Sid Meier's Civilization VI

Sid Meier's Civilization VI

Why Settle For Less?
43 条留言
Levianne 10 月 3 日 下午 10:27 
I'd like to disagree with the author's statement, that the game places you conveniently in an ideal position to start your game. Mine definitely does not. When I play as either version of Cleopatra on a huge TSL Earth map, surprise, I'm placed somewhere in Asia, instead of Egypt/Afrika. So if I want to keep the historical correctness, my settler unit is forced to do some exploration, before crerating the first city.
TheSelfRevengingDeed 2021 年 2 月 6 日 上午 8:06 
It works just fine. You can either enable it anyway or update the modinfo file to make it so that the incompatible message goes away.

<CompatibleVersions>2.0</CompatibleVersions>
Mialu 2020 年 12 月 19 日 上午 12:56 
mod is no longer working/ marked as incompatible!
Venusaisha 2020 年 7 月 8 日 上午 10:09 
Not GS compatible as far as i know, me think still needs update for GS otherwise it's just base game.:Diplomat:
追梦的鱼 2020 年 7 月 7 日 上午 5:59 
Is this mod compatible with GS now?
Venusaisha 2020 年 2 月 23 日 下午 1:53 
This mod would be very useful if updated to the dlcs(R&F and GS) use.
rridd 2019 年 3 月 20 日 下午 9:57 
Waiting for GS update.
phenyxasher 2019 年 3 月 16 日 下午 6:02 
could you please update for gathering storm
Caio Jones 2019 年 3 月 14 日 上午 3:51 
Is this mod compatible with GS?
Aristine 2018 年 8 月 20 日 上午 11:16 
I've noticed that desert mountains seem to not be granting the faith. Could be due to other mods, and I haven't gotten to try other mountains yet, but in a city with an adjacent desert mountain, it's producing no faith.
Dovah Dinok Gaaf 2018 年 6 月 17 日 下午 12:11 
may I suggest an change.......... I would like to see that farms get a bonus food if it's next to an aquaduct. because the romans didn't use the aquaduct only to water towns/cities. but farms as well
Falxiron 2018 年 4 月 19 日 下午 2:24 
This was fine with Resourceful as recently as yesterday, but starting a new game today the two seem not to be compatible. Any thoughts on why?
Dovah Dinok Gaaf 2018 年 3 月 12 日 上午 4:01 
@A pen in spaaaaace: yes. I tried and it work fine
Library of Alexandria 2018 年 3 月 4 日 下午 9:00 
Does this work with RAF?
GronkJuice 2017 年 10 月 25 日 上午 3:46 
This is a rather interesting concept, yet many broken aspects that have already been mentioned. one of the things you should do is also allow for improvements from districts/wonders as well.
another is a more realistic bonus group. like resources like stone/copper could give +1 production, farmable resources could give +1 food too. this could replace the conviluted bonuses you have now and make it for a simple and ballanced bonus that could decrease if you harvest.
ST4RL1FT3R  [作者] 2017 年 10 月 5 日 下午 1:09 
Thanks for the feedback folks! Glad you gave it a try.
Greifenstolz 2017 年 10 月 2 日 上午 10:23 
I like the idea, but the culture/science bonus for cities kinda kills it for me. Research is already to fast, having it even further accelerated is pretty meh. Together with the decreased freshwater importance, I have to unsubscibe. A shame, because the rest was really good.
Caligula 2017 年 8 月 29 日 下午 3:50 
you know,i kinda thought this would be a mod that makes the first settler in the game have double movement and no terrain cost so you could see if that 'good' starting place in the middle of a desert next to some incense is really 'good' when compared to that river with the wheat and gold everybody always finds 3-4 tiles away...but no,its just a complete overhaul mod that seems to make tiles and the capitol much,much more complicated.
Morrolan 2017 年 8 月 16 日 上午 1:56 
Was kind of on the fence about this mod until I reached point 7. That's a subscribe!
eitanaton 2017 年 4 月 25 日 下午 6:32 
@Harmonica-- I use the one that gives you extra maps. It's the only one with a screenshot on the steam workshop
ST4RL1FT3R  [作者] 2017 年 4 月 24 日 下午 7:45 
@eitanaton -- I see a lot of YnAMP mods. Which one's do you use?
eitanaton 2017 年 4 月 24 日 下午 5:11 
@Harmonica-- I am not using the tundra farms mod the only other mods I was using was YNAMP and Better Trade Screen. The game is crashing at random times and I don't know what I am doing to make it crash.
ST4RL1FT3R  [作者] 2017 年 4 月 23 日 下午 7:43 
MAJOR UPDATE: I also tweaked a few other settings, but more importantly, I removed the improved goody huts and created a new mod with this feature. Please subscribe to "Good Goody Huts" if you want to continue using this feature, and of course now you can try it out with other mods as well.
ST4RL1FT3R  [作者] 2017 年 4 月 23 日 下午 7:39 
MAJOR UPDATE: I just posted a big update to the mod which balances and diversifies the yields granted for adjacent terrain, and ties them a bit more logically to the terrain type. Each terrain type now grants 2 different yields, alternating between the two as the match gets bigger. For example, Plains now grants culture and production. 2 Plains still grants +1 Culture as before, but 3 Plains now grants an additonal +1 Production rather than another Culture. Check out the Change Notes for a somewhat better explanation! (Mountains are handled a bit differently now.)
ST4RL1FT3R  [作者] 2017 年 4 月 23 日 下午 7:27 
@eitanaton -- What other mods are you using? You must disable Tundra Farms since I also have this feature and attempting to add the necessary records to the XML files twice will prevent the mod from starting. When is the game crashing for you?
eitanaton 2017 年 4 月 23 日 下午 6:14 
This mod is crashing my game
ST4RL1FT3R  [作者] 2017 年 4 月 23 日 上午 10:57 
I have created a new mod called Good Goody Huts, and I will be changing this mod later today so that it does not include the goody hut improvements. If you like that feature, then subscribe to Good Goody Huts once I remove that feature from this mod.
ST4RL1FT3R  [作者] 2017 年 4 月 22 日 下午 8:21 
But you cannot improve it. Less than ideal.
Gokinmen 2017 年 4 月 22 日 下午 5:48 
Not an issue, if you settle on a luxury or strategic resource you automatically harvest it.
ST4RL1FT3R  [作者] 2017 年 4 月 22 日 下午 5:28 
@Cortster -- My point is certainly debatable, and I respect your opinion. One thing to consider is that if you move from your starting point, you run the risk of settling on top of an unrevealed resource such as Iron, Aluminum, Coal, or Uranium.
Vibby 2017 年 4 月 22 日 下午 5:23 
"They wisely choose to build it right where they started since the game starts you out in an optimal position."
I have yet to experience this. I almost always find a better starting point after looking around.
ST4RL1FT3R  [作者] 2017 年 4 月 21 日 上午 8:11 
@Dist -- The odds for each Goody are now listed in the mod description above. I tested again last night and got 120 gold in my first Goody Hut, and a relic in my second!
ST4RL1FT3R  [作者] 2017 年 4 月 18 日 下午 2:03 
@Dist -- Good question. I will update the description to include the actual odds (weighting) of each of the Goody Hut rewards. You probably just got unlucky. Did you get more than 40 gold or faith? I have been routinely getting the better rewards, like two inspirations at once, a full tech, more than 40 Faith or Gold (can't remember the exact amount off hand), a Trader unit, etc.
chiya 2017 年 4 月 18 日 下午 12:13 
Ok I really need to know what does "Improved goodie huts" mean. We played a game with this on, on a Large inland sea map, and almost all goodie huts were "trash". Early game especially boosts are great, but all I'd ever get was gold or faith, and it was some miniscule amount too.
Traveler 2017 年 4 月 17 日 下午 2:17 
Often the game doesn't, but it does penalize you for wasting a production turn even on marathon.
ST4RL1FT3R  [作者] 2017 年 4 月 17 日 下午 1:38 
@Soleater -- It is not compatible with MO'Foods because that mods also edits the base terrain yields. It adds 1 food to hills whereas this mod subtracts 1 food, but I make up for this somewhat with +1 food to farms by rivers, and +1 food in the Palace. I will most likely be releasing a version of this mod with just the core mechanic of City Center adjacency yields so that those interested can include it more freely with other mods.
Gokinmen 2017 年 4 月 17 日 下午 1:22 
This mod seems to edit alot... is it compatible with MO' Foods, Tundra Farms, and other similar mods?
chiya 2017 年 4 月 17 日 下午 12:02 
Instead of adjusting all settlers movement, could you make it so that you just spawn with a super settler - as it were? This mod used to exist pre-workshop times, but not sure about it's compatibility now. Since when you're building more cities you're sending out your settlers to your desired location anyway, the movement is only relevant when you spawn as you don't want to waste forever by exploring with that settler.

