A minor modmodmod to Orbis modmod, no name yet. At first, this mods goal is to make coastal city more attractive. But with suggestion from this great community member, this minor mods grow to enhance Trade Route system. With availability of Trade Route system, we can rework Civic system to use Trade Route. And there is additional Civic rework to distinguish more between Civic.
Changelog:
v1.2.3 compatible with Orbis .23d
1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Magister (Corporation Circle of Eight) gain work rate 100
5. Unit Scout gain Never Obsolete
6. Unit Troll lose Hidden Nationality promotion
7. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
8. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70
9. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
10. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
11. Promotion Bounty Hunter increase from 2 gold to 3 gold
12. Corporation Farmer reduce from 75% to 50%, from 50% to 25%
13. Corporation Prospector reduce from 125% to 100%, from 50% to 25%
14. Corporation Hansa reduce from 100% to 75%, Corporation Banking reduce from 250% to 100%
15. Corporation Circle of Eight reduce from 400% to 100%, Corporation Alchemist reduce from 200% to 100%
16. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
17. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
18. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
19. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
20. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
21. Improvement Winery gain +1c
22. Improvement Farm gain +1f with Tech Commune with Nature
23. Improvement Plantation gain +1c with Tech Arcane Lore
24. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
25. Improvement Camp gain +1f with Tech Animal Handling
26. Improvement Pasture gain +1h with Tech Stirrups
27. Improvement Aduar gain +1f with Tech Stirrups
28. Improvement Village, Town, Enclave, gain +1c with Tech Education
29. Improvement Town, Enclave, gain +1f with Tech Medicine
30. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
31. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
32. Building Levee gain +1 free specialist for each Improvement Watermill
33. Building River Port increase traderoute from +25% to 75%
34. Building Powerplant (Mechanos UB) change from +4 to +2 (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
35. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
36. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
37. Building Bank and Custom House gain +1 with Pearl
38. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
39. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
40. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
41. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 from ale
42. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
43. Building Monument lose +1 bard slot
44. Building Breeding Pit gain +10%f
45. Building Mage Guild, Alchemy Lab gain +1
46. Civic City State gain +1 from specialist, increase from 5%c to 10%c
47. Civic God King increase from +45%g to +50%g
58. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
69. Civic Theocracy lose +1 from state religion and gain +1 from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
50. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no from building, gain +3 from Mage Guild
51. Civic Religion remove +1 from Religion Temple, gain +1 from Monument and from Pagan Temple, +2 from Monastery and with state religion
52. Civic Pacifism increase from +50% to +70% Great Person
53. Civic Nationhood change from +10% to +20% Military prod
54. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
55. Civic Consumption gain +25%c traderoute, unlimited merchant
56. Civic Liberty gain +10%h traderoute
57. Civic Crusade increase from +25% to +40% military prod with state religion
58. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
59. Civic Apprenticeship gain +40% worker speed
60. Civic Military State gain +100% Great General
61. Civic Serfdom increase work speed from 50% to 100%, add +1 with Public Baths and Colosseum, add +2 with Aqueduct
62. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
63. Civic Survival lose -25%GP, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
64. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -50%c traderoute
65. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
66. Civic Mercantilism gain +1c from village, Town, and Enclave
67. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
68. Civic Neutrality lose +10%
69. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
70. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
71. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
72. Spell Breeding (Corp Farmer) cost 25g
73. Spell Prospecting (Corp Prospector) cost 25g
74. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
75. Bug Fix: Unit Horse Archer fix art
Changelog:
v1.2.3 compatible with Orbis .23d
1. Global reduce MAX_ANIMAL_ESCALATIONS from 5 to 3 and reduce MAX_ORC_STACK_SPAWN_SIZE from 5 to 4
2. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
