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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
Thank you!
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 :)
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.
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.
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?
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?
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).
@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.
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)
@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.
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.
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.
Otherwise in the game I'm in now, I could as Hokath said carpet the world with tulips.
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.
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!
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.