Gonna copy paste a PM I've sent to a few people from this thread and various other places since albie said it's cool, but the short version is I made a modified version of this mod that doesn't nerf trade routes into a side mechanic from a major one.
I've given this to a couple people, it's the BeBa mod, but with the autoplant trade route intact, and the nerf to trade routes in general removed. So with the autoplant quest, your capital gets 3 (i left his bonus route for the capital in, because it makes the capital feel more... capitally.), and your other towns get two total instead of 3. The nerf by 50% to internal traderoutes is gone completely though.
https://www.dropbox.com/s/ecg0kmx7g6ep05n/BeBa - Beyond Balance (v 1).zip?dl=0
Just replace your current beyond balance folder with that, and you'll be golden. If you'd rather make the edit yourself so you can do it with future versions since the community at large seems to prefer 1 route, or make a slightly different modification to mine, the changes I made are:
I opened the "BeBa - Beyond Balance (v 1)" folder, then the Core folder, then the Trade.SQL in "Notepad++", but any text editor should do. From there, I edited
Code:
-- QUEST REWARDS
UPDATE PlayerPerks_GeneralBuildingEffects
SET NumTradeRoutes = '0'
WHERE PlayerPerkType = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
UPDATE PlayerPerks_BuildingYieldEffects
SET BuildingClassType = 'BUILDINGCLASS_AUTOPLANT', YieldType = 'YIELD_PRODUCTION', FlatYield = '1'
WHERE PlayerPerkType = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
UPDATE PlayerPerks
SET Help = 'TXT_KEY_BEBA_PLAYERPERK_AUTOPLANTS'
WHERE Type = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
To
Code:
-- QUEST REWARDS
--UPDATE PlayerPerks_GeneralBuildingEffects
--SET NumTradeRoutes = '0'
--WHERE PlayerPerkType = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
--UPDATE PlayerPerks_BuildingYieldEffects
--SET BuildingClassType = 'BUILDINGCLASS_AUTOPLANT', YieldType = 'YIELD_PRODUCTION', FlatYield = '1'
--WHERE PlayerPerkType = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
--UPDATE PlayerPerks
--SET Help = 'TXT_KEY_BEBA_PLAYERPERK_AUTOPLANTS'
--WHERE Type = 'PLAYERPERK_AUTOPLANTS_TRADE_ROUTE';
All this does is "comment out" the code, so that it doesn't actually run. I did the same for the portions ABOVE the quest changes, to revert the across-the-board nerf to trade routes in general and internal inparticular. That way if you want to revert it you just remove those "--" and its back! You can comment out the bit below the headquarters if you don't like the extra capital trade route (It seemed silly to me at first, but having a capital with an extra trade route makes it feel more capitally so i left it in). If you would rather 2 trade routes on the base trade depot and to leave the quest changes by the mod in, just comment out the three lines
Code:
UPDATE Buildings
SET NumTradeRoutes = '1'
WHERE Type = 'BUILDING_DEPOT';
and it'll revert to the usual 2. Or you can just change the 1 to a 2, but then the mod is wasting memory changing a 2 to a 2 in the game files, which is silly.
Hopefully once the mod is more "Complete" we'll have arrived at a solution everyone's happy with, or just have it be more modular so people can pick and choose, but in the mean time, here we go.
ALL credit for this mod definitely goes to albie, and Delnar for his AI contributions from the civ 5 mod. I honestly would be at a loss if I were to make this mod from scratch, as I usually make my changes via editing the files directly. His VERY well organized code is also to thank for the sole purpose this was easy enough I was willing to do it.
-Valatros
Oh, and the reason the file I uploaded is a folder already instead of a CivBEmod is because I have no bloody clue what program they're using to compress their files into a ".CivBEmod" that the game itself then uncompresses and never compresses again. I am SERIOUSLY not a modder, I'm like... a mod modder at best. Packaging it as a CivBEMod strikes me as an unnecessary step anyway >.>