Sid Meier's Civilization V

Sid Meier's Civilization V

Terrain - Tipi
58 Comments
BlouBlou  [author] 7 Sep, 2020 @ 8:06am 
@wwer100

Compatibility:

Require Brave New World Expansion
wwer100 2 Sep, 2020 @ 5:52am 
I can't find tipi's model
Prainex 16 Jun, 2018 @ 9:19am 
Also notable are the yurts of Central Asia, which are very similar to tipis and are utilized around the world in modern communities just the same.
ForevaNoob Wonemorturn 3 May, 2016 @ 10:55pm 
I use one, in Europe, and I'm no native.
So, please keep it for all races and civs...
ForevaNoob Wonemorturn 3 May, 2016 @ 10:53pm 
I know about the discussion around that tipi evolution, but I'm sorry to say tipis became a modern way of living again, and could be considered as an equal to houses or farms for many people who chose to live a natural yet modern life.
ForevaNoob Wonemorturn 3 May, 2016 @ 10:48pm 
Everyone nowadays can use a tipi. I have a permanent fully functional one in my garden for my kids, and my friends sleep there sometimes.
Which leads me to a suggestion: could you make those tipis of yours benefit of the same technology improvements than the regular farms? Like +1 near water or no water and so on...
masternetra 29 Jun, 2015 @ 2:34pm 
Nice, should be available on grasslands too. Just a thought.
Venusaisha 23 May, 2015 @ 5:05am 
very awesome ans useful especilly for indian civ s lol
TAWWorld 19 Jan, 2015 @ 3:57am 
Would be an interesting mod, if my civ v worked. :C
ijiwaru 2 Dec, 2014 @ 5:19pm 
For some reason my game no longer allows tipis to be built. This started with update V5. Is the V4 still available to test?
BlouBlou  [author] 13 Oct, 2014 @ 2:01pm 
UPDATE V.5

- After many users request and discussion, The Tipi yield has been reduced to +1 Food and +1 Faith (After researching Horseback riding), to prevent this improvement to make farm useless and the AI to overspam it.

- The Tipi now properly remove jungle.
- The Tipi wont remove Forests.

- Screenshots updated
mikeburnfire 6 Oct, 2014 @ 7:29pm 
For me personally, I edited the code for the tipi for my games. Now it only gives the two initial yields, but can also be build on grassland. This seems to be a very nice balance in the games I'm playing. Its makes them useful in the early game, but eventually outclassed by farms lumber mills, and trading posts when they get their +2 output around the Renaissance era.
mikeburnfire 6 Oct, 2014 @ 7:26pm 
To quote the author, "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 Jobs. Why not do it with terrain improvement too?"
Ginrikuzuma 30 Sep, 2014 @ 8:09pm 
Could you modify it to make it so it only available to certain civs? I mean its nice on the North American civs (minus the Americans) and I suppose maybe the Mongols (even if they didn't use Tipis they were still nomadic like most Native American tribes) where on the other hand I wouldn't feel it would be right to see the Chinese, French, Romans, etc. use Tipiis...
BlouBlou  [author] 27 Sep, 2014 @ 6:11am 
@mikeburnfire

Its ok, i wasnt pissed, what i meant is that this mod is only a tool, an option that you can enable or not. If there is an aspect that bother you a little, like their presence in modern age for example, you can use them differently.

For example, did you saw the "Era" collection i made? the mods that lock the tech tree to a given era so you can enjoy a full game in it?.

Using Tipi in conjunction with one of these era mods, lets say Renaissance, would solve that problem. So you can disable them when playing modern game, and use them when you are playing a renaissance game.

Use the mod in a context where you are confortable :)

in any case im flattered by your interest in these mods, dont worry .

Have a good day!
mikeburnfire 27 Sep, 2014 @ 3:22am 
Sorry, I don't mean to seem so negative. I'm really enjoying these expansions, I'm just worried about balance. And the tipi isn't unbalanced, it's just weird having them in the modern eras because they're still more useful than a farm.

You've convinced me that the shrine doesn't need a buff.

