vetiarvind
Prince
TAXES AND NAVIGATION 2.4.1
Requirements
Release 2.2 of the Religion and Revolution mod.
Description
Version 2.4.1 changes (2.4.1 is compatible with 2.4 saves)
*Fixed forts bug in R&R causing it to not grow inside borders when out of range of a city. Forts can now be grown by any fortifying unit except pioneers (armed with tools and not guns of course).
Previously only infantry that carried muskets could grow forts, but since forts were already underpowered, this makes them more useful.
*A fort's attack chance percent now is slightly reduced upto a max of 20% depending on relative strength between attacker and defender.
*Monasteries' ability to convert has been reduced to one-third of previous for adjacent tiles. This is to fix an exploit where you could build a monastery next to a village and reap converts quickly.
*Doubled military FF points for experience gained and small bonuses for razing\conquering cities. (thanks to Marla_Singer for noting this issue)
*Crosses max limit set to 400 from previous version 300.
*Slightly modified trade groups column layout width.
Trade Groups for Automation (new in 2.4)
This version introduces a new feature - "Trade Groups". This is the ability to store multiple trade routes under a single name. Remember how it's often a problem when you have a carriage doing multiple cities and now it's not able to scale up to production? What you previously did was to remember the exact trade route and add them to a new transport or group the transports together in a fleet. I kind of didn't like that, so we now have a way to save and load a bunch of trade routes - all in a couple of clicks.
*Added 3 new buttons on the trade automation screen along with screens and a popup to save\load trade routes.
Image:
https://drive.google.com/file/d/0B1QrPsAJPvJ0QlhXLTZUT0NFWXc/view
*This also includes Commander Bello's domestic advisor display color changes for domestic goods.
*Also caps max crosses to300 400. (previously was 800 which as per a discussion in the forum, was found to be ridiculously high). If you don't like it just change the \Assets\XML\GlobalDefinesAlt.xml file's IMMIGRATION_MAX_CROSS_LIMIT value.
Trade
Automated trading doesn't get easier than with Taxes and Navigation. This modmod included a new "maximum limit of imports" spinner in the imports\exports popup in the City. Setting a value for this will prevent your importing cities from overflowing with goods beyond this amount, which was painful when it happened with the native version.
You will still be able to perform import\export of a good in the city, provided you give a sufficiently high "import limit". This change integrates with the existing trade system of R&R.
This also modifies the city screen on clicking the Exports button to show only goods that are being produced or traded by the city. Previously, the import and export screens were identical. This will help save the time it takes to locate a yield since we are now showing only the relevant ones. The Imports button works as usual, except for the addition of a the "maximum limit" input and a slight layout edit.
This modmod also contains some small bug-fixes and optimizations of the trade system.
Change list from old releases that are now part of R&R:
Version 1 Changes: (part of R&R from Release 2.2 onwards)
Taxes
-----------------------
This is a modmod that alters the way the tax rate increase calculation is performed. This mod places emphasis on the value of yields to faciltate a more balanced export strategy instead of the "export high-value goods only" strategy which was optimal in the R&R mod. Previously, the increase ceiling calculation was done on the volume of yields bought\sold without concern to the value of the goods, thereby punishing players who exported raw materials a bit more via tax increases. I wanted to correct this in order to make the game more historically correct.
Buying goods also contributes only 50% towards tax increases as selling, thereby increasing your incentive to do more bilateral trade.
Navigation
-----------------------
I've included the idea of sectors in the goto map in the port screens. This will allow you to sail to a certain latitude in either the east\west coast. This was mostly born out of the need to not have "dummy colonies" in order to make ships sail to some regions in the Ocean directly. There are now 6 new sectors or geographical zones on each side of the map:
Northern Frigid (Arctic)
Norther Temperate
Northen Tropic
Southern Tropic
Southern Temperate
Southern Frigid (Antarctic)
You will of course have to explore atleast one tile with access to europe in each of the regions to unlock going to that region. The sector can be selected by clicking "Sail to the new world" button on your transport and hovering over the edge of the map in the corresponding region. You will still be able to access the general goto as the native R&R version by going away from the edge.
