generalstaff
Steadfast
Thank You
You're Welcome. It was an easier fix than I thought it would be.
The fix can be downloaded in this post.
Thank You
Has any one requested Sevo's Mastery Victory condition? I always kind of liked it 'cause it allows you to play with all the victory conditions, while still being able to continue on with the game till much later. I know it's in Keldeth's Overlord and Avain's Quot Capita mods, so it has been updated to 3.19, but I don't know how hard it would be to add as a modmod. I know the talented modmoder's here already have alot of requests, but sometime way in the future it would be kinda cool to have as a victory condition I think
I want that too. But MINUS! Time Victory, please! I absolutely hate Time Victory.
On another note, seeing Trade Caravans being discussed again, I always thought it was a little strange that trade caravans paid out lump sums once they are deployed (being a derivative of the great merchant). How about an alternative implementation?
When I deploy a TC in a foreign city, how about a building is spawned in the foreign city which is "English trade caravan" (where I am the English player). It would grant a bonus to the foreign city (perhaps 5% of the city's gold output) and also deliver the same bonus gold to the person who sent it, via the same mechanism as the privateer gold plundering. After a certain number of turns the building will expire. Sending further trade caravans merely replace the building and reset its timer.
I like a few things about this, i.e. trade caravans benefit both the sender and the recipient (so pick who you trade with), the income for both people is a stream rather than a lump sum (mor realistic, easier to balance) and it seems less exploitable (sending countless TCs to the same city won't yield extra gold). Thoughts?
I am refering to this:
I was thinking of trade caravans being modded as well, a "building" could be a caravansary . I would like to see little addons for it, once you built one, for example if you build a caravansary+fur-trader you're able to establish a fur-caravan to a country (if you have open borders with and if it has that resource) for paying a certain amount of gold/turn (which the country you trade with gets automatically and which is stalled once you connect the certain resource yourself) and receiving that tech. A stone-, iron-, or timber-caravan would be more expensive of course, as it is a lot harder to transport heavy goods of long distances.
The effect would be a little bit like the castle-mod-mod I think, taking the trade out of the hands of the leaders, and making it possible to trade with a civ once it has even only 1 res, it would certainly help the availability of ressources for smaller civs...
There should be put a lot more thought in it, of course, and doing it right could give the game an economic mod like spies-mod, revolutions-mod and defense(castle)-mod. Anyone on this with me?
Interesting. I have a bit too much on my plate, and am taking this weekend off from modding, but this could be a good idea....
I have some new ideas about some of the mods I posted before (such as the Music Mod). Should I wait to post them or just post them now?
Sure, why not. I have an ∞ of stuff to do already, but if you could make an organized list of highest priority, in your mind, to lowest priority, it would be great.
Also, include other modmod ideas that you previously mentioned, and either rewrite them again, or quote your posts, so I don't need to find them again. I've got the Health and Happiness Tech modifiers 100% working, so I can proceed on the NIMBY modmod again. And a better layout of the Military Training modmod may be in order.
I'm ready to get dirty modding again.
Just some insight from me, no criticism intended coz I like the ideas:
* Domestic Animal Mod: Does the mod improvements here make new resources (milk, pet, wool, etc?) that are tradable? Or is only the main/parent resource tradable as before?
* Domestic Animal Mod: Please lay low on the animal poop factor. For example a horse farm produces not so much waste as a cow or pig farm. And if you want to include som many options, then having a city build many of them will cause too high a degree of unhealthiness to make it worth it. Reduce the unhealthiness to maybe 1 for the most "dirty" of the farms, while none for the rest. And perhaps it would be possible to include new animal resources? Such as yak oxen, actual camels, goats (in addition to sheep). Also, I was wondering if the Arab civ could have a Unique Building that could give purebred (white) horses?
* Botanical Gardens (Great Wonder): Perhaps you should consider to make this a national wonder instead? In my experience, all countries (and many cities within that country) have had their own botanical gardens...
* Pumpkin Patch / Christmas Tree Lot. (If you want to get all festive for Holidays. I am guessing it should probably require Christianity to be present it the city too.): Great idea, perhaps it would be possible to add pumpkins as a resource? I guess the christmas tree lot should not require any special resource since it is easily accessible.
Does the mod improvements here make new resources
Its up to Afforess if they will give resources.
Otherwise, I think everything looks fine HydromancerX
Do you have any ideas for the rest of the Farm Mod Buildings?
While I'm normally loath to quote myself, I'd like to ask for this again, as the one to which Afforess posted a link does not seem to be compatible with the most recent version of RoM any more now that 2.8 is out—it is a modification to CvGameUtils.py, which no longer exists in the current version. I've tried copying the modification to RoMGameUtils.py instead, as that seems to have taken its place, but nothing changed in the game that I could see.Might I be able to request that somebody develop a modmod that prohibits advancement into or beyond the tech era of the player's choice?
Yes, but first, I think the domesticated animals mod should be merged with the Farming mod. It's too similar. Then, I think some consolidation is in order. Variety is good, but can be overwhelming.
Florist (Requires: Railroad; Obsolete: Gene Manipulation)