pineappledan
Deity
No? They are a horseman replacement, so they should obsolete at horseman --> knight --> Lancer.
Last edited:
+2
instead of just +1
like regular HE? Or a boost to Castles on top of Barracks because that's the single most Teutonic thing there is. Cool looking castles.
?
as well
2
2
on city for every trade route overlaps with the UA, which isn’t great. It also requires a loop through all TRs every turn, which is computationally intense.
gold generation in city is converted to
GMerchant points every turn. +1
/
, scaling with era.
and
bonus overlaps with the UA too much. With distress replacing crime, the defence bonus isn’t felt as much, and none of it feels terribly impactful.
base defence and +1%
distress reduction and
% GP rate in city for every unique luxury on empire.
distress might be good, but that will likely be at 7-16% unless you have already balled and spent some Great Admirals. It's going to be slightly better for wide, though. I suggest adding 1

to the Merchant specialists so they're worth being considered over Polders or alternatively a removal of the bonus Merchant and giving it something else could be considered.I have an idea. Is it possible for all the Waag to double city's luxury resources like the East India Company does? It'd make the Dutch a very valid target to remove because they'd be getting monopolies far easier while being extremely unique. The problem is they might be annoying by stealing the monopoly you should have, but you can always just kill them or steal their land with citadel/take relevant cities and get the monopoly they stole. It'd be easier to sell luxuries there's a scarcity of as well.
scaling (your caravan) or 1 random luxury resource of major civ that has caravan passing through your city. Double that if those are sea routes. Now explanation - I don't remember how Waag's worked (wasn't very focused when visiting Amsterdam), but in my Polish city there was also Waag (or whatever HRE name of such building is) and trader couldn't just come to city, stay overnight and move out. If he came to city, he had to sell all of his stuff (or part of it, depending on kings edict). (https://en.wikipedia.org/wiki/Staple_right).I would limit to 2 tiles around the city instead of 5 like EIC has. My idea would be - for every caravan passing through city with Waag, city gets +3scaling (your caravan) or 1 random luxury resource of major civ that has caravan passing through your city. Double that if those are sea routes. Now explanation - I don't remember how Waag's worked (wasn't very focused when visiting Amsterdam), but in my Polish city there was also Waag (or whatever HRE name of such building is) and trader couldn't just come to city, stay overnight and move out. If he came to city, he had to sell all of his stuff (or part of it, depending on kings edict). (https://en.wikipedia.org/wiki/Staple_right).
Now I checked on wiki and was first serving as city gate, but in XVI century it was switched to weigh house. I don't know which one you're aiming at.
this would be possible.I would limit to 2 tiles around the city instead of 5 like EIC has. My idea would be - for every caravan passing through city with Waag, city gets +3scaling (your caravan) or 1 random luxury resource of major civ that has caravan passing through your city. Double that if those are sea routes. Now explanation - I don't remember how Waag's worked (wasn't very focused when visiting Amsterdam), but in my Polish city there was also Waag (or whatever HRE name of such building is) and trader couldn't just come to city, stay overnight and move out. If he came to city, he had to sell all of his stuff (or part of it, depending on kings edict). (https://en.wikipedia.org/wiki/Staple_right).
Now I checked on wiki and was first serving as city gate, but in XVI century it was switched to weigh house. I don't know which one you're aiming at.
this would be possible.
What I could do is set a lua trigger on construction of a waag. You could set an improvement under the city tile that uses the same code as villages to give bonus yields when a caravan passes through. This would mean, however, that the bonus gold on caravans would stay on conquest, and the extra gold would appear as a tile bonus rather than on the building.
As for balance. The Waag already gives a bonus 3 gold to markets, in addition to the 3 gold to caravansaries and custom houses from the base bank. That’s a total of 9 gold. If people liked the caravan idea, I could simply drop the markets bonus
It doesn’t stack on villages, so it wouldn’t stack here either. Personally, I think it sounds like a good idea. I would make it 3If it stacks, it'll be OP (easy to stack 6-7 TRs on long routes, getting easy hundreds of gold), and if it doesn't it's just a worse version of what it is now.
What happens if there's already an improvement underneath the city?
3
to match the village’s 2
2
if a caravan runs through it. Then the waag makes cities work like big villages. This is especially nice because we took the +1
to adjacent villages from polders, so it would be nice to return some village flavour to them.It doesn’t stack on villages, so it wouldn’t stack here either. Personally, I think it sounds like a good idea. I would make it 33
to match the village’s 2
2
if a caravan runs through it. Then the waag makes cities work like big villages. This is especially nice because we took the +1
to adjacent villages from polders, so it would be nice to return some village flavour to them.
How could there be an improvement below the city? City founding clears improvements on settle. Maybe you are thinking of resources?

