been a great learning experience, however She has yet to create a single ocean going vessel. She has built the great wall, stonehedge, and the great lighthouse.
 
Back
Top Bottom