Caravans II+ and Merchant Fleets II

patriachica

Chieftain
Joined
May 22, 2011
Messages
30
TITLE: Caravans II+ for BTS 3.19
VERSION: v1.11
AUTHOR: patriachica
UPDATED: 30 MAY 2014
DOWNLOAD LINK: http://forums.civfanatics.com/downloads.php?do=file&id=22823

DESCRIPTION: The Caravans II modcom adds three caravan units to move food, hammers, and culture, and to conduct trade missions. Caravans become available with the discovery of Currency and cost 50 hammers to build. That mod uses no Python or SDK changes.

The Caravans II+ modcom fork expands the modcom playability by restricting caravans to roads & railroads, and vessel-boarding to cities and forts. The fork also incorporates the Merchant Fleets II modcom, which awards maritime vessels for trade missions. This modcom use Python, but no SDK.

Converting caravans to hammers and culture is done using the Great Works function from Great Engineers and Great Artists. Food is rushed by building a temporary 'Farmers Market' building, which a non-random event will convert to food the following turn. Route restriction is done using Python and can be changed or disabled with the "zRoutes Config.ini". Merchant Fleets II uses random events weighted by harbors, lighthouses and marketplaces multipliers.

GRAPHICS
Spoiler :



CREDITS
Spoiler :
Salute to Zebra 9, who wrote the 'zRoutes' original Python code, and praise isenchine, who converted zRoutes to BTS 3.19 and re-wrote some of the logic. Hat tip to tywiggins for the idea of converting a temporary building to food.

Credit to GFO_Anubis for the 'Ancient Caravans' units, which are used here with some skinning. Credit to Refar and Walter Hawkwood for converting vessel graphics from 'Empire Earth 2', which are used here for pre-industrial merchant fleet vessels.


VERSION HISTORY
* v.1.11 FEATURE UPDATE/30 MAY 2014: updated zRoutes with isenchine's CvGameUtils.py and CvPediaUnit.py revisions
* v.1.1 FORK/28 MAY 2014: Caravans II+ fork incorporates zRoutes Python code, and the Merchant Marines II modcom.
* v.1.0 BUGFIX/27 MAY 2014: required a BUILDING_MARKET to build caravans. Because Romans have BUILDING_FORUM instead, they couldn't build caravans. Caravans can now be built with the discovery of TECH_CURRENCY.

BUGFIX - 27 MAY 2014
* v.1.0 required a BUILDING_MARKET to build caravans. Because Romans have BUILDING_FORUM instead, they couldn't build caravans. Caravans can now be built with the discovery of TECH_CURRENCY.[/SPOILER]

REFERENCES
Spoiler :
TITLE: zRoutesII (CvGameUtils.py and CvPediaUnit.py update of zRoutes)
URL: http://forums.civfanatics.com/showpost.php?p=13241407&postcount=56
AUTHOR: isenchine
UPDATED: May 29, 2014

TITLE: zRoutes
URL: http://forums.civfanatics.com/showthread.php?t=255718
AUTHOR: Zebra 9
UPDATED: 21 Dec 2007

TITLE: Merchant Fleets II
URL: http://forums.civfanatics.com/downlo...=file&id=22822
AUTHOR: Patriachica
UPDATED: 27 MAY 2014

TITLE: Caravans II
FORUM LINK: http://forums.civfanatics.com/showthread.php?p=13236239
AUTHOR: Patriachica
UPDATED: 27 MAY 2014

TITLE: Ancient Caravans
URL: http://forums.civfanatics.com/downlo...=file&id=11293
AUTHOR: GFO_Anubis, Refar, Chuggi
UPDATED: November 25, 2008

TITLE: 'Sailing Ships from Empire Earth 2'
URL: http://forums.civfanatics.com/member.php?u=38206
AUTHOR: Refar, Walter Hawkwood
UPDATED: December 27, 2008

TITLE: Merchant Fleets for BTS 3.19
URL: http://forums.civfanatics.com/downlo...=file&id=14325
AUTHOR: Tholish
UPDATED: February 24, 2010

