Sid Meier's Civilization V

Sid Meier's Civilization V

Resource - Granary Includes Bison
73 kommentarer
BlouBlou  [skapare] 7 apr @ 6:00 
@Populous

Glad you like it ! :)
Populous 8 mar @ 10:17 
This was always an issue for me, thank you very much for all the time and energy.
Shutzstaffel 1 jul, 2018 @ 23:49 
It is useful
BlouBlou  [skapare] 3 jul, 2016 @ 17:03 
@Yvonne

Thanks for taking the time to leave a positive comment :)

Glad you enjoy!
Yvonne the One 3 jul, 2016 @ 13:25 
Works really well, I enjoyed this mod :llama:
Ferdynant White 24 jan, 2016 @ 0:04 
elo
Wofguy 21 nov, 2015 @ 11:19 
@BlouBlou

You are correct. I started a new game an dI could transfer food. What threw me off is that your updated description in the civilopedia doesn't state this ability under the granery, as it does in the standard.
BlouBlou  [skapare] 18 nov, 2015 @ 23:26 
@Wofguy

Hi wolf, glad you are interested in these mods and welcome bacxk to civ 5 :)

About what you said, i can assure you that this mod doesnt cause that effect, it is a false assumption. The code isnt related at all so there is nothing to "fix". I wouldnt release a mod that that would have such a huge bug in it :)

Try a fresh game with only this mod enabled and you wont have problems. Even if ive played plenty of games with this mod and food trade routes. Ive just re-tested it since your reported that and everything is still perfectly functional.

I suspect you are using a mod from another modder that could cause incompatibilities with your other mods or that simply, in your specific game, you didnt met all the requirement to make such a trade route and assumed it was this mod.
Wofguy 18 nov, 2015 @ 17:09 
I'm getting back into Civ 5 and I'm looking to your mods for a bit of variation. However, I noticed that this mod removed the abilty of graneries to transfer food to other cities via trade routes (something that was added in BNW). If you could fix that, it would be great.
NunquamReverto 30 aug, 2015 @ 0:07 
Sweet. I wondered why this wasn't done in a patch. The only thing better would be if I could make it also work for Rice and Maize from the Amer-Asian resources mod.
RiverFish 5 aug, 2015 @ 19:39 
This should've been updated in a patch, thanks!
BlouBlou  [skapare] 11 jul, 2015 @ 9:10 
@Jarms

Thx Jarms! Glad you like it! :)
Jarms 11 jul, 2015 @ 0:16 
Great mod!
Pevey 13 apr, 2015 @ 17:01 
Just what I was looking for. Thank you.
BlouBlou  [skapare] 28 jan, 2015 @ 8:58 
@inahut

Im glad you agree, thx for your comment :)
inahut 27 jan, 2015 @ 14:05 
as the game has it the bison are not able to be improved or harvested when a suitable building is constructed. that this mod makes bison a part of the improvement useful for deer and etc is very helpful.
inahut 27 jan, 2015 @ 14:03 
deer harvesting, if one may put it this way, or deer improvement is related to the ability to attract deer using grain "feeders", and in this way granary is the appropriate building. bison are grain feeders too, so including them in this is also as appropriate as putting sheep and horses here. the difficulty of course is thinking of wild deer and bison as able to be harvested, especially bison who historically were more migratory than deer. we make choices in our understanding of these things, and exceptions are more the rule than not, but if it works for the game and is not too annoying then I am glad to go with the choices of the modder. this is a successful mod. others do agree with its assumptions.
BlouBlou  [skapare] 26 jan, 2015 @ 14:11 
@llewellyn

Yes just like deer, and what building improves the deer food yield in the base game?

The granary... :)
That Damn Cat 25 jan, 2015 @ 18:07 
Why the granery? Bison would be a resource harvested more like deer, sheep, horses etc. than to grain. I realize this if probably for balance. Thanks for the mod though.
inahut 17 jan, 2015 @ 11:26 
TU for this addition. You are a very thoughtful modder.
Kess000 28 dec, 2014 @ 17:48 
Another great idea, thx man.
BlouBlou  [skapare] 27 dec, 2014 @ 22:41 
@cadaorain

the mayan pyramid is actually a unique shrine thats why you get the shrine upgrade. The upgrades were implemented on the base building (the building class) rather than on individual buildings.

That way, any unique building present or future, even from custum civilizations from the workshop are taken care of and automaticly included and compatible with this mod. Its a better way of programming and contribute a lot to mods' compatibility and patches/updates/dlc contents released after the mod.

Thanks for your comment, glad you like these mods :)
O-llama Bin Sadman 27 dec, 2014 @ 20:49 
@BlouBlou

Thanks! I am using many of your mods in a game right now, it makes it a lot more fun. Keep up the good work, your mods are very high-quality compared to some other modders. (They do not glitch, very few issues, etc.)