Version 1.2 updates this feature, so your units will no longer spawn in the middle of the "deep sea", unless you've not discovered a border-to-europe tile in that sector.
This modmod will also feature a "Go to africa\port royal" on clicking the Goto menu list for a unit (or "G" as a shortcut). Thanks to raystuttgart for the suggestion.
Upcoming modmod version:
Trilateral navigation between Europe->Port Royal->Africa
How to install
Backup your R&R folder as your existing saves will not work with this mod-mod.
Plonk the contents of the archive into the Religion and Revolution mod folder as always.
Overwrite existing contents.
If you've already installed another modmod that contains changes to files in the zip, merge the contents of the conflicting files using a tool like WinMerge. (this won't work if the other mod modifies the dll otherwise you should be good to go.)
Download:
Taxes and navigation 2.4.1 for R&R 2.2 (~2MB)
Download Old versions
Taxes and navigation Graphics for R&R 2.1 (~4MB)
Taxes and navigation 2.3 for R&R 2.1 (~2MB)
Instructions:
Download both graphics and the mod files. (you can skip the graphics if you've already downloaded a previous Taxes and navigation release)
Extract the contents of each into your R&R mod folder
Compatibility version for Schmiddie's edition of R&R 2.1:
Taxes and navigation Compatibility for Schmiddie's edition (92KB)
Instructions:
1) Extract Schmiddie's edition (from the R&R download link)
2) Download and Extract Taxes and navigation 2 for R&R (both mod and graphics files)
3) Extract Compatibility (the above link)
Special thanks to Nightinggale for his previous work on the Imports feeder (saved me a couple of hours in learning how to do some UI things) and to the community for discussing this idea. (check out the "trade automation" thread for more details)
ENJOY!
(modders - you can just search "R&R mod, vetiarvind" if you want to search for my changes in the codebase)
Requirements
Release 2.2 of the Religion and Revolution mod.
Description
Version 2.4.1 changes (2.4.1 is compatible with 2.4 saves)
*Fixed forts bug in R&R causing it to not grow inside borders when out of range of a city. Forts can now be grown by any fortifying unit except pioneers (armed with tools and not guns of course).
Previously only infantry that carried muskets could grow forts, but since forts were already underpowered, this makes them more useful.
*A fort's attack chance percent now is slightly reduced upto a max of 20% depending on relative strength between attacker and defender.
*Monasteries' ability to convert has been reduced to one-third of previous for adjacent tiles. This is to fix an exploit where you could build a monastery next to a village and reap converts quickly.
*Doubled military FF points for experience gained and small bonuses for razing\conquering cities. (thanks to Marla_Singer for noting this issue)
*Crosses max limit set to 400 from previous version 300.
*Slightly modified trade groups column layout width.
Trade Groups for Automation (new in 2.4)
This version introduces a new feature - "Trade Groups". This is the ability to store multiple trade routes under a single name. Remember how it's often a problem when you have a carriage doing multiple cities and now it's not able to scale up to production? What you previously did was to remember the exact trade route and add them to a new transport or group the transports together in a fleet. I kind of didn't like that, so we now have a way to save and load a bunch of trade routes - all in a couple of clicks.
*Added 3 new buttons on the trade automation screen along with screens and a popup to save\load trade routes.
Image:
https://drive.google.com/file/d/0B1QrPsAJPvJ0QlhXLTZUT0NFWXc/view
*This also includes Commander Bello's domestic advisor display color changes for domestic goods.
*Also caps max crosses to
Trade
Automated trading doesn't get easier than with Taxes and Navigation. This modmod included a new "maximum limit of imports" spinner in the imports\exports popup in the City. Setting a value for this will prevent your importing cities from overflowing with goods beyond this amount, which was painful when it happened with the native version.
