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Dags Trade Route Mod 2017-03-14

Joined
Mar 23, 2006
Messages
928
Location
Adelaide, Australia
dagriggstar submitted a new resource:

Dags Trade Route Mod - Boosts yields from international trade routes

Changes trade route yields so that

International Routes
+1 of appropriate yield per district (as in base game)
+1 production per strategic resource at destination (mod effect)
+1 gold per luxury resource at destination (mod effect)
+1 science or culture for every tech or civic behind the destination civ (Peter receives double) (mod effect)
Removed yield from simply having a city (city center "district" does not increase trade route yield)

Domestic routes
The same except removed the +1 food and +1 production base yield (city center "district" does not increase trade route yield)

Compatibility
As far as I am aware this mod should be compatible with all other mods...

Read more about this resource...
 
Last edited:
I really love the idea of this mod and am currently using the base mod. One request I have is a much higher culture/science bonus per route so that it has a larger impact. What entry would I tweak to say make the bonus +3 instead of +1? Also how would that affect Peter? Could I adjust his separately?

Thanks for the mod, always wanted something like this in the base game.
 
I don't really have time to play around with the values, at the moment the relevant code is

Code:
        <Row>
            <ModifierId>MODIFIER_DAGS_TRADE_ROUTE_ADJUST_CUL_SCI</ModifierId>
            <Name>TechCivicsPerYield</Name>
            <Value>1</Value>
        </Row>
        <Update>
            <Where ModifierId="TRAIT_ADJUST_PROGRESS_DIFF_TRADE_BONUS" Name="TechCivicsPerYield" Value="3"></Where>
            <Set Value="1"></Set>
        </Update>

The first entry is my work, the +1 sci/cul per tech/civic behind the destination civ the origin civ is
The second entry is adjusting Peters ability to its +1 sci/cul per tech/civic behind the destination civ the origin civ is (In the base game this is 3 tech/civics per 1 yield). So he gets double because he gets my modifier plus his modifier (As opposed to just having one modifier).

The base game reads Peters ability as 1 culture per 3 civics he is behind, where "3" is the only number (That I have found) that you can adjust. I don't know if it will work if you put 0.5 in there (Where I have put "1"), I feel like it won't but you can try and that would be easiest.

Otherwise you'll have to create a new modifier for every additional science/culture yield (Similar to how Peter gets two modifiers in my mod added together), so anywhere in the code that has MODIFIER_DAGS_TRADE_ROUTE_ADJUST_CUL_SCI you'll have to copy, name something else (MODIFIER_BLACKBEARDS_TRADE_ROUTE_ADJUST_CUL_SCI maybe) for each additional +1 you want.
 
Looks interesting!

However I just downloaded the mod and noticed that PolandDLC.xml modifies the Aztecs instead of Poland - bug?

Just to make sure - we don't need to delete e.g. Poland files if we don't own the specific dlc, right?

\Skodkim
 
Looks interesting!

However I just downloaded the mod and noticed that PolandDLC.xml modifies the Aztecs instead of Poland - bug?

Just to make sure - we don't need to delete e.g. Poland files if we don't own the specific dlc, right?

\Skodkim

Haha, good pickup. It's actually an old file I forgot to delete. When I first released the mod, I directly attached the bonus to each civ individually (which is why the dlc files are there), but in the second (current) version it no longer matters which civ you pick (So you can play with dlc or modded civs and it will still work fine).
 
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