And again, thanks for all the cool mods.
BlouBlou  [author] 26 Sep, 2014 @ 5:57pm 
@mikebunrfire

In that particuliar case you are comparing 2 things that are totally different. The math is esy to do here. 1) tipi placement is heavily restricted, you may even start in a place where you wont be able to build 1. 2) it consume a terrain slot and needs a workers wich is longer to produce than the shrine, especially if you got the religious culture that halves the building time of shrines!. 3) Shrine is a prerequisite for toher religious building like temples and national wonder like grand temple (wich is essential).

Ex: you start with a space who can host a tipi, you get +1 faith. throw in a shrine you get +2 faith.

it means youll get the pantheon in 5 turn instead of 10, and win the first pantheon choice, make this in a bigger scale and you will found the first religion. having the best choice of belief.

Would you build a forge even if your city is filled with Mine? yes!

Imo, you should enjoy the mod instead of trying to find reasons to diminish it :)
mikeburnfire 26 Sep, 2014 @ 3:19pm 
It seems that the ability to build tipis makes the shrine ineffective. Afterall, why would I want to spend 10 turns to build something that only gives (+1 faith) and ALSO has a maintenance cost?

If there were a mod to remove the maintenance on shrines or up the output to (+2 faith), it would compliment this one very well.
mikeburnfire 24 Sep, 2014 @ 5:18pm 
You could re-release the older version as a separate mod. This version stays as it is, and the other version removes the placement restriction but makes them weaker tiles. Everybody wins!
BlouBlou  [author] 24 Sep, 2014 @ 6:18am 
@Bloublou

I always struggled beetween keeping or removing the horseback riding bonus when i made this mod.

I agree that +1+1 would be enough, but i got complaint when i initially released it that way.

still struggling lol what to do! with the +1/+1 placement restriction become a little heavy for the yield dont you think?
mikeburnfire 24 Sep, 2014 @ 6:12am 
I can only imagine how broken tipis would be if you didn't halve them.

It just bugs me how tipis are so useful even in the later eras. It seems ridiculous that my sprawling city is surrounded by wigwams.

Regardless, still a great mod. Thanks again!
BlouBlou  [author] 23 Sep, 2014 @ 9:12pm 
@mikeburnfire

Hi mike,

thx for your feedback. However, Tipi yield have already been halved compared to the scenario. If you compare tipi yield with farm its +2 food on both side, except the tipi has the +1 faith. With this heavy placement restriction, no hill, flat land, Plain only, no adjacent tipi and no ressource, i dont think its unbalanced at all, you wont be able to build many of them, you will alway be forced to use farm even if you are using this mod.

That is why i disagree with you. in any case thx for your suggestion and Good day!
mikeburnfire 23 Sep, 2014 @ 12:00pm 
Hey, thanks for all your work. Building tipis is great! However, I think it's a bit unbalanced. I know they have placement restrictions, but they provide a high yield very early in the game. Even after researching later technologies, farms have a lower yield and they're just not as good. Given the choice between a tipi and a farm, the tipi is always the better option.

I think it would be better to get rid of the (+1 food) from Horseback Riding. Just having a (+1 faith, +1 food) makes tipis worthwhile, and better than the (+1 food) from farms. However, tipis would start becoming obsolete when Civil Service and Fertilizer are discovered (+3 food). This would cause tipis to be useful in the earlier eras, but become less useful in more modern eras.

Again, thanks for the mod. Having a tile that can generate faith for me in the early game really frees-up my pantheon choice.
Friend of Hats 14 Sep, 2014 @ 1:09pm 
Will you post your mods on the CivFanatics website? I hate steam workshop...
BlouBlou  [author] 13 Jul, 2014 @ 6:52am 
@jml

Haha, and we could make love in your backyard tipi :)

glad you are happy about this mod lol, thx for your comment!
ForevaNoob Wonemorturn 13 Jul, 2014 @ 6:29am 
I can't believe you made it...
If you were a woman, I would marry you.
Finally the Tipi in my backyard...
Merci BlouBlou!
BlouBlou  [author] 5 Jul, 2014 @ 4:59am 
@Sancturion

=) thx for your support!
Nexus-Prista 5 Jul, 2014 @ 12:45am 
So glad that you make Civ 5 mod some more. :D
BlouBlou  [author] 8 Jun, 2014 @ 5:46pm 
@j4m

in my case ive seen tipi most of time, anyway both can be said:

http://en.wikipedia.org/wiki/Tipi
j4m 8 Jun, 2014 @ 8:49am 
Never in my life have I seen it spelled 'tipi', but apparently its valid.
BlouBlou  [author] 28 May, 2014 @ 9:08am 
@Jeenlen

i suggest doing the steps in the troubleshooting section of the mod description to clear your Mod cache.