3. Global reduce Base Traderoute, <= 20 city pop will give base traderoute 1.00, add 0.05 per city pop (add THEIR_POPULATION_TRADE_PERCENT=25 in GlobalDefinesAlt)
4. Unit Magister (Corporation Circle of Eight) gain work rate 100
5. Unit Scout gain Never Obsolete
6. Unit Troll lose Hidden Nationality promotion
7. Unit Class Crossbowman reduce range combat limit to 45, Unit Class Longbowman reduce range combat limit to 25, Mazatl Longbowman 35, Mechanos Arquebus reduce from 85 to 75, Archer still 25
8. Unit Class Catapult reduce range combat limit to 55, Special Catapult 65, Promotion Siege Mage 55, Unit Class Cannon reduce range combat limit to 70
9. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
10. Promotion Machine Spirit reduce movement from +1 to 0, increase range from +1 to +2, increase range damage 20%, can't be dispel (Goliath basic range limit 50)
11. Promotion Bounty Hunter increase from 2 gold to 3 gold
12. Corporation Farmer reduce from 75% to 50%, from 50% to 25%
13. Corporation Prospector reduce from 125% to 100%, from 50% to 25%
14. Corporation Hansa reduce from 100% to 75%, Corporation Banking reduce from 250% to 100%
15. Corporation Circle of Eight reduce from 400% to 100%, Corporation Alchemist reduce from 200% to 100%
16. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
17. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
18. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
19. Improvement Pirate Cove can be built by everyone, has slightly chance to found Fish, Clam, and Crab, upgradable only for Lanun (remove python check for Lanun in build cove)
20. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
21. Improvement Winery gain +1c
22. Improvement Farm gain +1f with Tech Commune with Nature
23. Improvement Plantation gain +1c with Tech Arcane Lore
24. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
25. Improvement Camp gain +1f with Tech Animal Handling
26. Improvement Pasture gain +1h with Tech Stirrups
27. Improvement Aduar gain +1f with Tech Stirrups
28. Improvement Village, Town, Enclave, gain +1c with Tech Education
29. Improvement Town, Enclave, gain +1f with Tech Medicine
30. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
31. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
32. Building Levee gain +1 free specialist for each Improvement Watermill
33. Building River Port increase traderoute from +25% to 75%
34. Building Powerplant (Mechanos UB) change from +4 to +2 (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
35. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
36. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
37. Building Bank and Custom House gain +1 with Pearl
38. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
39. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
40. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
41. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 from ale
42. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
43. Building Monument lose +1 bard slot
44. Building Breeding Pit gain +10%f
45. Building Mage Guild, Alchemy Lab gain +1
46. Civic City State gain +1 from specialist, increase from 5%c to 10%c
47. Civic God King increase from +45%g to +50%g
58. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
69. Civic Theocracy lose +1 from state religion and gain +1 from non state religion, lose +4 free experience with state religion, gain +25% prod with state religion
50. Civic Magocracy lose +2 free experience, Increase production from +15% to +20%, lose +2f +3h +3c from Meta Magic node, gain no from building, gain +3 from Mage Guild
51. Civic Religion remove +1 from Religion Temple, gain +1 from Monument and from Pagan Temple, +2 from Monastery and with state religion
52. Civic Pacifism increase from +50% to +70% Great Person
53. Civic Nationhood change from +10% to +20% Military prod
54. Civic Social Order change from required Order to required Good, change from required Tech Religious Law to Tech Way of the Wise, lose free unit
55. Civic Consumption gain +25%c traderoute, unlimited merchant
56. Civic Liberty gain +10%h traderoute
57. Civic Crusade increase from +25% to +40% military prod with state religion
58. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
59. Civic Apprenticeship gain +40% worker speed
60. Civic Military State gain +100% Great General
61. Civic Serfdom increase work speed from 50% to 100%, add +1 with Public Baths and Colosseum, add +2 with Aqueduct
62. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
63. Civic Survival lose -25%GP, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
64. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -50%c traderoute
65. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
66. Civic Mercantilism gain +1c from village, Town, and Enclave
67. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
68. Civic Neutrality lose +10%
69. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
70. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
71. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
72. Spell Breeding (Corp Farmer) cost 25g
73. Spell Prospecting (Corp Prospector) cost 25g
74. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
75. Bug Fix: Unit Horse Archer fix art