Sid Meier's Civilization V

Sid Meier's Civilization V

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Shoshone Pithouse
   
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Tags: Buildings
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97.668 KB
25 Jul, 2013 @ 10:39pm
16 May, 2015 @ 10:07am
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Shoshone Pithouse

In 1 collection by Keukotis
Buildings for those that don't have buildings.
8 items
Description
This adds the unique Pit-house for the Shoshone, replacing the Granary. Compared to the Granary, the Pit-house adds an additional +1 Food (for 3 total) and +1 Culture. It also applies bonus food to Bison in addition to the normal Granary resource list. Other attributes are the same.

To make room for a unique, the Comanche Rider was removed. However, the Pathfinder was given the Comanche's Full Moon Striker promotion.
11 Comments
Venusaisha 6 Jun, 2015 @ 1:17am 
ya i find commache riders nice in late game but a bit pointless. this mod seems interesting.
Keukotis  [author] 16 May, 2015 @ 10:08am 
The Pit-house has been updated to add food to Bison resources, and its +2 culture was cut to +1.
Faysal 1 Jan, 2015 @ 10:43pm 
LOL

Indeed, Sphee is right :)

I replaced Shoshone with California or Sioux, cause this civ is OP and cant be implemented in Deity without screwing the game :)

Anna 11 Oct, 2014 @ 2:28am 
as if the the shoshone weren't powerful enough. +1 movement on a scout without promotions is way too strong
cortex 31 Mar, 2014 @ 5:57pm 
I can think of worse UU's than the Comanche riders like say the Pracinha or the Sea Beggar. Any who, this is basically an add on to the Shoshone's ability and its name, "The Great Expanse." You'll be leading in points with pure land (which isn't really a good thing) but more importantly keep the AI from forward settling you.
DerEider 11 Dec, 2013 @ 1:59pm 
Also, the CR was not available until mid-game. This Pit-house, being available early in the game, is far more beneficial.
The Other White Meat 3 Dec, 2013 @ 8:27pm 
The commanche rider was the worst UU in the game. Thanks!
Something12 16 Sep, 2013 @ 8:26am 
So I wasn't the only one who thought that the Shoshone should have had a building and an unit instead of two units. And this fits their history and culture too not to mention that it works well with their extra territory bonus.

Adding an unique building is always if it becomes available during the early stages of gameplay. There is always someone who labels it overpowered. However many original unique buildings are pretty powerful too, even more than this one.
Keukotis  [author] 31 Aug, 2013 @ 10:40pm 
Interesting to see two comments that disagree. Yes, game balance is a tricky thing to mess with, but it's something I've been trying to improve with my series of mods. I too felt there was still something off about this mod.

Perhaps version 2 will please both sides? The Pathfinder upgrading to Horseman has been removed (a separate mod can do that if desired). Because that balancing issue doesn't need to be worried about, I can go ahead and make the Pit-house appropriately powerful for a unique. It has received an additional +1 Food.
Galgus 31 Aug, 2013 @ 3:36pm 
I'd say the Shoshone are still a bit weak with this, but I think we value different things.