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Civ 5's mod workshop is a bit glitchy sometimes and won't show you all of the mods you've subscribed to but anyway, there hasn't really been any updates so aside from some glitch there shouldn't be a reason you can't see the mod.
I uploaded it to google drive so you can download it directly and that should fix the issue.
https://drive.google.com/drive/folders/1oP-8Q_1Sal_O4qghTToWsGvl1dQb72MM?usp=sharing
If you try it let me know if that works or if it doesn't.
If it doesn't I'll try to sort it out. It might take me a bit to do so as I've been sick for a while so I'm a bit less up on this kind of thing but I will probably be able to sort it out eventually if you need. That said, I think if you download the mod from that link it should fix your issue.
When I say the buildings shouldn't be exactly the same, the Royal Airbase I think represents having planes ready for leaders to fly to different cities to visit and discuss issues and whatever else whereas the Royal Shipyard represents a structure where ships are constructed to defend the Capital, especially in times of desperation.
That's why I think the Airbase should have tourism or whatever instead of gold from traderoutes. But I do agree they should be equally valuable (actually, the Airbase, more so as it would unlock later in the game)
Also, I'm thinking the buildings should lock each other out so that you can only build 1. Then you'd have to pick the one you want. Not sure on that point though.
I should note that for now I'm focusing on finishing the update to Enhanced Eras but as soon as I'm done with that or if I need a break from it I'll get this done.
I really like your regional capital idea but it is more than a little over my head tbh.
As to adding a Royal Airbase, that is certainly doable.
I don't know about it having the same benefits though...the Production bonus can stay but not the trade route bonus. Idk if I'll make it give planes a new Promo or not.
I'm thinking instead of Trade Routes a slight Tourism or Culture or Happiness bonus to signify that the leader would use their plane to visit cities and do stuff. I'm thinking Tourism as it is BNW only like how Trade Routes are BNW only.
Imperial Barracks
Imperial Seaport
Imperial Airbase
(Regional Capital buildings get no per city bonuses and the gold age/policy modifiers will be like 3% instead of the full, other bonuses will be about 1/2 or 1/3 of the regular cap
I like your suggested simpler approach of just a "Reference Table." Maybe post it below your building list above? There's got to be others out there making their own scenarios.
Thank You EoA!
The displacement thing is easy enough to deal with
Option 1: Cause the Mosque to unlock at Theology once more
Open the Better Bad Wonders (v 1) folder and then right click Great Mosque.sql and hit ‘edit’.
Add this line to the end of the file:
UPDATE Buildings SET PrereqTech = 'TECH_THEOLOGY' WHERE Type = 'BUILDING_MOSQUE_OF_DJENNE';
Option 2: Cause either the markets or treasury to unlock at Mathematics
Open the Palace Additions (v 6) folder, right click Buildings and hit edit.
Add this line to the end of the file:
<Buildings>
<Update>
<Where Type="BUILDINGWEREUPDATING"/>
<Set PrereqTech="TECH_MATHEMATICS"/>
</Update>
</Buildings>
Where it says BUILDINGWEREUPDATING put either BUILDING_PALACE_MARKETS or BUILDING_PALACE_TREASURY depending on which you would like to move to mathematics
Finally, I don’t even think I could get the tech-less buildings to techs without having more than 5 buildings in some of the techs anyway but it does occur to me that in the mod’s description it might be useful if I told what techs a building requires which you could use as a reference.
Thoughts on Naval Yard
I do think it’s a good idea but like I said I don’t want to do in this mod. I did a while ago start a kind of military enhancement mod that would have done something similar (that is, ship training buildings) but I tabled that mod. I don’t want to upload the Naval Yard separately though just in case I do decide to finish the one I tabled as that would seem redundant to me but if someone else wanted to upload a Naval Yard mod I’d certainly provide code and instructions to do it.
Thoughts on Unique Palaces Idea
I don’t think these are OP (save that certain of these should probably be debuffed) because they cost as much as Wonders and National Wonders to build so that until later in the game you do have to prioritize what you build (at least on King difficulty I do) and also certain of their benefits are not that high, such as the Treasury (I’d probably only build this if I had nothing else to build to be honest). And I should note that I plan to do some slight balancing in the next update.
Also, some of what you suggest falls too far out of my skills to consider doing anyway.
However, I did have this idea for an alternative mod that has certain upgrades available to everyone (every Palace has a throne, for example) but then has other upgrades be done in “Wings” where you would build the first wing and choose a certain bonus and maybe get four or five wings total. So for example, a religious civ might put a chapel in their first wing but a more secular civ might put something scientific. And from there you could have wing options that would have a world-wide limit to build and cost more but ultimately be more effective. But this is just an idea, I don’t even know if it’s feasible, so I don’t know if I’ll ever do it.
should read "FYI: Having some
FYI: Not having some of the buildings missing in the Tech Tree makes it difficult to create mapped scenarios. When creating each Civ's techs and buildings, I need to know what buildings go with each technology. I've always depended on looking at the Skill Tree for this. If I chose to give a civ a prebuilt building without giving the proper tech, perhaps I risk a game crash.
It's too bad Civ5's developers made the graphac in the Tech Tree to hold no more than 5 items.
If only they would have made the holders self-expandible. That could be done. It would make a lot of Modders happy for a number of reason. Hey!!! Maybe a mod could be created for that purpose. He would be famous in the community.
Maybe start of game (ancient), Each Civ chooses 1, or maybe 2 or 3 (I wouldn't go any higher than 3) expansions for their Civ Palace. Starting with this(these) expansion(s), game continues on, and every new Era, able to build new Expansion as they choose. Only 1 new expansion per age/era, so the palace of every Civ slowly takes shape over time, and gains its uniqueness from others.
