Jarcast's Nan Madol for VP

which my mod hasn't.

However, this gets enabled by your Reforestation mod so for those players who use also that mod (or any other mod with the code above) the Atoll thing works as intended.
It's a bit freaky, not gonna lie. :crazyeye:

What seems to not work is "RemoveWhenComplete=1" because the dummy atoll improvement stays when it should disappear although that is a smaller concern because workers can replace it to build the GPTI.
Yes, sorry, my message was not very complete, it is the "RemoveWhenComplete" that does not work (in my memories).
 
I tried the latest (which apparently is now the second to latest version, didn't notice the boat changes yet) but beyond that it seems to be working fine with the atolls and such things now, they spawn correctly with the appropriate feature, yields and culture bomb effect.
 
Expending Nahnken to create an atoll gave me in Renaissance 7331 GAP. In notification it says 247 GAP.
It's a residue when the Nahnken was supposed to give GAP after creating an Atoll or Citadel.
I should remove it.

Edit: done, update is online.
 
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If atolls are withing 3 free tiles that are granted when pioneer settles city, they don't grant culture bomb. Is it intended?
 
Weak civ if no water, that's for sure. Could it spawn an atoll when a coastal city is built, kinda like Indonesia ?

The 'improvements' for the atoll look horrible under water, I think they should keep their original Atoll texture in the water (except maybe for citadels)
 
Excellent civ gameplay wise, very unique!
My only gripe is the music, but it's the Phonpeians fault for just singing and not using more instruments.:c5angry:
 
Excellent civ gameplay wise, very unique!
My only gripe is the music, but it's the Phonpeians fault for just singing and not using more instruments.:c5angry:
I scraped the bottom of the barrel of youtube and other sites to find a native Pohnpeian music that was barely usable. Eventually I had to gaslight myself that also voice can be considered a music instrument. ¯\_(ツ)_/¯
 
Eventually I had to gaslight myself that also voice can be considered a music instrument. ¯\_(ツ)_/¯
Louisiana would like a word with ya.
 
Weird bug that I encountered. Workers stayed in embarked form when moving from an atoll back to land. Could just be a visual glitch since it got fixed when I reloaded the save.
1700915996982.png
 
Weird bug that I encountered. Workers stayed in embarked form when moving from an atoll back to land. Could just be a visual glitch since it got fixed when I reloaded the save.
View attachment 678197
It is a known glitch with water improvements having AllowsWalkWater=1 characteristic like the Pontoon Bridge UI mod.
I tried to force an visual update of the worker with the function pTeam:UpdateEmbarkGraphics() but it didn't work.
If you move to an empty water plot then back to land it fixes.
 
Lil update.

Towns, Manufactories, Academies improvements built on Atolls boost the action strength of the corresponding Great Person.
 
does building on atolls remove the feature?
I remember playing this and trying God of the Sea, and the pantheon bonuses vanished when I built a manufactory.
 
The improvement overwrites the graphics but the atoll feature is still there.
 
The holy sites built on an atoll doesn't seem to count for the Holy Land reformation's vote counts. Is this intended behavior?
 
Not intended in either direction. I just forgot to take it into account and if you didn't notify me I would have kept being blissfully unaware of it.
I can code it in if you think it doesn't make it too OP and convenient, especially because I noticed AI tend to prefer Holy Sites over the other atoll GPTI.
 
Not intended in either direction. I just forgot to take it into account and if you didn't notify me I would have kept being blissfully unaware of it.
I can code it in if you think it doesn't make it too OP and convenient, especially because I noticed AI tend to prefer Holy Sites over the other atoll GPTI.

This might be a bit OP in human hands because with Kepidau's free atoll you essentially get an extra delegate every 2 cities... but I don't think the AI will be a problem since I've never seen an AI taking holy land reformation. I'd say make atoll holy sites count for holy land, just to make the belief consistent. It shouldn't be too centralizing since there's the opportunity cost not to build academies instead for science and better bulbs in the future.
 
Update online (on both civfanatics and steam workshop).

Changelog:
Atoll Holy Sites now count for Holy Land reformation belief.
 
Your mods are amazing, this is the first time i see this mod and i had a blast -only comparable to the tibet modmod- playing it.
A million thanks for your time and effort
 
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