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Trade Routes 2.3.2 2016-10-05

Trade Routes 2.3.2

  1. Chinese American
    Trade Routes MOD 2.3.2
    Last Update: 20 Sep 2006

    Official thread:
    http://forums.civfanatics.com/showthread.php?t=163657

    SUMMARY:
    1. Increased max trade routes to 16.
    2. Trade Routes also give food and hammers.
    3. Put food and hammers into treasury.
    4. Cities can borrow food and hammers from treasury.
    5. Civic (Free Market) modified to provide increased trade yields.
    6. New leader traits that increase trade yields.
    7. New leaderheads that have new traits.
    8. New techs to allow new buildings and functions.
    9. New buildings, national wonders, world wonder, and team project that increase trade routes in cities.
    10. New icons for tech and buildings.
    11. New units. Some old ones changed.
    12. Variables changed for balance.
    13. New Cultural Level.
    14. New Victory Conditions.
    15. Bonus gold, research, and culture for each trade route.
    16. Improvements outside borders by TheLopez.
    17. New worker improvements to connect to trade network.
    18. Interface improvements.
    19. Complete and partial xml files to incorporate into your own mods.
    20. SDK component that reads partial xml files.


    DETAILS:

    Trade Routes now give 20% Food and 20% Hammers (in addition to 100% Commerce default). Not very useful unless you have new leader traits and/or the modified Free Market Civic. Only newly made leaderheads have the new traits.
    [Terrain/CIV4YieldInfos.xml]

    Each trade route also grants +1 gold, +1 research, and +1 culture. Encourages building roads to new cities and building early wonders like Silk Road and Caravanserai.
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4CommerceInfo.xml]

    Can put food and hammer into treasury. Chopping will add hammers, and emphasizing avoid growth will add food. Also, both can be gathered with new processes.

    2 New processes put yields into treasury.
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4ProcessInfo.xml]

    - Process Food
    Converts 10% of Hammer into Food. (goes into treasury.)
    Requires Calendar

    - Process Hammer
    Converts 10% of Hammer into Hammer. (goes into treasury.)
    Requires Construction

    In addition, several variables were modified:
    - The max number of trade routes per city is increased to 16 (from 8).
    - Our population trade modifier decreased from 5 to 1, and our population trade modifier increased from -10 to 20. This will benefit smaller cities and provide a less steep curve as population and trade routes increase so that the bonuses don't go out of control.
    - Trade profit percent increased from 20 to 30 percent. Makes food and hammer bonus visible due to rounding down.
    - Foreign trade modifier down from 150 to 100 percent. Less exploitative due to more trade routes. (Might have to do with harbors and coastal cities?)
    [GlobalDefinesAlt.xml]

    3 New Leader Traits:
    [Civilizations/TR_Traits.xml]
    Culinary:
    - +1 Food on Plots with 4 Food
    - +10% Food from Trade Routes
    - Double Production Speed of Granary, Grocer
    Resourceful:
    - +1 Hammer on Plots with 3 Hammer
    - +20% Hammer from Trade Routes
    - Double Production Speed of Forge, Factory
    Investor:
    - +1 Commerce on Plots with 4 Commerce
    - +25% Commerce from Trade Routes
    - Double Production Speed of Train Station, Highway

    3 New Leaderheads
    [Civilizations/TR_LeaderHeads.xml] [Civilizations/TR_Civilizations.xml]

    - Iron Chef (Japan) = Culinary, Creative; Free Market
    - Pharaoh (Egypt) = Resourceful, Organized; Slavery
    - Pirates of the Caribbean (Spanish) = Investor, Aggressive; Police State

    Free Market, Civic:
    [GameInfo/CIV4CivicInfos.xml]
    - Medium Upkeep
    - +1 Trade Routes per City
    - [Added] +10% Food, +20% Hammers, +25% Commerce from Trade Routes

    2 New technologies to research are Automobile and Modern Engineering.
    [Technologies/TR_Techs.xml]

    Spoiler :
    - Automobile
    Cost 6000 Beakers
    Requires: Steel and Combustion
    Buildings enabled: Highway
    +1 Extra Moves for Land Units

