Here's a central place for my mod components.
Culture Per Population, Forum thread Download
This component adjusts the culture buildings to give culture based on the population in the city. Now the optimum number of cities for focusing in culture is 1, where before building a few more cities would speed up the acquisition of Social Policies.
Flanking XP, Download
This component awards exp to units that assist an attacker in flanking. Even if a unit is not directly involved in combat they are still passively helping and this rewards that.
Naval Counterattack, Download
This mod allows naval units to fire back when attacked. This is primarily meant to be a test run for allowing land-based ranged units to return fire. There is no melee in naval combat, so it makes sense to test this change on sea first.
Wealth to Happiness boost
This component gives civilizations a bonus to happiness based on the amount of cash in their treasury. Current formula is +1 per (gold / 100 ) ^ 0.7. As of yet unreleased as I'm unsure of how to convey this information accurately to the player.
Comments are appreciated! Feel free to study my code to see how I perform these tasks, or include them in your own modpacks.
Culture Per Population, Forum thread Download
This component adjusts the culture buildings to give culture based on the population in the city. Now the optimum number of cities for focusing in culture is 1, where before building a few more cities would speed up the acquisition of Social Policies.
Flanking XP, Download
This component awards exp to units that assist an attacker in flanking. Even if a unit is not directly involved in combat they are still passively helping and this rewards that.
Naval Counterattack, Download
This mod allows naval units to fire back when attacked. This is primarily meant to be a test run for allowing land-based ranged units to return fire. There is no melee in naval combat, so it makes sense to test this change on sea first.
Wealth to Happiness boost
This component gives civilizations a bonus to happiness based on the amount of cash in their treasury. Current formula is +1 per (gold / 100 ) ^ 0.7. As of yet unreleased as I'm unsure of how to convey this information accurately to the player.
Comments are appreciated! Feel free to study my code to see how I perform these tasks, or include them in your own modpacks.