Sid Meier's Civilization VI

Sid Meier's Civilization VI

Ski Resort Complexity
57 kommenttia
ropestring3 17.9.2024 klo 18.08 
I found with his mod enabled, america under bullmoose teddy can work mountains from the start of the game
jkassavetis 10.9.2024 klo 10.35 
They should only be allowed on tundra/snow tiles anyway.
JNR  [tekijä] 13.11.2023 klo 16.52 
> a tall enough mountain regardless of the area its next too can still have a ski resort

The improvement placement is not dependent on what terrain is next to it. You're still allowed to build them adjacent to desert tiles. The tall enough mountains you speak of themselves no longer have a desert climate, which is why they have enough precipitation for a ski resort. I consider "Desert Mountains" ingame to be mountains *not* qualifying for that, as hinted at by their natural lack of snow.

Not sure what you're up to with the lakes thing.
fsx925 12.11.2023 klo 20.35 
Well I lived in a primarily desert city in the US (Arizona) and there is a mountain next to my city (1 hour drive UP but physically bordering the city) that has a ski resort. Now, this ski resort can only operate 3-4 months of the year without interruption, and additional months during certain times, but its there.

Suggestion, for realism, nerf the gold in certain ski resort types as "hypothetically" a tall enough mountain regardless of the area its next too can still have a ski resort.

Also, there are mountains in this world next to a giant lake or coast with ski resorts, just ask Vancouver
CypRyan 19.1.2023 klo 22.51 
Conflicts with ski resort modification of Civilization Expanded. No crash, just some db errors.
JNR  [tekijä] 15.10.2022 klo 6.04 
arguably the lack of forest in desert and snow should already make it much more tricky to build high-appeal neighborhoods there. Honestly, I'd rather uncouple neighborhood housing from appeal and make it about adjacent districts as well as other factors such as rivers, coast, etc. but I have not yet found a way to make the neighborhood graphics reflect changes in density when not based on appeal...
Dr. Oz The Great And Powerful 14.10.2022 klo 15.00 
Can you make something similar to this for neighborhoods that make them less suitable to being put in deserts, tundra, and snow even despite appeal?
H.Humpel 18.12.2021 klo 16.32 
Hi JNR,

your mod has been translated into German and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
JNR  [tekijä] 7.5.2021 klo 20.39 
no longer needs the workable mountains mod, this mod will already make mountains workable by itself, although without a base production yield then.
MarsEco 7.5.2021 klo 20.18 
2 Questions: Do you need your Workable Mountain Tiles mod to use this? & (assuming the mod's description is up to date) Would you want to add Adjacency for Golf Courses +1 (it's the only other Unique Improvement that is a sport's or activity's venue) & a special rule for Brazil to have RainForests +1 (as they don't have negative Appeal regarding RainForests, so i think it's fair they get the additional bonus with RainForests just as everyone gets with Woods) & maybe the new Biosphere does +1 Culture to all SkiResorts too, as it is a type of Atomic Era research/science Wonder.
JNR  [tekijä] 14.12.2020 klo 6.51 
@Jay: yes

@Old Man: no
Jay 14.12.2020 klo 4.45 
Will they still give Amenities?
Old Man 29.7.2020 klo 12.14 
civiliazations expanded and this change ski resorts. Are they compatible?
jjj 29.6.2020 klo 3.01 
sorry i though pauloel7 was argueing against having a tunnel and a ski resort on the same tile
pauloel7 28.6.2020 klo 18.45 
Sure, thank you JNR.
JNR  [tekijä] 28.6.2020 klo 16.46 
well, roads aren't improvements.
pauloel7 28.6.2020 klo 16.34 
Interestingly, Passable Mountain mod allows roads over the (improved) mountain.
pauloel7 28.6.2020 klo 16.30 
@jjj: bruh, that's just how the code works. Changing would require some hard core work.
JNR  [tekijä] 28.6.2020 klo 13.28 
because both are improvements, as I said.
jjj 28.6.2020 klo 13.28 
why couldnt you have a tunnel and ski resort on the same tile
pauloel7 7.5.2020 klo 1.41 
Stupid immersion-breaking Firaxis coders. Thank you.
JNR  [tekijä] 7.5.2020 klo 0.39 
no, both are improvements.
pauloel7 7.5.2020 klo 0.18 
JNR, is there any way to allow building a tunnel and a sky resort in the SAME tile?
mikd70 25.4.2020 klo 8.54 
@JNR thanks person your mods are very good and made with an even hand that I enjoy greatly as the decisions seem thoughtful. Keep it up! I ought to buy ya a internet coffee
JNR  [tekijä] 24.4.2020 klo 12.23 
no, it means the ski resort will give as much tourism as it gives gold
mikd70 24.4.2020 klo 12.22 
what does the line:
tourism equals gold yield mean?
does this mod include a empire wide gold for tourism? I would like that if it doesnt snowball too much
Marianojoey 6.1.2020 klo 18.16 
:winter2019happyyul:
JNR  [tekijä] 6.1.2020 klo 18.06 
Mod updated. See changelog for details. No more issues with R&F and there is no longer any other mod required.
Marianojoey 2.12.2019 klo 13.01 
Hey, glad I could help. :)
Looking forward to play with the whole collection soon. :D
JNR  [tekijä] 2.12.2019 klo 11.59 
thanks. Same issue as with the roads mod then. I didn't consider that if you have GS but no RF, you don't get the wonders, so I need to make that statement conditional. Will take a little longer though because I need to convert the mod into SQL for that, this is one of my first mods and was still written in XML back then which does not allow for conditional statements.
Marianojoey 2.12.2019 klo 7.29 
@JNR Hi, me again. Following the instructions you left in Roads, I did exactly the same here, and the line in database.txt that brakes the mod is this:
ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_AMUNDSEN_SCOTT_RESEARCH_STATION" does not exist in Buildings
Which in the mod itself is here:
<BuildingModifiers>
<Row>
<BuildingType>BUILDING_AMUNDSEN_SCOTT_RESEARCH_STATION</BuildingType>
<ModifierId>JNR_ASRS_SKI_CULTURE</ModifierId>
</Row>
</BuildingModifiers>
(I touched a little the empty spaces to accomodate better in this little box). :P
Hope this helps solve the issue at hand. :)