The mod we used to use gave the starting settler! 10 movement, but something like 5 could be fine. I think 3 is too little.
D-rusty 2017 年 4 月 16 日 下午 10:20 
you should give buffs for adjacent natural wonders
ST4RL1FT3R  [作者] 2017 年 4 月 16 日 下午 5:39 
@Grimlocke -- Thanks. Please let me know how it plays for you, and if you have any ideas you think would compliment the mod. I am planning on adding more adjacency effects which add more to consider when deciding where to build improvements, especially ones with negative effects like my "poluting mines" concept.
ST4RL1FT3R  [作者] 2017 年 4 月 16 日 下午 5:25 
@Maguyver -- Thanks for the feedback.
1) Increasing settler movement is a good suggestion. I will implement that.
2) I will consider decreasing the max yield bonus. I think the main concern you raise is with regards to Culture since it's the easiest to match up due to Grasslands/Plains appearing in clusters on the map. Faith and Gold are less of a concern since they are not as powerful. Science and Production are powerful, but in order to get +3 in either of these requires sacrificing a lot of land tiles around your city, so it may be balanced well as is.
3) Thanks! Me too. I also like the fertile river concept, something lost from earlier versions of civ.
4) It was important to nerf rivers so that players feel free to explore other options. Note: Rivers are not a tile, so any bonuses they grant are essentialy freebies.
GrimlockTarrasque 2017 年 4 月 16 日 下午 5:17 
Love mods like this, ones that make the game more stratagy based. keep up the good work!
Maguyver 2017 年 4 月 16 日 下午 2:53 
I think I might give this a shot, but if I may: 1) Increasing the settler movement speed to 3 would work well with this mod, perhaps also removing any penalty for crossing rivers/hills; 2) I feel like the adjacency bonuses might be slightly overtuned, I might drop their max potential by 2; 3) I like the science reduction by pop and mine pollution a lot; 4) If you want to increase the strategy behind city placement I feel like you've substituted one variable for another by removing the need to be concerned with settling by a river. Thanks for sharing your work!