SteamDB: "Bison" Depot??

Did anyone find the tipi mod that someone in this thread annonced? Is anyone working on a mod to implement the new buildings and cocao / bison into the main game?
 
I wouldn't say it's too advantageous for the main game then. If so, the modders should lower it to just the +3 gold for cocoa.

Given how common plantations are, it could be very powerful in the main game - compare it, as you say, with the stoneworks or mint, which apply to specific resources. +3 for cocoa would work, as it's only one resource (not two like these buildings), and it doesn't have additional effects.

I'm just a bit leery in principle of the idea that chocolate houses were a sufficiently important part of the development of civilization that they warrant their own main-game representation. Having zoos instead of theatres is questionable enough.

Wasn't scurvy because of a lack of meat and vegetables? Wouldn't it be better if salt (for the meat) was also a strategic resource needed for not triggering a loss due to scurvy?

It's a vitamin C deficiency - not linked to an absence of meat (salted meat was a standard ration), and meat certainly didn't cure it. I suggested in an earlier post that the navigation school, if added to the main game with scurvy, should have a "Can be built only in a city with citrus" restriction (or at least "can be built only if you have citrus in your trade network").
 
Did anyone find the tipi mod that someone in this thread annonced? Is anyone working on a mod to implement the new buildings and cocao / bison into the main game?

I have almost I have finished that mod (it will have the new resources and a lot of other balance changes) but I still can't get those resources to appear in strategic view. Once that's done it goes live. I haven't implemented Tipis because it seems OP for an already great civ (Shoshone).
 
I have almost I have finished that mod (it will have the new resources and a lot of other balance changes) but I still can't get those resources to appear in strategic view. Once that's done it goes live. I haven't implemented Tipis because it seems OP for an already great civ (Shoshone).

Hi, I 'm interessed in some help for finding the way to make the tipi appear .
I tried to implement it for a new civ, i've got the right icon in the DOM because I included the .fpk of the DLC 07 in my mod's art folder, but nothing appears in the worker's orders and nothing in the civilopedia...:confused:
I don't understand where I 'm missing something: I've got the improvement XML, the build XML, and I did not forget the worker build action...
 
I have almost I have finished that mod (it will have the new resources and a lot of other balance changes) but I still can't get those resources to appear in strategic view. Once that's done it goes live. I haven't implemented Tipis because it seems OP for an already great civ (Shoshone).

You could always mod the Pathfinder to also follow the scenario rules as part of the mod, that way the tipi is more reasonable for the civ and also fits more coherently with the theme (as both tipi and Pathfinder would generate faith). Of course, it's not clear why the Shoshone should be a religious civ...

Though I agree with a comment I can't now find on this or another thread that the tipi makes little sense as a main game improvement because tile improvements tend to last the whole game, and Industrial+ era tipis in the landscape don't make much sense. It's a shame because the graphic is great, and it's certainly more iconic for the civ than Comanche Riders, but it probably should remain scenario-only.

Firaxis presumably had reasons for not including the tipi as a Shoshone UI in the main game from the start; as Conquest Deluxe and BNW seem to have been developed together, the UI assets presumably existed when the Shoshone civ was developed, but for whatever reason they went with Comanche Riders instead.
 
That's way I think +1 food and +1 faith is more suitable for the main game. When you've reached the industrial era the tipis would only generate what they did in the beginning, while the farms would generate 2 food. At this time in the game most would prefer the farms over the tipis.

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That's way I think +1 food and +1 faith is more suitable for the main game. When you've reached the industrial era the tipis would only generate what they did in the beginning, while the farms would generate 2 food. At this time in the game most would prefer the farms over the tipis.

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On reflection, though, +1 food, +1 faith seems rather poor output from a UI, especially since the tipi doesn't have any techs to improve its output the way most UIs do. Compare with the kasbah or terrace farm, both of which also have food output.
 
It depends on how good the rest of the civ is. If the UA and UU are fairly powerful then the Tipi shouldn't have a big output. If not, then keep the current output.
 
Then i would stretch it to +2 food and +1 faith. I think 2 faith is too much, especially in the early game, and since it was mentioned the Shoshone weren't really that religious.

Extra food from techs could also be a possibility, though this historical tech lacking region of the world didn't have much techs to improve their tipis from my knowledge. Weren't tipis made from bison hide? In that case there should be some benefits from building tipis around bisons.

Taking about the civs other abilities. The Shoshone are rather good, so I wouldn't say the tipis would need to be very. Polynesia's UI isn't that powerful, and neither are their other abilities.

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Then i would stretch it to +2 food and +1 faith. I think 2 faith is too much, especially in the early game, and since it was mentioned the Shoshone weren't really that religious.