it will be much better than what it is now because it requires effort and not all cities will be affected, but it'll be nice. Production's far better than Gold and if it's an improvement that doesn't "go away" if the TR stops existing, I can just vary my TRs so eventually every city will be affected. Nice mini-game, though late-game it just won't be worth it to make a worse route just so one city benefits from Waag's benefits and the AI probably won't understand it could be beneficial to vary route targets and origin places to maximise Waag yields, which is a minus.




) Especially coffee shops are way more Dutch than Waags were.

to compensate for the effort required.Isn't that a bit too strong now? Getting +2 science on every city on an early tech as maths seems a bit too much, and Babylon has a lot of science already, early (walls) and late (from banks, because you are going to focus on gold to get the best of your UA, so a lot of investments). Output bonus too seems too much. I did a Babylon game some time ago with this mod and Babylon didn't feel so weak: i played only on King (started playing Emperor recently) but i had China and Rome as neighbors, with whom i had some early wars. I went progress and focused on gold, and i was able to snowball during mid/late game, thanks to the robust infrastructure i was able to build due to the gold that made me create buildings quicker. Increasing this synergy with higher instant bonuses on investment i think it's a bit too much.I just got creamed in a game with Babylon and I think it at least partially has to do with the Etemenanki being kinda bad. The instant yields on purchase are very hard to raise above 10-15 per purchase, which is incredibly low, especially once Banks come online.
I'm increasing the bonus to 25% of/
output, increasing base yields to 4
4
2
, and increasing the bonus to monument to +2
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Would you calculate the number of unique luxuries on empire using a different method?
function()
local listItems = {};
local idx = 1;
local iResID = -1;
if g_ResourceName ~= nil then iResID = GameInfoTypes[g_ResourceName]; end
g_ResourceID = iResID;
local iActive = 0;
local iTotRes = 0;
local iTotOwned = 0;
local iTotMinors = 0;
local iTotImports = 0;
local iTotExports = 0;
local iTotCount = 0;
for i = 0, GameDefines.MAX_CIV_PLAYERS, 1 do
local pPlayer = Players[i];
if pPlayer:IsEverAlive() then
local str = tostring(i);
if pPlayer:IsAlive() then
str = str .. " /alive;";
else
str = str .. " /---;";
end
str = str..pPlayer:GetCivilizationShortDescription()..";";
local iNumRes = 0;
local iNumOwned = 0;
local iNumMinors = 0;
local iNumImports = 0;
local iNumExports = 0;
local iNumCount = 0;
if iResID ~= nil and iResID > 0 then
iNumOwned = pPlayer:GetNumResourceTotal(iResID, false, false);
iNumMinors = pPlayer:GetResourceFromMinors(iResID);
iNumImports = pPlayer:GetResourceImport(iResID);
iNumExports = pPlayer:GetResourceExport(iResID);
iNumCount = pPlayer:CountAllResource(iResID);
iNumRes = iNumOwned + iNumExports;
end
iTotRes = iTotRes + iNumRes;
iTotOwned = iTotOwned + iNumOwned;
iTotMinors = iTotMinors + iNumMinors;
iTotImports = iTotImports + iNumImports;
iTotExports = iTotExports + iNumExports;
iTotCount = iTotCount + iNumCount;
if iNumRes > 0 or iNumOwned > 0 or iNumMinors > 0 or iNumImports > 0 or iNumExports > 0 or iNumCount > 0 then
str = str..iNumRes..";"..iNumOwned..";"..iNumMinors..";"..iNumImports..";"..iNumExports..";"..iNumCount;
else
str = "";
end
if str ~= "" then listItems[idx] = str; idx=idx+1; end
end -- player alive
end -- for players
--iActive = Game.GetNumResourcesActivated(iResID);
listItems[idx] = "TOTAL;"..iActive..";"..iTotRes..";"..iTotOwned..";"..iTotMinors..";"..iTotImports..";"..iTotExports..";"..iTotCount;
return listItems;
end
I'm looking at the Polder code and it uses a UnitSetXY for the effect it has, where it saps all movement from an enemy unit. This is incredibly taxing for the computer, and I wanted to think of a way to get a similar effect without such a taxing calculation.