Sid Meier's Civilization V

Sid Meier's Civilization V

Real Polders
66 Comments
Joop 3 Jun, 2024 @ 8:01pm 
It doesn't work for me? I enabled the mod but it still gives me the option to build on marshes.
Karma 14 Feb, 2023 @ 2:24pm 
I think it's funny that this mod (which is awesome btw) basically became official content in Civ VI XD
KoffiePa  [author] 20 Jun, 2021 @ 9:39am 
To anyone it applies to: This mod was a little hobby project but I haven't touched it in years. I'm not really into Civ anymore, let alone modding for it.

You may edit and reupload any part of the code in this freely. Unfortunately I cannot help you do so in any way.

Kind regards
Noordnederfrank 26 Apr, 2021 @ 1:17pm 
Hi. This mod is a great idea to make the Netherlands more competitive as a civ. What would the code look like if I wanted to make polders buildable on 2 coast tiles and 1 adjecent polder?

Thank you!
MrTango 17 Mar, 2021 @ 1:51pm 
How can I add a movement cost of 3, and defense penalty of -15 (marsh stats) to the coastal polder?
thistlebloom 28 Sep, 2016 @ 10:00am 
Can you make it adjacent to a combination of three land tiles or polders so you could keep filling stuff in the more polders you build.
Venser's Prodigy 11 Sep, 2016 @ 9:13am 
@dominko I did a look and some research, and if you combined if, elseif, and possibly else statements then it could work. You would need a way to check the number of adjacent polders for it to work fully, but checking to see if there are 3 adjacent land tiles OR 2 adjacent land tiles and a polder is definitly possible.
Venser's Prodigy 11 Sep, 2016 @ 8:54am 
@techne it is stated twice, once in the opening and once in it's own bullet, you may not build polders on flood plains or marshes with this mod.
Techne 28 Jan, 2016 @ 11:10am 
Love the mod, but if I may ask is there is a way to still build polder on marshes or flood plain in addition to what you have here?
nutri-grain goodfellow 22 Sep, 2015 @ 2:10pm 
Oooooooohhh my god yes
RetrogMGXII 21 Jul, 2015 @ 6:10am 
I would like to see a more extreme version where you can build polders on any water tiles so you can take those crappy 1 tile islands and turn them into glorious polder powerhouses
dominiko33 18 Jul, 2015 @ 12:07pm 
Hello @Makrill,
I wrote you message on civfanatics. I had one idea about your amazing mod. I would like to add ability for polder to by build also when adjacent to 2 land tiles and 2 polder tiles. I already tried to implement this property but my modding skills were useless.
thank you for your answer :)
zArkham4269 28 Jun, 2015 @ 11:46am 
That's okay. I play it again on a different profile to test something. The GAIA mod changes a lot to the point you can't use modded civs. I played a game on another profile without that mod with the advanced start mod and it worked fine.
KoffiePa  [author] 28 Jun, 2015 @ 11:18am 
@zArkham4269 I've never used the mod you mentioned and unfortunately also never starter the game in another period. I don't see any specific reason it would malfunction in the latter scenario though.

Either way it has unfortunately been a long time since I worked on this mod so I'm afraid I can not be of much help here.
zArkham4269 26 Jun, 2015 @ 9:58am 
Also, has anyone reported issues of starting the game in later periods (thus never actually gaining machinery through research) and not being able to build any polders?
zArkham4269 26 Jun, 2015 @ 9:47am 
Have you had any issues with the advanced start mod? I specifically stated I wanted to be on the coast for Netherlands (which your mod does as well) and on a Pangea Plus map, I ended up dead center in the middle with rivers like you might expect in a normal mod. Hell there weren't even any marshes or flood plains!
KoffiePa  [author] 9 May, 2015 @ 6:29am 
@Guthix1991 If credit is given, no problem.
KeirLoire 8 May, 2015 @ 4:11am 
Hey Sir Makrill, can I add yours to my Modpack? I'm going to credit you sir for this.
KoffiePa  [author] 11 Apr, 2015 @ 1:09pm 
@crashburn274 That would be possible but it would have to be coded in through Lua. The mod currently contains a Lua script for turning embarked workers into landed workers if placed on a polder. A similar script would have to be used.

