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Builder Mod v1.0

Chinese builders under Qin Shi Huang would have a base charge of 13 then?

This mod + Qin Shi Huang's LUA + Pyramids + Serfdom or Public Works = 16 charges per builder
 
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Chinese builders under Qin Shi Huang would have a base charge of 13 then?

This mod + Qin Shi Huang's LUA + Pyramids + Serfdom or Civil Engineering = 16 charges per builder

I guess so. Leader specific extra charges should still count, as I havn't change anything any related mechanic. Same is for policies or wonders.
 
But it's very important to consider percentages as well.

Pyramids plus Public Works adds three charges to your Builders. Ordinarily, that will make your Builders 100% more efficient. If playing as Qin, it's only 75%, but still very much worthwhile.

However, if Builders already have 10 charges to start with, is it really worth the effort to pursue that combination if it only makes them 30% more efficient? Or in Qin's case, 23%?
 
But it's very important to consider percentages as well.

Pyramids plus Public Works adds three charges to your Builders. Ordinarily, that will make your Builders 100% more efficient. If playing as Qin, it's only 75%, but still very much worthwhile.

However, if Builders already have 10 charges to start with, is it really worth the effort to pursue that combination if it only makes them 30% more efficient? Or in Qin's case, 23%?

Well, I do understand you thoughts. Of course it would be possible to also adjust the increase of charges from Pyramids and Public Works to keep the ratio of effects.

But my major intention was to have builders more like the ones in Civ 5. If you feel this will unbalance the game, then you may consider to adjust the amount of build charges to a value you feel more balanced. But at the moment I don't want to add more modifcation to this mod.
 
How is the AI handling this new builder?
AI will get the same amount of builder charges. I don't think that it will have any major impact and I havn't noticed any AI Builder swarms so far.
Nevertheless, it may be, that there is an impact on building strategy in early game.
 
On a related note, I'm trying to figure out how to remove the scaling cost for builders, as I don't mind their low number of charges; it just makes games on really large maps end up with absurd builder build times. The builder unit has a parameter CostProgressionModel="COST_PROGRESSION_PREVIOUS_COPIES" in the unit files, but I don't know where that points to and haven't been able to figure out how to turn off the increasing costs.
 
Hello. I like this mod.
How can we play with this mod with the new civ 6 update ? thanks
 
I'm not a modder, but I was thinking along the lines af adding some sort of code to a builder that resets his amount of charges to the original amount when the last possible charge has been used. That way, you'd have builders never running out of charges.

Just a thought. Like I said, I'm no modder and haven't got a clue how these things would/could work.
 
Hey just some ideas;

Can we make the military engineer available earlier with roads and then get more improvements for the engineer with new tech. Maybe give him some limited builder functions. Mines, quarrys, forts, removing features, but no farms/pastures. Give multiple charges, unlimited road like railroad.

Builders handle the same as always. They still do mines so it doesn't screw the AI. That way only one unit only one unit builds roads/railroads. The engineer, Then he can upgrade roads to railroads later? The thing is engineers need more to do and it would fix the limited builder problem. Still give builders more charges.

I assume traders still auto road?
 
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