Dutch UI Polder +1 Food +1 Food for every adjacent Polder +1 Production +0.5 Housing +4 Gold (with Civil Engineering) +2 Food for every adjacent Polder (with Replaceable Parts) +1 Production for every adjacent Polder (with Replaceable Parts) Increases Movement cost of tile to 3. Any 6 ...
.cargo Show a basic tilemap Sep 6, 2024 assets Add oasis terrain feature Sep 10, 2024 crates Hide tile labels except for the highlighted tile Sep 11, 2024 .editorconfig Initial commit Sep 4, 2024 .gitattributes Initial commit Sep 4, 2024 .gitignore Initial commit Sep 4, 2024 Cargo.lock ...
City must have at least one of these [[resources (Civ5)|resources]] [[mined (Civ5)|mined]] nearby.]=]; MutuallyExclusiveGroup=-1; Cost=100; HurryCostModifier=25; MinAreaSize=-1; BuildingClass="BUILDINGCLASS_MINT"; ArtDefineTag="ART_DEF_BUILDING_BANK"; PrereqTech="TECH_CURRENCY"; P...
I think you need to add a scrollbar or new tab, because not all civs will show up when trying to edit a tile's ownership. D DonQuiche Emperor Joined May 23, 2011 Messages 1,122 Aug 27, 2011 #20 @Ouyeah Thank you for the double check ! @CivOasis Thank you for the report....
(default off) New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn) Barracks System and Harbour System, that limit the amount of troops and ships in a city ...
Always display an icon that shows a tile's bonus (not just if it's a special tile). UI Clean up Graphs screen. The tooltip text is now bigger. Starbase screen updated not to require a Citizen. The Shipyard window uses the correct military production icon. ...
OnUnitChangeTo - If a unit moves into the tile the feature changes to the specified feature iAdvancedStartRemoveCost - Cost to remove the feature through advanced start top 10.7 Improvements Help - See section 6.0 for details iAdvancedStartCost - The cost to create the unit through advanced ...
Working the city tilegives at least one production resource and an amount of trade (0-5) that depends on the city population. Laborers (Pop 1-6): +1 production Vendors (Pop 7-12): +1 production, +1 trade Traders (Pop 13-18): +1 production, +2 trade ...
will drop this down to 20 turns for the settler (5 resources x 20 turns) and 12 turns for the worker. Expanding to level 3 to work another 3-resource tile, which you can generally do in another 8 turns after the first expansion with good city placement, will give you 6 surplus ...
Don't allow plot selector to set improvements that aren't valid for the tile. Plot editor now ignores existing resources and features when deciding what you're allowed to place. Only coastal tiles are shown in green now for Cliff placement. Don't show resources that can't be placed, such...