    - Modern Engineering
    Cost 5000 Beakers
    Requires: Steel and Industrialism
    Units enabled: Engineer
    Buildings enabled: World Trade Center
    First to Discover Receives a Engineer
    Can Build High Rise


    9 New buildings, national and world wonders are Silk Road, Train Station, Transcontinental Railroad, Highway, Caravanserai, Corporate Headquarters, Mother of All Airports, River Port, and World Trade Center.
    Changes to Airport building (SDK).
    4 Old buildings replaced due to trait production (Forge, Factory, Granary, Grocer).
    1 New team project is Monopoly.
    [/Assets/CvGameCoreDLL.dll] [Buildings/TR_Building_Infos.xml] [Buildings/TR_Building_Classes.xml] [Buildings/TR_Building_Arts.xml] [Buildings/TR_Replacements_CIV4BuildingInfos.xml]

    Spoiler :
    - Silk Road:
    National Wonder (1 allowed)
    Cost: 200 Hammers
    Culture: +2
    Great People: +1 Great Merchant
    Requires: Horseback Riding, Horse
    +2 Trade Routes
    Can turn 2 Citizens into Merchant
    City more likely to generate Great Merchant
    Can only be Built on Renaissance and Earlier Starts
    Builds +50% Faster with Gold
    Builds +50% Faster with Silk
    Builds +50% Faster with Silver
    Obsolete with Gunpowder

    - Train Station:
    Cost: 150 Hammers
    Requires: Railroad
    +1 Trade Routes
    Can turn 1 Citizen into Engineer
    Required (4) to Build Transcontinental Railroad

    - Transcontinental Railroad:
    World Wonder (2 allowed)
    National Wonder (1 allowed)
    Cost: 1500 Hammers
    Requires: Railroad
    +1 Trade Routes in All Cities
    +2 Free Engineer
    Requires 4 Train Station
    Double Production Speed with Iron

    - Highway:
    Cost: 150 Hammers
    Unhealthy: +1 Unhealth
    Requires: Automobile
    +1 Trade Routes
    Can turn one Citizen into Engineer

    - Caravanserai:
    National Wonder (1 allowed)
    Can be moved like Palace
    Cost: 80 Hammers
    Great People: +1 Great Merchant
    Requires: Animal Husbandry
    +1 Trade Routes
    Can turn 1 Citizen into Merchant
    City more likely to generate Great Merchant
    Obsolete with Corporation

    - Corporate Headquarters:
    National Wonder (1 allowed)
    Can be moved like Palace
    Cost: 120 Hammers
    Great People: +2 Great Merchant
    Requires: Corporation
    +1 Trade Routes
    Can turn 1 Citizen into Merchant
    City more likely to generate Great Merchant

    - Monopoly
    Team Project (1 allowed)
    Cost: 1500 Hammers
    Requires: Industrialism
    +1 Trade Routes in All Cities
    +2 Free Merchant
    Builds 50% Faster with Gold
    Builds 50% Faster with Silver

    - Mother of All Airports
    World Wonder (1 allowed)
    Cost: 1500 Hammers
    Culture: +12
    Great People: +4 Great Merchant
    Requires: Flight, Computers
    Free Airport in Every City
    City more likely to generate Great Merchant

    - Changes to Airport
    Connects plot to trade network
    (in other words, cities with airports can trade with each other directly)

    - World Trade Center
    National Wonder (1 allowed)
    Cost: 600 Hammers
    Culture: +2
    Great People: +2 Great Merchant
    Requires: Modern Engineering
    +50% Trade Route Yield
    Can turn 3 Citizens into Merchant
    City more likely to generate Great Merchant

    - River port
    Cost: 50 Hammers
    Requires: Fishing
    +25% Trade Route Yield
    Available for free on Renaissance and later starts
    City must be adjacent to River


    1 New unit is Engineer
    [Units/TR_Unit_Classes.xml] [Units/TR_Unit_Infos.xml] [Units/TR_Builds.xml]

    Spoiler :
    - Engineer
    Strength: 0
    Movement: 2
    Cost: 75
    Requires: Modern Engineering
    Can Improve Tiles
    Upgraded from: Worker, Fast Worker
    (Builds 50% faster than workers. Can also build high rise and airbase, while older workers cannot.)


