Sid Meier's Civilization V

Sid Meier's Civilization V

Iska's Expansion and Settlement
30 Comments
Iamgoofball 25 Sep @ 12:46am 
Is there a way to repair special improvements from Great People?
El.bar.de.los.muchachos 9 Mar @ 10:17am 
i am curious to try this but i gotta ask, if a mod adds unique workers, would the mod notice that and remove them aswell?
chernobyl 15 May, 2024 @ 12:31pm 
caravans making roads is something I really didn't like about CIV VI, they don't build where I want them, hardly ever
StompySquirrel 5 Aug, 2022 @ 3:23pm 
I did something similar a while back {LINK REMOVED}. Feel free to check it out and take anything you can use.
f12vrr 30 Jul, 2022 @ 7:53am 
Roads and rails can't be built in my version... Since i don't have Brave New World, or Caravans to produce.
f12vrr 27 Jul, 2022 @ 4:24pm 
I haven't tested this mod yet... But i think it will work just fine for me.
My Civ V has no DLCs, and i guess that's why my workers still have that bug which makes them stop doing their specific worker's actions, every turn...
f12vrr 27 Jul, 2022 @ 4:09pm 
I think it would be nice if cities were to be founded throught improvements, great persons, or something like that. Settlers - in their current mechanics - makes Civ series look somehow unnatural...
Iska and Ismet  [author] 20 Jul, 2022 @ 7:25pm 
Okay, so, there's an issue with Improvements not being rebuilt when new Techs are discovered, but everything else seems fine, unless you use this with my custom Arabia, which breaks for some strange reason. Will try and fix both these things for the next patch.
El Tório 15 Jul, 2022 @ 5:55pm 
Addendum, in the Lua.log I'm seeing a lot of:

[95871.171] Runtime Error: [string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:150: Instance does not exist.
stack traceback:
[C]: in function 'IsWorkingPlot'
[string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:150: in function <[string "C:\Users\[user]\Documents\My Games\Sid Meier's..."]:140>



Not sure the file is Iska_EaS.lua, but assuming it is, line 150 does contain a function call for that name:

`
if pAreaPlot ~= pPlot and pCity:IsWorkingPlot(pAreaPlot) then
`
El Tório 15 Jul, 2022 @ 5:19pm 
For the first turns, the mod appeared to work fine for me. But after some turns (6th city), I'm no longer seeing improvements being built. Also, no water tile has been improved. I'm now at the Industrial Age (having started in the Ancient Age), and Coal is not being improved... what info. would you need for debugging this?
Dirty Joe's Taco Shack 13 Jul, 2022 @ 6:03pm 
This is very clever with Empires Ascendant mechanics, since you turn new cities into full cities faster. Also does this mean that the Classes for Citizens matter outside of Governments since citizens automatically improve tiles they work?
Iska and Ismet  [author] 4 Jul, 2022 @ 5:42am 
*Waves hands in the air* I think I got it!
她惹绿色 笔吴 (猫 ㅇㅅ 3 Jul, 2022 @ 3:50pm 
I think I can help a bit. In EA, pastures are improved only after researching The Wheel.
Iska and Ismet  [author] 3 Jul, 2022 @ 3:08pm 
Nope, still broke. I keep fixing it, then somehow it breaks. I'm so frustrated :(
Iska and Ismet  [author] 3 Jul, 2022 @ 12:39pm 
Okay re: Boats and Pastures, think it's working. (v.6)
Giovano 3 Jul, 2022 @ 10:55am 
Thanks for your reactivity !
Tested just fiew hours ago... I think there is some issues with your Civ mods i play with then.
Also, there are some issues like fishing boats not working, improvements automatically done even when technology has'nt been search yet (like carrers with masonery, plantation with calender,etc.)
Iska and Ismet  [author] 2 Jul, 2022 @ 11:21pm 
Okay v3: fixed issue where some Improvements didn't remove features and fixed whatever broke with Empires Ascendant.
Iska and Ismet  [author] 30 Jun, 2022 @ 8:12pm 
Does seem to be having issues with EA, :3 I'll troubleshoot it soon
Giovano 30 Jun, 2022 @ 1:27pm 
Hi, great mod ! However, is it working with your Empire Ascendant/Stone to stars mod ? Does'nt seems to be...
她惹绿色 笔吴 (猫 ㅇㅅ 29 Jun, 2022 @ 11:37pm 
Oh and one more thing. Can it work with the Community Patch/VP?
她惹绿色 笔吴 (猫 ㅇㅅ 29 Jun, 2022 @ 11:22pm 
This allowed farms to be built in forests (without removing them). It's convenient but is it intentional?
Episkopos_Maxwell 29 Jun, 2022 @ 5:03pm 
@bobbyandassociate @Iska and Ismet
Yes, I am aware of that. However, it seems I cannot assign citizens to tiles with no yields.
Iska and Ismet  [author] 29 Jun, 2022 @ 4:31pm 
Top right of the Cityview, Citizen Management.
ropestring3 29 Jun, 2022 @ 4:27pm 
episkopos_maxwell you know you can tell citizens what tiles to work? unless this mod removes that, I don't know if it does.
Episkopos_Maxwell 29 Jun, 2022 @ 3:37pm 
That's fair. Is it possible to force citizens to work on empty hexes? I'm playing with a mod that removes some base tile yields, and while it is creating some very interesting game-play decisions, it also means I can't improve any land that doesn't have a resource on it.
Iska and Ismet  [author] 29 Jun, 2022 @ 3:22pm 
The priority for improvements are (descending); Resource (ex. Camp/Well/Mine etc.), Unique (ex. Kasbah), Trading Post (only if on top of road/rail), Mine, Farm. No Forts, I never built them as a human anyways.
Episkopos_Maxwell 29 Jun, 2022 @ 3:19pm 
Question, how does the mod decide what to build on a tile? Will it ever build a trade post if it could build a farm instead? Are forts ever built?
Episkopos_Maxwell 29 Jun, 2022 @ 3:05pm 
Wow, that was fast! Thanks!
Iska and Ismet  [author] 29 Jun, 2022 @ 3:03pm 
Thanks! Fixed it and uploaded the fix.
Episkopos_Maxwell 29 Jun, 2022 @ 2:21pm 
It seems that pasture resources, like horses and sheep and such, do not improve. This occurs even when running with just this mod.