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Compatibility:
Require Brave New World Expansion
So, please keep it for all races and civs...
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...
- 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
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!
You've convinced me that the shrine doesn't need a buff.
And again, thanks for all the cool mods.
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 :)
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.
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?
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!
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!
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.
Haha, and we could make love in your backyard tipi :)
glad you are happy about this mod lol, thx for your comment!
If you were a woman, I would marry you.
Finally the Tipi in my backyard...
Merci BlouBlou!
=) thx for your support!
in my case ive seen tipi most of time, anyway both can be said:
http://en.wikipedia.org/wiki/Tipi
i suggest doing the steps in the troubleshooting section of the mod description to clear your Mod cache.
Regards.
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.
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
yeah i keep doing that lol sorry! :)
Couldn't resist.
Its a Tipi, its a Wigwam, its a Tipi, its a Wigwam.
Relax man, you're two tents.
Glad you like it and thx for comment comment!
Ii like playing Natives-Themed gamed too =)
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.
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
my pleasure hitoshi :)
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.
its an idea ive been fiddling with, yes :)