    3 New worker improvements
    [/Assets/CvGameCoreDLL.dll] [Terrain/Civ4TerrainSchemaInfo.xml] [Terrain/TR_ImprovementArts.xml] [Terrain/TR_Improvements.xml] [Units/TR_Builds.xml]

    Spoiler :
    - Port
    Requires: Sailing
    Commerce: +1
    Commerce: +1 (with Astronomy)
    Requires Coastal Land
    Connects trade network with Coast
    Can be built outside own border
    Pillage yields 15 Gold on average

    - Airbase
    Requires: Flight
    Commerce: +1
    Cannot build adjacent to other Airbase
    Can Airlift 1 Land Unit per Turn
    Connects plot to trade network
    Can be built outside own border
    +50% Tile Defense
    Pillage yields 25 Gold on average
    (Can be built only by Engineers.)

    - High Rise
    Requires: Modern Engineering
    Health: +1
    Happiness: +1
    Gold: +2
    Research: +2
    Culture: +2
    +50% Tile Defense
    Pillage yields 25 Gold on average
    (Can be built only by Engineers.)


    1 New Cultural Level
    - Divine
    City Defense: +150%
    Quick: 40,000
    Normal: 80,000
    Epic: 160,000
    Marathon: 320,000

    2 New Victory Conditions
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4VictoryInfo.xml]

    Spoiler :
    - Commercial Victory
    The game ends when one team accumulates 30,000 gold in their treasury. (Difficulty not tested. Amount is subject to change.)

    - One City Challenge Victory
    The game ends when a city has achieved "Divine Culture" (40,000 culture points in Quick game; 80,000 in Normal; 160,000 in Epic; 320,000 in Marathon).


    Interface changes:
    [/Assets/CvGameCoreDLL.dll] [Python/CvMainInterface.py] [Python/CvVictoryScreen.py]
    Spoiler :
    - Victory Screen shows criterion of total gold (eg Commercial Victory).
    - Number of trade routes shown increased from 4 to 5.
    - Commerce help shows bonus gold, research, and culture from trade routes.
    - Buttons for city to borrow food and hammer from treasury.
    - Worldbuilder allows editing food and hammer in treasury.
    - Worldbuilder allows editing city culture up to 1 million (up from 1,000).



    Change log
    Spoiler :

    CHANGELOG
    2.2
    added XML load component to read partial files.
    removed original (base) CIV4 files for units, buildings, techs, improvements, builds, traits, leaderheads, civilizations.
    added partial files to replace base items (eg worker, forge, granary, etc.)
    added AI to use food and hammers.
    added tech modern engineering (allows world trade center, high rise, engineer).
    added buildings river port, world trade center (national wonder).
    added new unit engineer (upgrade from worker and fast worker).
    added improvement high rise.

    2.3
    chopping forests adds hammers to treasury instead.
    emphasizing avoid growth adds food to treasury instead.
    improvements may grant (un)health, (un)happiness, commerce types (gold, research, culture).
    improvements may add culture to plot for current owner.
    high rise now +1 health, +1 happy, +2 gold, +2 research, +2 culture.
    read partial global defines xml.
    worldbuilder can set food, hammer in treasury.
    worldbuilder city culture up to 1 million.
    new divine culture level.
    OCC cultural victory with divine culture.

    2.3.1
    fixed CTD crash on loading saved game. (pStream->Write for airlift should not write to address, removed &).
    optimized compilation. reduces dll file size. options: enable global optimization [/Og]; maximum optimization [/Ox]; optimize for pentium 4 or athlon [/G7]; optimize for windows application [/GA].

    2.3.2
    fixed CTD on finishing new wonders Transcontinental RR and Mother of All Airports (invalid movie)