Polder placement requirements too harsh

My idea to improve polders is to have districts, including harbors, count in the placement rules, so that if you have an annoying hill blocking your polder you can just put a holy site on it or build a harbor to make a third "land tile". I think this would make polders better as a whole, while not cheapening the satisfaction that comes from building them. A few intelligently placed districts would allow large clumps of polders to be built, which would really contribute to the feeling that you are transforming the world. After all, the thrill of polders comes from reading the map and planning things out perfectly. This change would make such planning more challenging and more rewarding.

If you wanted to go even further you could even have adjacent districts add +1 production to polders.
 
I came here to make this post. I'm trying to roll a good Dutch start, but I never realized just how many hills there are along your average coast. The three flat land tiles sounds alright on paper, but in practice it seems you're lucky to get two Polders per city and extremely lucky if you can manage to get them adjacent to one another.

Maybe it would help things if it was either three flat land tiles OR two flat land tiles and one Polder. That would prevent you from filling the coast with all Polders, but would allow you to squeeze a few more in where a hill would otherwise ruin placement.
 
I think the current placement rules would be better if it was slightly tweaked -- "two of which must be flat" not all three.

In the game I'm playing now, this tiny little change would increase my polders from 0-2 per city to 1-4. It also wouldn't look silly. I think three hills tiles, which usually makes a cliff, with polders under them would look ridiculous. One hill tile -- that would look fine.
 
I agree about the polders. Even on a Archipelago map or a fractal map with high water and Old Earth setting the spots for a polder are rare because of the 3 flat tile prerequisite.
So I went to look at the game files (especially the file "Expansion1_Improvements.xml" in map (wherever you got your game stored)/Sid Meier's Civilization VI/DLC/Expansion1/Data ).
Found the spot and added Grassland and Plains Hills to the prerequisites (dessert, snow and tundra hills I left out because, polders never were meant for those areas anyway).
This gave more spots in game to build them without overdoing it.

I only changed (with Notepad++) this part::
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
</Improvement_ValidAdjacentTerrains>

into this:
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS_HILLS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS_HILLS"/>
</Improvement_ValidAdjacentTerrains>

And didn't touch the rest.
PS: Always keep a save of the original file before modding gamefilles.
 
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I put up a tsl europe as the Netherlands and explored the northern coast from west France to Denmark (stopped after the scout got killed). There were lots of small spots where one could be put, maybe two, however in Denmark's east coast you can put four together! I also think that other places such as Italy and the Baltic may have similar spots where it'd work, though I'm not sure. Though I'd definitely say the tsl Europe is pretty decent for polders.
 
I agree about the polders. Even on a Archipelago map or a fractal map with high water and Old Earth setting the spots for a polder are rare because of the 3 flat tile prerequisite.
So I went to look at the game files (especially the file "Expansion1_Improvements.xml" in map (wherever you got your game stored)/Sid Meier's Civilization VI/DLC/Expansion1/Data ).
Found the spot and added Grassland and Plains Hills to the prerequisites (dessert, snow and tundra hills I left out because, polders never were meant for those areas anyway).
This gave more spots in game to build them without overdoing it.

I only changed (with Notepad++) this part::
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
</Improvement_ValidAdjacentTerrains>

into this:
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS_HILLS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS_HILLS"/>
</Improvement_ValidAdjacentTerrains>

And didn't touch the rest.
PS: Always keep a save of the original file before modding gamefilles.

Nice! I might do that sometime too.

First gonna see if I can get a sub-200 turn religious victory with Tamar on immortal though.
 
I agree about the polders. Even on a Archipelago map or a fractal map with high water and Old Earth setting the spots for a polder are rare because of the 3 flat tile prerequisite.
So I went to look at the game files (especially the file "Expansion1_Improvements.xml" in map (wherever you got your game stored)/Sid Meier's Civilization VI/DLC/Expansion1/Data ).
Found the spot and added Grassland and Plains Hills to the prerequisites (dessert, snow and tundra hills I left out because, polders never were meant for those areas anyway).
This gave more spots in game to build them without overdoing it.

I only changed (with Notepad++) this part::
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
</Improvement_ValidAdjacentTerrains>

into this:
<Improvement_ValidAdjacentTerrains>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_DESERT"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_TUNDRA"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_SNOW"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_GRASS_HILLS"/>
<Row ImprovementType="IMPROVEMENT_POLDER" TerrainType="TERRAIN_PLAINS_HILLS"/>
</Improvement_ValidAdjacentTerrains>

And didn't touch the rest.
PS: Always keep a save of the original file before modding gamefilles.
I tried to make a mod that does this. This will save you from changing the in-game files. I think you can find the mod here.

DISCLAIMER: I did not test the mod myself, and this is my first mod uploaded to Steam, so if something doesn't work as intended, I apologize (and please report - but don't shoot me :p).
 
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I tried to make a mod that does this. This will save you from changing the in-game files. I think you can find the mod here.

DISCLAIMER: I did not test the mod myself, and this is my first mod uploaded to Steam, so if something doesn't work as intended, I apologize (and please report - but don't shoot me :p).

I saw the mod on steam and thought: Hmmmmm (was a bit harsher but don't want to use those words here LOL) that looks exactly like what I suggested on civfanatics. So came to check about it here.
I don't post mods so no problem if you made one. Only would be nice if you credited me though.
 
I saw the mod on steam and thought: Hmmmmm (was a bit harsher but don't want to use those words here LOL) that looks exactly like what I suggested on civfanatics. So came to check about it here.
I don't post mods so no problem if you made one. Only would be nice if you credited me though.
I did actually credit you in the "special thank you" in the mod section. Sorry if it didn't show up on Steam. :sad:
 
Congrats, his little idea of mine you put into a mod seems to be very popular on the steam workshop!
People really seem to like it.
And I saw you added the credits :).
Thank you for that.
 
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