This is a somewhat simple modcomp that adds new modifiers for the upgrade time of improvements like Cottages, Hamlets and Villages.
Currently, the only modifier in the game is in the Civics XML file that lets you give a blanket change to the upgrade rate of these improvements.
This mod adds the following new modifiers:
A few things:
Values should be in increments of 100. If the total modifier bonus is 150%, it will just disregard the +50% and round it to +100%. If you have two modifiers with 50%, let's say, and both are present on the tile, it will count as +100%.
You COULD certainly put in negative numbers for modifiers... however, I don't recommend it. It hasn't been tested for this, and I recommend rather that you simply set the base upgrade rate to be rather high and let any terrains that would be detrimental (like deserts) simply be zero.
There's no Feature modifier since most features are removed when Cottages are built. However, I might add this in future versions since Flood Plains remain.
Keep in mind that tiles adjacent to rivers count as fresh water as well as river tiles. So if you want rivers to give a bonus of +200% and just any fresh water a bonus of +100%, you have to enter both in the XML as +100%... otherwise you'll end up with +300% effectively with rivers. If you want fresh water alone to count more than rivers... I don't know what to tell you
These new modifiers also display properly in the Civilopedia. The first four modifiers appear under the Improvement while the Terrain modifiers appear under the Terrain.
NOTE: This is not a mod. It's just a mod component and is not meant to be played by itself. For that reason, I haven't balanced out the values too closely nor do I intend to... that's for the modders to do when they incorporate this into their own mods.
If you run into any bugs, of course, I will address those.
Enjoy!
Currently, the only modifier in the game is in the Civics XML file that lets you give a blanket change to the upgrade rate of these improvements.
This mod adds the following new modifiers:
- Coastal modifier
- Fresh Water modifier
- River modifier
- Route modifier
- Terrain modifier
A few things:
Values should be in increments of 100. If the total modifier bonus is 150%, it will just disregard the +50% and round it to +100%. If you have two modifiers with 50%, let's say, and both are present on the tile, it will count as +100%.
You COULD certainly put in negative numbers for modifiers... however, I don't recommend it. It hasn't been tested for this, and I recommend rather that you simply set the base upgrade rate to be rather high and let any terrains that would be detrimental (like deserts) simply be zero.
There's no Feature modifier since most features are removed when Cottages are built. However, I might add this in future versions since Flood Plains remain.
Keep in mind that tiles adjacent to rivers count as fresh water as well as river tiles. So if you want rivers to give a bonus of +200% and just any fresh water a bonus of +100%, you have to enter both in the XML as +100%... otherwise you'll end up with +300% effectively with rivers. If you want fresh water alone to count more than rivers... I don't know what to tell you

These new modifiers also display properly in the Civilopedia. The first four modifiers appear under the Improvement while the Terrain modifiers appear under the Terrain.
NOTE: This is not a mod. It's just a mod component and is not meant to be played by itself. For that reason, I haven't balanced out the values too closely nor do I intend to... that's for the modders to do when they incorporate this into their own mods.
If you run into any bugs, of course, I will address those.

Enjoy!