To make it more unique... Every possible Palace Expansion can only be built by limit of 2 or 3 Civs, than no longer available. So one Civ may have Palace Walls, Royal Naval Yard, Palace Study; and another Civ may choose Palace Walls, Palace Park, King's Court; and a third Civ maybe choose Palace Park, Royal Naval Yard, Palace Treasury....
SO... maybe limit HOW Much is expanded on the Palace. Eh?
Look in reality. White House, Kremlin, Buckingham Palace, Bellevue Palace, 24 Sussex Dr, Los Pinos, etc etc.... are none like another, and all unique compared to the rest!
to either the RNY or just the NY...
+1 production to any Coal worked by city. Or any Iron.
My theory is basically... Oil, Coal, and Iron all were used for Naval vessels in game, and reality. Maybe be a building to bonus all three for the Naval yard.
Naval Yard.
-Req Seaport.
-Req 1 oil.
-Mtnc is 3 gpt.
-Production cost same as Seaport.
-+1 production to Oil worked by city.
-+1 production to all Coastal tiles worked by city.
-Naval units built in city gain 15 exp points.
Royal Naval Yard. Req Palace.
Req Naval yard.
-+1 to any Oil worked by city (stacked with same bonus by Naval Yard).
-+ 5% production to city.
-+ Naval Combat units gain aditional 15 pts exp and +1 sight.
-+ and lastly, any inport/export trade routes by sea to city, add +1 production to city (like supplies).
I just think that's a lot from the Naval yard.
If I made it... I would probably make it look like;
First lets mention a Naval Yard for all cities. I know you wanna focus on just Palace, but (IMOO) Palace extensions should only be small bonus to Palace, to add to other buildings in Capitol. So concerning all cities of Kingdom;
STUPID 1K LIMIT...
tbc...
I saw your comment, sorry for not replying.
I think the yard would do these things:
--naval units are built 30% faster in capital
--new ships get 1 Sight, maybe 1 Movement and increased strength in your borders or near the capital or whatever
--BNW Only: small increase in money from sea trade routes
-- maybe give 1 production from harbors OR instead of 30% production for naval units in the capital, 20% production there and 5% in all cities.
As to XP from harbors/seaports/naval base I want to only add Palace Additions to this mod. I did take a look through the workshop to find an applicable mod but couldn't
rgratzke:
Glad I could clear that up. I searched Great Mosque of Djenne in the workshop and the only result I got was Improved Piety . If you would provide a link to the mod I will try to find a cause for the displacement.
Palace Navy Yard? The idea is, the Kings Palace needs naval vessels built in a pinch, should palace be under attack, or a siege approaching, and the Palace is maybe the city with the last hope to save his kingdom, he could pump out Naval Siege to help bombard land units, and Naval melee to help protect from sea incursion.
Furthermore, either the Harbor, or the Seaport, needs to also improve Navy experience when built, or include a new Coast building for any coast city, Naval Base... which gives extra exp only to Navy.
I just finished looking at this some more. The so called missing builds do show up in the cities' Build selection list. They just didn't appear as a graphic, like the others, in the Tech Tree. I just had thought the Tech Tree was supposed to graphicly show all the items that the tech contains. Well, I'm happy that your mod is totally workable. I like it alot.
Ok, The Palace Treasury was bumped out from "Great Mosque of Djenne" Mod'.
The King's Monument, Noble's Quarters, Palace Balcony, Palace Guard House, Palace Park, Palace Walls and Throne all do not require any technology to build so theses should not appear in the tech tree but should still be buildable.
As for the Palace Markets this definitely should have Currency as its unlock-tech.
None of the buildings are unlocked in any era passed the Classical Era. I'm not 100% sure why you're not getting these buildings but if you tell me what mods your using (including the one that displaces the Palace Treasury) I'll look into if there's an issue there.
When starting a new game 16 buildings do show in the Tech Tree. But, 10 do not....Why is that? WorldBuilder doea list them all for prebuilding them.
Those Bldgs that are prevented from being built are Kings Monument, Nobles Quarters, Palace: Balony, Guard House, Markets, Park, Walls, Throne,Treasury. I found another mod had displaced "Treasury". The only other mod I used mage changes only in the "Information Era."
Not much use for those that I can't build during game play (Unless I prebuild them with Worldbuilder). Are the missing buildings in the tech tree extend into the Atomic Age?
So with the palace extension, naval ships are built faster, and gain more experience. Kind of like a Seaport, but for the palace, so the King gets his ships faster, in a pinch! However, there appears to be no buildings that gain exp for navy, except for general experience buildings that say "all units".
Also, I tried your suggestion and I actually did think that it was gonna work but atlas, it did not.
This will bring up a notepad file. Scroll down until you see these two lines:
</Row>
</Buildings>
and between them put these lines:
<Update>
<Where BuildingClass="BUILDINGCLASS_CASTLE"/>
<Set SpecialistType="SPECIALIST_NOBLE"/>
</Update>
<Update>
<Where BuildingClass="BUILDINGCLASS_CASTLE"/>
<Set SpecialistCount="1"/>
</Update>
Also, don't put any spaces between <Row>, the code and </Buildings>.
This will cause any building with the Caste building class to have a Noble specialist.
This mod is only meant to add palace additions which is why it does not effect castles. As it happens, I did plan to do an Enhanced Medivel Mod at one point which would have placed nobles in castles but instead I did the Enhanced Information Era. If you would like I could tell you how to change this mod to put nobles into castles (its a relatively easy task).