[MOD] The Ruins Mod

Optimizer

Sthlm, SWE
Joined
Dec 29, 2001
Messages
692
A really simple mod. Only one file edited. The only thing it does is creating ruins in place of pillaged city improvements.

Please post some nice post-war screenshots!
 

Attachments

How do I install it?

Do you have a screenshot?
 
Seems like I need to fight a really great war to get plenty of ruins.
 
actually been thinking that pillaged cities should have their own tile approvement. Archelogical dig. seems odd that someone with just farm voer an ancient ruin LOL but i like the idea of creating an achelogical dig. im wondering if its possible to make it so that it can add increase of science to the city not sure if you can do that with a tile improvement
 
ChaoticWanderer said:
actually been thinking that pillaged cities should have their own tile approvement. Archelogical dig. seems odd that someone with just farm voer an ancient ruin LOL but i like the idea of creating an achelogical dig. im wondering if its possible to make it so that it can add increase of science to the city not sure if you can do that with a tile improvement

Cool idea. I don't think you can have it specifically add science, but I have an ancient temple in my Fusion mod that requires exploration to gain commerce from...it would be a snap to add city ruins to that!

*Runs off to incorporate idea...
 
Ah I thought about that idea some month ago. And should not be only science, as you should be able to decide if you want to study it or sell it :p. So normal net gain.
 
Sevo said:
Cool idea. I don't think you can have it specifically add science, but I have an ancient temple in my Fusion mod that requires exploration to gain commerce from...it would be a snap to add city ruins to that!

*Runs off to incorporate idea...

maybe a city improvment a history muesum that takes a archelogical dig with the city area to be able to build
 
my major problem with cottages is modern towns that look like small cities i can actually jsut build a famr over them and the town vanishes seems so unlikely too bad you couldnt make it that if you build a town tis locked that way maybe some inventions like bakery with wheat corn and rice that would allow towns to create food
 
Oooh! Archaelogical dig! I need to put that in to my version of civ :)

I made city ruins permanent and gave them a fortification bonus and small production bonus. Didn't try it out yet, but archaelogical dig is a neat idea :)
 
Well, the problem is that city ruins are an improvement, so you can't stack one improvement on top of another. So afaik there's no way to build an archaelogical dig on top of city ruins. Might be possible to make it so that when a city is destroyed, it leaves behind a "ruins" bonus which can then be "mined" via an archaelogical dig improvement... but that's a bit beyond me.

I can make it so that after, say, Scientific Method, city ruins grants a load of commerce in that square. That's really easy. Shouldn't be combined with pillaged improvements -> ruins mod above.
 
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