Unfortunately I'm all but skilled in Lua and only managed to create the worker script through reverse engineering other people's mods. You can feel free to take a crack at it of course, all the source files should be available.
crashburn274 11 Apr, 2015 @ 11:08am 
@Makrill Is it possible for the new land to kick ships to an adjacent water tile, the way the game does if you have a ship inside a city on the turn the city is razed?
KoffiePa  [author] 1 Apr, 2015 @ 8:32am 
@crashburn274 It has been a while but I believe it was necessary in some way. Making them non-traversible could make boats stuck on the newly formed land.
crashburn274 29 Mar, 2015 @ 9:54am 
It seems odd to allow sea units to sail through Polders.
Did you decide that making the new Polder tranversable by sea units is the most logical thing to do (if so, why?), or is that just the way the game works if you're improving coast tiles?
Yilmaz1001 9 Aug, 2014 @ 1:01am 
sorry if this has been asked already
if you construct a polder, and the result is a change in the terrain leaving a water tile with 2 adjacent land tiles and 1 adjacent polder tile, can a polder be constructed in this aforementioned water tile?
Nediak 23 Jul, 2014 @ 5:30pm 
You should make the polders count as land, allowing for whole coastlines to be polderified.
KoffiePa  [author] 9 Jul, 2014 @ 9:30am 
@starlane800: Yes, you can build roads on them. The roads will not show up on the polders though. But that doesn't happen on land either.
TsarKatosi 9 Jul, 2014 @ 9:03am 
can you bulid roads on it
Thijs 6 Jul, 2014 @ 5:45am 
Awesome!
guys 5 Jul, 2014 @ 9:42pm 
I'm no modder, but perhaps you could make it so that the AI can build it with workboats on an invisible resource that is restricted to spawn on coast with 3 adjacent land tiles? I don't know if that's even possible, and it would mean that normal resources won't spawn on coast with 3 adjacent land tiles.

Or maybe when the AI netherlands researches guilds, polders are auto built on coastal tiles adjacent to the city, but without restriction so that it is easy to manage (sukritacts/ More Civilization's Sami has a building that has a similar feature, maybe worth looking into that).
Hokath 4 Jul, 2014 @ 10:57am 
Not sure how easy that would be, lankyjoe, but that is a really nice idea
KoffiePa  [author] 4 Jul, 2014 @ 8:16am 
@BlouBlou: Still working on the AI aspect but it is starting to look like it is impossible without DLL modifications.

@ololorin: Lighthouses add +1 food to every coast tile. Building a polder on top of one does not change it.

@lankyjoe: I've taken your opinion into consideration. Most votes so far have been towards the 3-tile requirement. If you increase it to three I will also make polders more powerful.
lankyjoe 3 Jul, 2014 @ 4:57pm 
Idea for a more useful Dutch UA: Ability to trade with luxuries gifted by City-State allies, e.g., if two different CS allies gift you Dyes, they show up in "Your Items" and you have (at least one of) those Dyes available to trade with other Civs.
lankyjoe 3 Jul, 2014 @ 4:43pm 
I agree with @Redisia, that requiring just 2 land tiles to build is enough of a limit, but making them more time-consuming to build makes sense. Only being able to build connected to 3 land tiles is very restrictive, and polders make up for the useless Dutch UA.
Kinky Salad 3 Jul, 2014 @ 3:32pm 
Will lighthouse add additional food to these polders?
BlouBlou 3 Jul, 2014 @ 3:08pm 
@Mackerel

I see,

Did you succed in making the Ai use this feature? (that would be very impressive too!)

In any case good work :)

(sorry for multiple post, many lag with steam community right now and post are disappearing)
KoffiePa  [author] 3 Jul, 2014 @ 3:00pm 
@No one: This mod will partially work with Bloublou's mod. You might get bugged workers after building a polder however, since the function that fixes this only acts on the Dutch.

