pineappledan
Deity
My civ reworks and custom mods, actually. If you’ve got the time, I’d be interested in hearing more feedback on those
Just unzip and place into the Mods folder like any other mod.Dumb question, but how do I install this with VP?
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-- Building_BuildingClassYieldChanges
--------------------------------
INSERT INTO Building_BuildingClassYieldChanges
(BuildingType, Building_BuildingClassYieldChanges, YieldType, Yield)
SELECT 'BUILDING_STEAM_MILL', BuildingClassType, YieldType, Yield
FROM Building_BuildingClassYieldChanges WHERE BuildingType = 'BUILDING_FACTORY';
Many imrovement do not give the strategic ressource. The Oppidum does"allows exploitation of any strategic resource on the tile"
v52:
- compatibility:
- Added/Removed/Adjusted ITR bonuses on Steam Mill, Andelsvaegelse, Baan Chang, Agora, and Homestead
- Added +2 production per Steam Mill on Empire to Steam Mill
- Adjusted bonuses to Pasture and Farm on Andelsvaegelse
- tweaked/modified:
- Japanese unique guilds instant yield boosts on GP birth reduced to 3% from 5%
- Improper CS calculation on Spanish Armada, should now work as intended
- Ottoman Tersane now restricted to coastal cities
- Reworked:
- Celtic Oppidum:
buildable by GScientist, GMerchant, GEngineer, and GGeneral
Cannot be built next to another Oppidum (same as Citadel)
Base yields now +2 Food and +1 to all other yields
Increased Tile defense bonus to +100% from +50%
Tech yield changes reworked. Now gains +1 to 2 yields on 1 tech every era from Classical to Atomic (Food unaffected, but ends with +3 to all other yields)
Scales bulbing of scientists/merchants/engineers by 5/5/10 (half power of academy/town/manufactory)
Deactivated alterations to Celtic UA. Druidic Lore No longer gives any bonuses to GMerchant generation