Thanks for your hard work with all the mods, and for sharing them with us. :)
Marianojoey 29.11.2019 klo 13.42 
@JNR Hi, we talked in Roads. The issue repeats with Ski Resorts. Neither of the other mods in your collection have any problems, and with all of them I can start a new game, but both Roads and Ski break the game for me, with the "Error: Mod Not Working" bug. :(
Too bad because both of them (specially Roads) are really nice ideas that should be implemented in the base game. :)
Moyocoya 14.10.2019 klo 8.31 
@whiterun : not for me. Ski resorts remain available.
消化不了酪蛋白 14.10.2019 klo 5.41 
Seems to cause Ski Resorts to be unavailable after September patch.
JNR  [tekijä] 26.7.2019 klo 13.37 
yes
Nizou 26.7.2019 klo 13.26 
Is it compatible with June patch ?
Ingolenuru 10.6.2019 klo 7.13 
That is good to know. Thank you. It would be interesting to see that in action. It lets you see that the AI isn't always completely stupid. I like that.
JNR  [tekijä] 10.6.2019 klo 4.36 
@Ingolenuru: Placing things based on the adjacency bonuses available is actually one of the things the AI does fairly well.
Ingolenuru 10.6.2019 klo 2.06 
This seems extremely complicated. I am guessing the AI simply cannot build a ski resort that works and will waste resources and time on them, yes?
JNR  [tekijä] 24.3.2019 klo 8.32 
@william.xantos: independently from what? The dependency? I will make an update soon which will get rid of that necessity, but I don't see the issue. All it does it make mountains workable, which is necessary for this mod here to work.
william.xantos 24.3.2019 klo 8.05 
I really like this but could you do this mod independently?
zon 26.2.2019 klo 6.54 
thx for the update :)
Moyocoya 24.2.2019 klo 2.17 
Do you know if IA players use properly this new version ?
JNR  [tekijä] 23.2.2019 klo 4.02 
@TPangolin sorry, that's not possible as long as we don't have access to DLC assets.
TPangolin 23.2.2019 klo 3.24 
Hi there! I love the mod. Great ideas throughout and embodies the Civ tenets of 'Playing the Map'. One suggestion I have if it's within your skillset is to see if it's possible to randomise the angle of the Ski Resort graphic. Having them all at the same angle looks strange across the empire.

In any case - lovely mod!
Moyocoya 18.2.2019 klo 20.37 
Oh yes, you are right. I did not remember this. Sorry for my post !
JNR  [tekijä] 18.2.2019 klo 20.33 
many mountain ranges cross over into desert ingame, and there are non-desert mountain tiles right along the edge. I consider that an acceptable issue when it comes to preventing ski resorts on a lone mountain *in the middle* of the desert.
Moyocoya 18.2.2019 klo 20.09 
Well, look at a map, they are really on the edge fo the desert. At last, I think that in a Civ map they would appear as desert mountains. By the way, many people in Europe (I live in France) knows that you can ski in north Africa. And they go there because they are sure to find a beautiful weather. There is even eternal snow in the Atlas (for the moment :steammocking:).
JNR  [tekijä] 18.2.2019 klo 20.00 
well then those peaks aren't really "desert mountains" but "plains mountains", are they? Desert mountains ingame are snow-free.
Moyocoya 18.2.2019 klo 19.55 
You can ski in the Atlas mountains, along the edge of the Sahara... On snow, not on sand.
https://www.skiresort.info/ski-resorts/atlas-mountains/