Regards.
JEELEN 27 May, 2014 @ 8:32pm 
Subscribed, but mod not showing in mod list. Would be nice if there was an alternative download location.
BlouBlou  [author] 25 May, 2014 @ 8:51pm 
@smeghead

the yield was already halved compared to what it gives in the original scenario by firaxis. Also, the fact that the placement restriction is heavy, (not 2 adjacent tipi, plain only, no hill, no ressources) already restrict you a lot, you wont get that much per city.
Smeghead 25 May, 2014 @ 12:05pm 
While I do like this mod, perhapps it is a bit too powerful. Maybe limit the number you can build per city to 2 or something (if that is even possible)
TAWWorld 25 May, 2014 @ 6:09am 
Historical info: It was used by the native americans as a shelter.
BlouBlou  [author] 24 May, 2014 @ 11:45am 
@deathorglory

thx for yur comment and interest, but if you check my other improvement extensions mod in the utility collection, thats not what i do. my other mods extends the use of unique imporvement to other civs.

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.

Regards
BlouBlou  [author] 24 May, 2014 @ 11:42am 
@dedenne

yeah i keep doing that lol sorry! :)
P.R PEPO 24 May, 2014 @ 8:21am 
Just a thought, was going to play a game using this mod but I find it odd that a European nation or just any Non-Native American nation would build Tipi's and that this not being a special building for Pocatello but a blanket option for all to use strikes me as odd, But still going to use this mod, look great and keep up the good work :)
profile 24 May, 2014 @ 6:05am 
Firaxis*
Couldn't resist.
gruumsh4 23 May, 2014 @ 4:10pm 
I can't help it.

Its a Tipi, its a Wigwam, its a Tipi, its a Wigwam.

Relax man, you're two tents.
BlouBlou  [author] 23 May, 2014 @ 2:20pm 
@Shooter McGavin

Glad you like it and thx for comment comment!


Ii like playing Natives-Themed gamed too =)
Space Hobbit 23 May, 2014 @ 11:41am 
As a Navajo, and even though my people didn't use tipi's, This mod is awesome and is a must have for myself. Thanks for this great mod, b/c I love playing my Native American factions!
DiMucci 23 May, 2014 @ 10:26am 
Teepee
BlouBlou  [author] 22 May, 2014 @ 8:19pm 
@Adrenaline

old fashioned is my favorite drink :)

about farm vs tipi. The placement restriction is heavy, plain only, no hill, no ressource and no adjacent tipi. so you wont be able to buil many tipi, the use of farms will still be necessary. Fireaxis thought about that when they introduced it in the scenario.
Boiling_Pot 22 May, 2014 @ 4:14pm 
@BlouBlou

Okay, got it. Im just too old-fashioned. I`ll try ur mod in my next "start new game" attempt, but im afraid that food bonus and 1 faith may discourage me from building farms, especially in early period of game. Anyway religion will appear much sooner also.
Regards
BlouBlou  [author] 21 May, 2014 @ 11:04pm 
@hitoshi94

my pleasure hitoshi :)
hitoshi94 21 May, 2014 @ 10:59pm 
Blou you have done it again *bows* thank you for bringing another improvement into the main game!
BlouBlou  [author] 21 May, 2014 @ 11:59am 
@nathan_Oak

as said in the mod description, they are for plains.

They even Require a Flat Plain to be built on, regardless if there is a forest on it or no. Just like in the scenario.

i dont know where you read that it required a forest :) remember i didnt change the placement restriction, i took the improvement from the New World scenario made by Fireaxis and adjusted stats to fit in a normal game scale, thats all.

Regards.
nathan_Oak 21 May, 2014 @ 10:53am 
wouldn't Tipis be for plains terrain rather than forest?
BlouBlou  [author] 19 May, 2014 @ 4:51pm 
@admiralyisunsin

its an idea ive been fiddling with, yes :)