TITLE: Caravan Mod for BTS 3.19
URL: http://apolyton.net/showthread.php/1...OD-Caravan-mod
AUTHOR: tywiggins
UPDATED: December 16, 2005

TITLE: Caravans and Supply Trains v1.0 for BTS 3.19
URL: http://forums.civfanatics.com/showthread.php?t=144726
AUTHOR: Hastur
UPDATED: December 6, 2005




TITLE: Merchant Fleets II for BTS 3.19
VERSION: v1.0
AUTHOR: patriachica
UPDATED: 28 MAY 2014
DOWNLOAD LINK: http://forums.civfanatics.com/downloads.php?do=file&id=22822

DESCRIPTION: The Merchant Fleets II modcom adds a new maritime unit to conduct trade missions (like a Great Merchant), and random events code to spawn them. The vessels have adds three caravan units to move food, hammers, and culture, and to conduct trade missions. The units have four era-dependent graphics styles.

Merchant Fleets may spawn in cities with at two or more marine commerce buildings (lighthouses, harbors and/or customs houses). When the event triggers, the player will be offered the opportunity to help finance a merchant fleet and enjoy both the risk and profit of commercial voyages.

UNITS
ANCIENT: EE2_PapyrusBoat
CLASSICAL: EE2_AncientMerchant
MEDIEVAL: EE2_Holk
RENAISSANCE: EE2_Cogge
INDUSTRIAL: CargoShip


CREDITS
Spoiler :
Credit to Tholish, author of the Merchant Fleets modcom, for the inspiration. Credit to Refar and Walter Hawkwood for converting vessel graphics from 'Empire Earth 2', which are used here for pre-industrial merchant fleet vessels.


REFERENCES
Spoiler :
TITLE: Merchant Fleets for BTS 3.19
URL: http://forums.civfanatics.com/downlo...=file&id=14325
AUTHOR: Tholish
UPDATED: February 24, 2010

TITLE: 'Sailing Ships from Empire Earth 2'
URL: http://forums.civfanatics.com/member.php?u=38206
AUTHOR: Refar, Walter Hawkwood
UPDATED: December 27, 2008
 

isenchine

Empress
Joined
Oct 18, 2010
Messages
1,774
Location
Brussels, Belgium
Great! Looks fun! :goodjob:

For the Merchants Fleets, have a look at OrionVeteran's The Navy Mod. It has 5 Merchant Ships, one for each of the major eras: The Cog, the Carrack, the Clipper, the Liberty and the Cargo ship.
 

patriachica

Chieftain
Joined
May 22, 2011
Messages
30
Great! Looks fun! :goodjob:

For the Merchants Fleets, have a look at OrionVeteran's The Navy Mod. It has 5 Merchant Ships, one for each of the major eras: The Cog, the Carrack, the Clipper, the Liberty and the Cargo ship.

Merchant Fleets II has 5 merchant ships too (updated with better pics). I'll have to check if The Navy Mod has better ones. :D

I'm very curious how Navy's ROI for merchant ships looks and if/how the AI uses them. I don't think I have that worked out, which is why I didn't make merchants build-able.

I'm kinda building up to a full economy mod and releasing components as I go along. If the AI uses Navy's pirates, I'll definately pilfer them.
 

isenchine

Empress
Joined
Oct 18, 2010
Messages
1,774
Location
Brussels, Belgium
Pirates the AI will use, but I've seen it many times using the merchant ships for exploring rather than for trade missions...

There is an UNITAI_PIRATE_SEA but the UNITAI_MERCHANT probably does not apply to ships.
 

emidurand

Chieftain
Joined
Jun 12, 2010
Messages
25
Location
Salerno, Italy
Hi guys! Just a question. How can I apply this magnificent mod to another? I'm playing to RFC - Dawn of civilization and I would like to add this mod to, but I don't know how. Is it possible or it is a standalone only?

Tnx!

;);)
 

isenchine

Empress
Joined
Oct 18, 2010
Messages
1,774
Location
Brussels, Belgium
It's possible but RFC - Dawn of Civilization is a complex mod and you should seek assistance there rather than here.

Also, there are tutorials to get started on merging mods.
 
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