Extra food from techs could also be a possibility, though this historical tech lacking region of the world didn't have much techs to improve their tipis from my knowledge. Weren't tipis made from bison hide? In that case there should be some benefits from building tipis around bisons.

Taking about the civs other abilities. The Shoshone are rather good, so I wouldn't say the tipis would need to be very. Polynesia's UI isn't that powerful, and neither are their other abilities.

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+2 Faith +2 Culture isn't bad if it isn't immediately buildable and you do the Chateau rule that you can't have any touch another. But the facts are it only works for the Shoshone theme wise (of all civs in game already) and they are a great civ, that UA and those UUs are nice.
 
Then i would stretch it to +2 food and +1 faith. I think 2 faith is too much, especially in the early game, and since it was mentioned the Shoshone weren't really that religious.

Extra food from techs could also be a possibility, though this historical tech lacking region of the world didn't have much techs to improve their tipis from my knowledge. Weren't tipis made from bison hide? In that case there should be some benefits from building tipis around bisons.

Have the tipi unlocked at Trapping (as you say, they were made of animal hides) - given the time to both research and improve them, 2 faith might be fine. You're right that it's not easy to think of suitable techs that could improve their yield (yields which makes rather little sense as it is; the food boost presumably reflects a hunting camp, but that was a wigwam rather than a tipi, and the faith bonus comes from who knows where?). Maybe +1 food, +1 faith, with a bonus +1 production on bison tiles?

Taking about the civs other abilities. The Shoshone are rather good, so I wouldn't say the tipis would need to be very. Polynesia's UI isn't that powerful, and neither are their other abilities.

Then again, the Inca are rather good but still have what's probably the best UI in the game.
 
+2 Faith +2 Culture isn't bad if it isn't immediately buildable and you do the Chateau rule that you can't have any touch another. But the facts are it only works for the Shoshone theme wise (of all civs in game already) and they are a great civ, that UA and those UUs are nice.


This is why I think that the Tipi would be something to start a custom Sioux civ around. Maybe the UA would be the "Coyote Steals Fire" pantheon and some nominal lancer UU.
 
This is why I think that the Tipi would be something to start a custom Sioux civ around. Maybe the UA would be the "Coyote Steals Fire" pantheon and some nominal lancer UU.
I really like this idea since it will implement the tipi and not change the rather fun Shoshone civilization.

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This is why I think that the Tipi would be something to start a custom Sioux civ around. Maybe the UA would be the "Coyote Steals Fire" pantheon and some nominal lancer UU.

Agreed, but the problem is the art. If you're willing to accept 2D leaders (i.e. set all leaders to their 2D state) than its a non-issue, but if you like the 3D leaders than the switch from 3D in game leaders to 2D mod civs is jarring.
 
Agreed, but the problem is the art. If you're willing to accept 2D leaders (i.e. set all leaders to their 2D state) than its a non-issue, but if you like the 3D leaders than the switch from 3D in game leaders to 2D mod civs is jarring.


I realize that it is an issue for mod civs. Perhaps I am an outlier, but I'm willing to accept the mod civs with lesser art components in favor of more diverse civ options and opponents.
 
Agreed, but the problem is the art. If you're willing to accept 2D leaders (i.e. set all leaders to their 2D state) than its a non-issue, but if you like the 3D leaders than the switch from 3D in game leaders to 2D mod civs is jarring.

This is getting a bit off topic, but I'll respond to it anyway. As a team, we (the people behind the More Civilizations project) have decided that we're getting closer to the Vanilla leaders with 2D than we are with 3D. There are some mods with 3D leaderheads - Mali, Israel and Australia is on the way, but they still use Vanilla animations. So to put this short, 2D leaderheads isn't forced, it's a choice. But mod civs with 3D do exist
 
I realize that it is an issue for mod civs. Perhaps I am an outlier, but I'm willing to accept the mod civs with lesser art components in favor of more diverse civ options and opponents.
I agree on this one. I am surprised to hear there are 3D leaderheads out there. I would really like to get hold on some of that, but never came across any. However, fun diverse leader abilities and uniques are the first stop.

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^I don't know what you're talking about, please explain.
 
As I understood it, 3D leader heads are available as mod downloads. I didn't know that and asked for some explanation on how to find them.

I'm very keen on these leader heads. However, what I find most important for modders are to make very unique leaders. For instance adding the tipis for the Sioux or motte and bailey for some other civ. If they have other means of making unique civs (like Venice is unique for buying in popped cities, Japan is unique for their "always max. attack force" and so on. I understand these unique traits aren't that easy to produce compared to some other civs with bonuses in production, science or gold yield.

I hope you know what I mean.

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^ I was actually talking about the whole conversation. When you say 3d leaderheads are you referring to the diplomacy screens?
 
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