Sid Meier's Civilization V

Sid Meier's Civilization V

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Terrain - Kasbah Extension
   
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11 jul 2013 om 18:24
13 jul 2013 om 2:59
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Terrain - Kasbah Extension

In 1 verzameling van BlouBlou
Bloublou's "Utility" Collection
25 items
Omschrijving
This mod extend the ability to build the improvement : Kasbah, to every civilization.

Accordingly, a unique building has been added to Morocco civilization:
'The Riad', wich replaces the Garden.


Heres some infos:

'A Riad is a traditional Moroccan house with an interior garden or courtyard. The word riad comes from the Arabian term for garden, 'ryad'. The riads were inward focused, which allowed for family privacy and protection from the weather in Morocco. '


Features:
  • Make the 'Kasbah' improvement available to workers from any civilization

  • A Kasbah cannot be built adjacent to another Kasbah. This adjustment was necessary for game balance, so that Kasbah wouldnt totally replace other basic improvement since its not a unique improvement anymore and also to adjust AI behavior with the improvement.

  • Adjust the Morocco civilization so they have a unique building just like other civilizations.

  • The Above historical info and all the new unique building info have been added to civilopedia (see screenshot)

  • The AI will use the Kasbah, the unique building is also properly flavored, meaning the AI will use it correctly and your advisors will recommend it.

Notes:
    This game has always mixed civilization culture, history and flavors in a fictional way. You can play a viking whose capital is in the African desert and who spawn a great merchant named Steve Job. Why not do it with terrain improvement too?
    The majority of the civ have a unique unit and a unique building anyway, I think that making terrain improvement a generic content offer more choice of customization for your cities and produce enjoyable landscape instead of boring cities full of farm or mines. Thats the point of all these 'Improvements Extensions' mods.

Compatibility:
  • Requires Brave New World Expansion

Other Mods from the same author:
  • You can find all my 'Utility' mods here, along with other collections:
    If you want to rate the mod at the top of the page, it's always appreciated =)

Troubleshooting:
  • Here are the basics if you are a beginner with civ 5 Mods: Mod Install Tutorial [forums.civfanatics.com]
  • If you have a problem with a mod, the first step is always to test the mod alone before reporting any bugs.
  • All mods from all my collections are compatible together.
  • If you have troubles downloading the mod in game, it's a common cache issue, follow these steps to fix it:
    1) Unsubscribe The mod, exit steam and civ 5 completly
    2) empty your mod folder : C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\MODS
    3) Delete the 'Civ5ModsDatabase.db' file located at: C:\Documents and Settings\[YOUR USERNAME]\My documents\My Games\Sid Meier's Civilization 5\cache
    4) Restart steam, subscribe, restart civ 5.
20 opmerkingen
la puta de oros 30 dec 2023 om 5:34 
dont´t work for me neither :(
evilmagusephiroth 24 jun 2018 om 9:31 
Well, don't work for me, maybe a conflict with another mod, polder, terrace farm and chateau works fine!
inahut 17 jan 2015 om 10:58 
A colorful and enjoyable addition to Civ 5 gameplay. TU for this mod BlouBlou. UR2B sincerely commended for bringing this and your similar mods to practical application.
XXSwagmaster420 11 sep 2013 om 15:14 
@lallportcohoon, thanks. That worked.
lallportcohoon 11 sep 2013 om 1:51 
hey bluecolorlike, I'm pretty sure if you go into the XML file all you have to do is:

1) find this line

<Set SpecificCivRequired="NULL" CivilizationType="NULL" NoTwoAdjacent="true" Help="TXT_KEY_CIV5_IMPROVEMENTS_KASBAHX_HELP"/>

2) change <NoTwoAdjacent="true"> to "false"

Blou2 can correct me if I'm wrong, but that's all I could find.
XXSwagmaster420 22 jul 2013 om 11:39 
Can you make a version without the building next to it limitation?
BlouBlou  [auteur] 13 jul 2013 om 17:13 
UPDATE V.3

-Reverted the Kasbah back to original stats and balanced it (and the AI behavior) by adding a requirement to the building condition of Kasbah instead. A kasbah now cannot be built adjacent to another Kasbah.

-This change will also make sure the Yield value are extracted from the base game, so if firaxis make some change to the improvement, this mod will be automaticly affected.
BlouBlou  [auteur] 13 jul 2013 om 17:13 
@Citail

Bridge is done =)
BlouBlou  [auteur] 12 jul 2013 om 22:28 
@Cltail

yes i will try to do all the improment like i di with G&K and danemark dlc =)
Cltail 12 jul 2013 om 19:55 
I was expecting you to make more of these seeing all of the new civ only improvments. do you think you can do somthing with the pontoon bridge?