The only thing I have found so far is with the building upgrade mod; as the Mayans if you have a pyramid you will have an option to buy a shrine upgrade instead.
BlouBlou  [skapare] 26 dec, 2014 @ 23:24 
@cadaorain

It will automaticly downloads from steam if your game is installed and auto-updates are enable (it is by default).
O-llama Bin Sadman 26 dec, 2014 @ 17:59 
could someone please tell me how to get the latest patch from Firaxis, and see a list of these patches? I am really new to this; I didn't know Firaxis released patches other than DLCs and the 2 expansions.
Optera 4 dec, 2014 @ 1:56 
Jumping on Bisons? That should qualify Bisons as resource for Circus^^.
DrCapon 5 nov, 2014 @ 5:57 
What did the buffalo say to his son when he was leaving for school?

Bi son...

........
Bearmaser 5 nov, 2014 @ 1:17 
@The_Paranoid_Psatafarian: Yes the buffalo jump was an effective way to kill buffalo quickly; back in the day the plains cree used buffalo rounds which work similar to a small rodeo correll. I think Buffalo Round works IMO.
Erocco 4 nov, 2014 @ 18:39 
BlouBlou the '+1 Food (with Granary)' or '+1 Production (with Stables) shows in civilopedia also under the respective resources. Not sure why you say it shows only under the respective building. I can't place a print screen copy here to prove it but just check it out. This is missing under the Bison resource.
Bib 4 nov, 2014 @ 12:35 
I didnt even know it was just added by the last patch.. that explains all of the questions ive ever had concerning bison.
Ben J 3 nov, 2014 @ 18:13 
noive
Jazradel 3 nov, 2014 @ 15:55 
Thanks for this, god knows why Firaxis didn't do this already.
Dewmeister 3 nov, 2014 @ 15:37 
i think that they should have made jumps for them insyead of camps. becuase there really were no hunting camps for them, the most common and affective way for hunting buffalo or 'bison' was to jave hunters scare them and kind of make a funnel so the herd was in a big line up and lead them to a cliff, once the buffalo, going at full speed reched it, they couldnt stop and they just ran off the cliff and falling to their death. then they kill surviviors and take them back home
decourcyj 3 nov, 2014 @ 12:58 
They is beautiful. I approve.
Glenn 3 nov, 2014 @ 2:05 
Great mod, i wonder how the developers didn't come up with this.
*hand out medal* :Dignity:
BlouBlou  [skapare] 3 nov, 2014 @ 0:21 
@Captain seasick

Dont worry i always remove those comments, i was just out for the weekend =)

Im glad you like the mod, thx for your support !
BlouBlou  [skapare] 3 nov, 2014 @ 0:19 
@Erocco

Hi Ero, since the bonus is given by a building on a ressource, civilopedia will show it on the building entry not the ressource.

You can see thats its the case for deer and other vanilla ressource. So nothing mising here,

Regards.
Captain Seasick 2 nov, 2014 @ 3:22 
Also, if you'd be so kind, please get into the habit of removing those damn "chain comments" people keep making... they're really annoying. Just sayin'.
Captain Seasick 2 nov, 2014 @ 3:21 
THIS. This is how you modify a game. Not with these insane, ludicrous over-the-top crap mods that add fucking elves and banana-firing squid-tanks to the game (and yeah, I've seen that). Simple, direct and pure function.

Have a goddamn upvote!
Erocco 1 nov, 2014 @ 19:51 
Thanks for the mod! BlouBlou how can the '+1 Food (with Gnary)' be added when you click on the Bison option under Civilopedia? That seems to be missing.
Seiliu 1 nov, 2014 @ 17:45 
Ok ive seen new Cocoa and Bison,Any other esouces i havent seen yet?
El SaiNT 1 nov, 2014 @ 15:05 
thanks for giving me the info i appreciate it :)
Kouga 1 nov, 2014 @ 12:27 
@El SaiNT LOL, bisons were added in the official game by the devs you silly!!
the_mad_magyar 1 nov, 2014 @ 10:49 
That's because Bison was added to the base game in a recent patch.
El SaiNT 1 nov, 2014 @ 10:44 
i don't have this mod and it gaved me bison thats sooo weird
patrykruczek90 1 nov, 2014 @ 9:26 
biegne
southlight21 1 nov, 2014 @ 6:56 
very intersted it!
BlouBlou  [skapare] 31 okt, 2014 @ 18:26 
@molson

yes there is, ive started to mod it too, released 2 mods, check the steam workshop for BE.

@Spiff

Yes, thats the second new ressource :) an additional luxury is welcome indeed!
Baker0214 31 okt, 2014 @ 18:21 
Is there modding for civ beyond earth
Spiff 31 okt, 2014 @ 18:10 
@Chazzicus I agree. Honestly, I'm starting to think companies like Firaxis and Bethesda are now depending on modders to complete their games for them. @BlouBlou, thanks for the mod! And now I understand how I'd never seen cocoa before. It didn't exist. ~Spooky!~