@BlouBlou: I did most of it in XML: the Pontoon Bridge allows for most of the needed functions as far as building while embarked etc. goes. I used Lua to fix a bug that had workers sail through land after building a polder embarked.
Noctuary 3 Jul, 2014 @ 2:03pm 
This is so cool!
Piglet 3 Jul, 2014 @ 12:57pm 
As a dutch: Make marshes polderable too. It's only more sensical.
No one 3 Jul, 2014 @ 11:51am 
Will this work with the polder extension mod made by BlouBlou?
megalomania 3 Jul, 2014 @ 11:01am 
What the hell guys, I appreciate the constructive ideas. But this is still a huge step in the right direction regarding realism - Brilliant, subscribed!
Personally regarding Redisias comment - I agree, expensive & time consuming to build and no limit to how many, this would reflect the Dutch land reclamation abilities perfectly.
Re𝕯isia 3 Jul, 2014 @ 7:12am 
If you want to create some sort of balance to this mod, as the dutch (me being one of them) have shown we steal land from the sea and IRL there is no limit to how we do it. As currently near rotterdamn we made an entire harbor area arise from the bottem of the sea or "flevoland" wich is an entire province that has 0 physical connection to the main land (since its like an island) to the main land. I understand balance...

My idea:
Polder requires (2) land tiles on any area, however (like irl) creating a polder requires a lot of "time" and "money" you could increase the time it takes to create the polder and land there be a little bit of gold attached to it.
thomas.frank.82 2 Jul, 2014 @ 1:40pm 
As mentioned by other people, I'd like to see a version of this mod where polders can only be placed on water tiles that are adjacent to at least 3 land tiles.
KoffiePa  [author] 30 Jun, 2014 @ 2:54pm 
Created a discussion thread on Reddit on the balancing issue: http://www.reddit.com/r/civ/comments/29iboz/need_help_balancing_my_polder_mod/
zArkham4269 30 Jun, 2014 @ 2:00pm 
I think I have to agree with Hokath in that I think the 2 limit opens up way too much land area. Plus it makes more actual sense that the three land tiles gives enough shelter to create the polder. Given how the coast of the Netherlands has all those small islands, it makes literal sense as well.

Otherwise in the game I'm in now, I could as Hokath said carpet the world with tulips.
KoffiePa  [author] 30 Jun, 2014 @ 1:50pm 
@Hokath&zArkham4269 - I reduced the requirement from 3 to 2 coast tiles in the most recent version. On average this just about doubles the viable locations for polders on a map. I'm still in the process of balancing the mod, and the 2 or 3 limit is subject to change.

I think I might create a balancing topic on Reddit or CivFanatics because it is proving hard to tell what is balanced and what is not. As soon as I create such a topic I will post a link here so users may join the debate.
zArkham4269 30 Jun, 2014 @ 11:31am 
@Hokath: I'm in a game I started on Saturday (playing on Historic) and in my game, Polders require 3 so I'm not sure if you're using a mod that is messing up this mod's ability.

Again, I find this mod to be really helpful in dealing with craggy coastlines. Of course it isn't believable but I love how you can now work some of those nasty tundra/snow areas which just happen to have resources like oil. One polder or two polders can really make a difference!
Hokath 30 Jun, 2014 @ 11:08am 
I've also got to commend your annotation of the code. XML is easy to browse through quickly, anyway; but your notes are a great thing to be in the habit of.
Hokath 30 Jun, 2014 @ 11:05am 
@Mackerel
So I was playing through and having a grand old time when, suddenly, I realised that Polders could be contructed next to *2* land tiles, and not 3 - as I had imagined for some reason.
At which point I carpeted the map in tulips and took over the world.

My feedback is simply that the 2 tile limit is too low. Especially with the island hopping you mentioned. It's amazing to think that these polders are 2 yields nerfed compared to the vanilla ones! But there we are.
Dovakim 30 Jun, 2014 @ 6:09am 
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!OMG
Mughtza 30 Jun, 2014 @ 2:40am 
Hey, i live there. LOL!!
lankyjoe 29 Jun, 2014 @ 3:33pm 
Thanks! Just started a game to try it, and it makes seaside cities so much more worthwhile. The 4 food (with a Lighthouse) and +2 gold at Economics make those coast tiles much more juicy. Now if only the Dutch UA weren't so useless...