You will still be able to perform import\export of a good in the city, provided you give a sufficiently high "import limit". This change integrates with the existing trade system of R&R.
This also modifies the city screen on clicking the Exports button to show only goods that are being produced or traded by the city. Previously, the import and export screens were identical. This will help save the time it takes to locate a yield since we are now showing only the relevant ones. The Imports button works as usual, except for the addition of a the "maximum limit" input and a slight layout edit.
This modmod also contains some small bug-fixes and optimizations of the trade system.
Change list from old releases that are now part of R&R:
Spoiler :
Version 1 Changes: (part of R&R from Release 2.2 onwards)
Details here:See quoted post for image
Taxes
-----------------------
This is a modmod that alters the way the tax rate increase calculation is performed. This mod places emphasis on the value of yields to faciltate a more balanced export strategy instead of the "export high-value goods only" strategy which was optimal in the R&R mod. Previously, the increase ceiling calculation was done on the volume of yields bought\sold without concern to the value of the goods, thereby punishing players who exported raw materials a bit more via tax increases. I wanted to correct this in order to make the game more historically correct.
Buying goods also contributes only 50% towards tax increases as selling, thereby increasing your incentive to do more bilateral trade.
Navigation
-----------------------
I've included the idea of sectors in the goto map in the port screens. This will allow you to sail to a certain latitude in either the east\west coast. This was mostly born out of the need to not have "dummy colonies" in order to make ships sail to some regions in the Ocean directly. There are now 6 new sectors or geographical zones on each side of the map:
Northern Frigid (Arctic)
Norther Temperate
Northen Tropic
Southern Tropic
Southern Temperate
Southern Frigid (Antarctic)
You will of course have to explore atleast one tile with access to europe in each of the regions to unlock going to that region. The sector can be selected by clicking "Sail to the new world" button on your transport and hovering over the edge of the map in the corresponding region. You will still be able to access the general goto as the native R&R version by going away from the edge.
Version 1.2 updates this feature, so your units will no longer spawn in the middle of the "deep sea", unless you've not discovered a border-to-europe tile in that sector.
This modmod will also feature a "Go to africa\port royal" on clicking the Goto menu list for a unit (or "G" as a shortcut). Thanks to raystuttgart for the suggestion.
Upcoming modmod version:
Trilateral navigation between Europe->Port Royal->Africa
How to install
Backup your R&R folder as your existing saves will not work with this mod-mod.
Plonk the contents of the archive into the Religion and Revolution mod folder as always.
Overwrite existing contents.
If you've already installed another modmod that contains changes to files in the zip, merge the contents of the conflicting files using a tool like WinMerge. (this won't work if the other mod modifies the dll otherwise you should be good to go.)
Download:
Taxes and navigation 2.4.1 for R&R 2.2 (~2MB)
Download Old versions
Spoiler :
Taxes and navigation Graphics for R&R 2.1 (~4MB)
Taxes and navigation 2.3 for R&R 2.1 (~2MB)
Instructions:
Download both graphics and the mod files. (you can skip the graphics if you've already downloaded a previous Taxes and navigation release)
Extract the contents of each into your R&R mod folder
Compatibility version for Schmiddie's edition of R&R 2.1:
Taxes and navigation Compatibility for Schmiddie's edition (92KB)
Instructions:
1) Extract Schmiddie's edition (from the R&R download link)
2) Download and Extract Taxes and navigation 2 for R&R (both mod and graphics files)
3) Extract Compatibility (the above link)
Special thanks to Nightinggale for his previous work on the Imports feeder (saved me a couple of hours in learning how to do some UI things) and to the community for discussing this idea. (check out the "trade automation" thread for more details)
ENJOY!
(modders - you can just search "R&R mod, vetiarvind" if you want to search for my changes in the codebase)