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NiGHTS: Improvements

markusbeutel

NiGHTS
Joined
Sep 26, 2010
Messages
1,976
Location
Vancouver BC Canada
Improvements

Spoiler :
All of the vanilla CIV V improvements have been reworked to provide new yields more akin to those found in CIV IV and to coincide with the increased amount production/gold/food that an economy requires in NiGHTS. Also, Quarries/Pastures/Plantations/Camps/Trading Posts/Customs Houses get a bonus yield if they're constructed directly adjacent to a City.


Quarries (+2P with Metallurgy) -> Require Masonry
  • Marble = 2P / 1G
  • Stone = 3P

Pastures (+1F with Fertilizer) -> Require Agriculture
  • Horse = 2P / 1G
  • Sheep = 2F / 1G
  • Cattle = 3F

Plantations (+1F with Fertilizer) -> Require Calendar
  • All except Banana = 2G / 1P
  • Banana = 2F / 1G

Mines -> Require Mining
  • Base yield = 1P / 1S
  • All Strategic resources = 3P
  • Gold = 2G / 1P
  • Silver = 2G / 1P
  • Gems = 2G / 1P

Camps (+2 Gold with Trade) -> Require Animal Husbandry
  • Deer = 2F / 1P
  • Ivory = 3G
  • Furs = 3G

Workboats -> Require Fishing
  • Fish = 2F / 1G
  • Whale = 2P / 1F
  • Pearls = 2G / 1F

Customs Houses -> Require Mercantilism
  • +4 Gold (+1 extra when built adjacent to a City)

Trading Post -> Requires Pottery
  • +2 Gold (+1 extra when built adjacent to a City)

Manufactory -> Requires Chemistry
  • +2 Gold / +2 Science (double base yield of Mines)
  • They also double the yield of mined resources.


River Bonuses
  • Jungles = +1P (Chopping Requires Metal Casting)
  • Forests = +1P (Chopping Requires Iron Working)
  • All other terrain = +1G
  • Note: Chopping Forests in NiGHTS provides +40 Hammers to the nearest City (+60 from chopping Jungles) instead of the +20/0 in Vanilla CIV V. It can be a viable strategy in rushing early Wonders.

Natural Wonders
  • Crater = 5G / 5S
  • Fuji = 5G / 5C
  • Mesa = 5P / 5G
  • Reef = 5F / 5G
  • Krakatoa = 5S / 5G
  • Gibraltar = 5F / 5G
  • Geyser = 5S / 5G
  • The Fountain of Youth has been removed from NiGHTS and Natural Wonders provide +5 Happiness if they are inside of your borders. There is a +100 Gold bonus for being the first to find a Natural Wonder.[/I]
 
This is one of the reasons I like your mod so much, the tile improvements in vanilla Civ 5 seemed too unsignificant, these make a lot more sense. Good job! :goodjob:
 
This is one of the reasons I like your mod so much, the tile improvements in vanilla Civ 5 seemed too unsignificant, these make a lot more sense. Good job! :goodjob:

Thanks kirbz. :)

CIV V tends to focus on giving you the yield bonus outright without building the improvment - I've switched this around. Personally, I find it more rewarding to the player when the improvment yields are higher, otherwise there's no incentive to not automating your workers all of the time.
 
Was there any progress in bringing back the old (growing) towns instead of these new and horrible merchant gold generating constructions. Atleast I bothered to go out and defend a fully grown town before, now I can barely be bothered.
 
Was there any progress in bringing back the old (growing) towns instead of these new and horrible merchant gold generating constructions. Atleast I bothered to go out and defend a fully grown town before, now I can barely be bothered.

Not yet - but I know that it's possible, and I wouldn't be surprised if someone else adds this feature soon - especially once the dll is released.
 
Since research agreements seem to be very important in the game could there be a mouseover in science or something else that would indicate when research agreements are possible instead of checking in the diplomatic overview (a level of micromanagement that I would like to assign to a subordinate.):lol:
 
And is there a way to stop them popping if you already completed a science? I had a science with about 2% to go (took me five turns to get there.. missing so little) and two research agreements popped. Would have rather neither did to get them to pop on my next research, because I hadn't realized they were about up. I could change to a new science in the future, but lots of micromanaging to ensure that two don't pop when I want neither to pop. Just a thought, otherwise they are great.
 
Since research agreements seem to be very important in the game could there be a mouseover in science or something else that would indicate when research agreements are possible instead of checking in the diplomatic overview (a level of micromanagement that I would like to assign to a subordinate.):lol:

This would make for a good addition. I'll see what I can do.

And is there a way to stop them popping if you already completed a science? I had a science with about 2% to go (took me five turns to get there.. missing so little) and two research agreements popped. Would have rather neither did to get them to pop on my next research, because I hadn't realized they were about up. I could change to a new science in the future, but lots of micromanaging to ensure that two don't pop when I want neither to pop. Just a thought, otherwise they are great.

I don't think stopping them at any point would be a feasible option to implement, as the AI would be completely clueless regarding this.
 
Fair enough, still love how it is all working. Beautiful mod.

:goodjob: - I found the vanilla improvement yields just didn't provide enough incentive when settling cities, especially compared to earlier Civ iterations. I think the +3 yields feel just about right for NiGHTS. Now if only I could get cottages/villages/hamlets working a la CIV IV. :)

It's only a matter of time.
 
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