Enhance Coastal City

rief_s

Chieftain
Joined
Aug 30, 2006
Messages
61
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 :food: from 75% to 50%, :gold: from 50% to 25%
13. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
14. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
15. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: 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:yuck: (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:yuck:
46. Civic City State gain +1:culture: 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:mad: 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 :yuck: 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 :health: 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% :culture:
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
 

Attachments

  • Enhance Coastal City v1.2.3.zip
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Please update this when the .23 patch comes out! I will use it then! :) Congratz on being the first modmodmodder for orbi!

Instead of pirate harbors; it seems that giving workboats the ability to plant kelp would be a huge boost. but maybe both would work too. Planting kelp could take like 18 turns like starting a farm.

Why the Quarry nerf?
 
Thank a lot. It always bugged me that I always choose landlock city except for Lanun. So I just share it :).

Kelp is feature like forest, right ? So, it can't be pillaged. I'm not at my computer now, I'll check it later. With current quarry I think it better then windmill. So I just nerf it a little.
 
Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?

Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.

I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.
 
I think that there needs to be a fundamental 'flavor' difference between seas and lands.

Boosting fishing boats and pirate coves only makes seas feel like blue grasslands.

Instead I'd go other way around, and make seas not influenced by improvements (except for Lanun pirate coves). Instead, seas would be boosted by city buildings. I'd add few more buildings- fishery (like lighthouse- +1 food from seas and stores 20% food like granary does), change lighthouse to provide trade routes instead food, add more port/harbor/docks buildings that boost seas yield and provide % commerce.

I don't mind seas remaining no-hammer (except for one city that builds Heron Throne wonder) but they should be high food and high commerce cities after ports are fully upgraded.

My two cents..


EDIT: I'd also cut fishing boats and make fish resources automatically gathered as soon as they are in national borders and not occupied by enemy ships. That would IMO be even more flavorful and give feel of open seas than constructing sea workers...
 
Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?

Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.

I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.

I agree with Wauthan, I think giving a food boost would be better for windmills. It would be cool to make a new resource graphic to show a small windmill added onto a farm if windmills could work wheat, corn, rice. - which reminds me, i like the idea of unique features being something people go to war over. I think having a feature of food would be awesome. Mana Bread that looks like glowing wheat and gives a resource of +5 food +3 health (except i didn't think resources could add food or production? :sad:). I would go to war with whomever has that.

Many people have talked about adding food to traderoutes, and cities giving other cities excess food/production... until some uber-modder figures out a way to work that, we will just have to make due with the base system.:gripe:
 
Mana Bread that looks like glowing wheat and gives a resource of +5 food +3 health (except i didn't think resources could add food or production? :sad:). I would go to war with whomever has that.

Many people have talked about adding food to traderoutes, and cities giving other cities excess food/production... until some uber-modder figures out a way to work that, we will just have to make due with the base system.:gripe:

While I really like the name "Mana Bread" I think the bonus you suggested is far too strong. Perhaps if it was from a unique feature, like the Fruits of Yggdrasil.

As to the idea of moving food around depends on if you can link a unit to either a city or another unit.

The idea I had was to create a new unit "Caravan" which could cast two spells. Establish Caravan creates a building, Caravan Home, that carries a -3 food penalty and can only be cast once. The other spell Establish Market creates another building, Caravan Market, that grants 3 food and removes 3 commerce. You can not cast Caravan Market in a city that already has a Caravan Home, and the spell ends if the Caravan unit leaves the city. With later techs you can create more advanced Caravan units that can shift more food around. The trouble is, how do you remove the Caravan Home building when you don't want it anymore? And how to bind the bonus, and penalties, from several Caravans together in one city?

My apologies for derailing the thread rief_s. Guess :food: is good for thought. :D
 
Nerfing quarries would slow down the game somewhat. Perhaps it would be better to give windmills a +1 food boost instead? Or perhaps give workers the ability to build a Windmill on top of Wheat, Corn and Rice resources and still get the resource bonus?

Planting kelp sounds like a neat idea but perhaps you should tie it to a tech, like say Alteration? The fact that the largest cities IRL are coastal, and often next to major rivers, is due to the powers of trade, not because there's an abundance of food.

I guess one way to simulate this would be the ability to buy food, or giving the cities the ability to export food and production to another settlement. Or perhaps you could "donate" the bonus from a resource tile to another city? Would make the Orbis Castle system even more awesome.
Hell yes
yes, but you should be able to get rid of it too
That would rock
 
Definitely like the idea of making coastal cities more attractive: I, too, have found myself avoiding them except as the Lanun.

That said, I agree with the others that I'd prefer to see windmills given a slight boost (an additional +1 food may be sufficient) rather than nerfing quarries. So I'd get rid of the -1 hammer for quarries and add +1 food for windmills.

The rest (food caravans, etc) sound cool but should be broken out in a different modmod.

edit: I also like the idea of differentiating land/water flavor such that coast cities aren't simply a city surrounded by blue grassland. The best way to do that, I have no idea.
 
Historically, coastal cities really weren't all that important until the age of sail, which seems more like late game ffh, so I don't think they should be made too good, but I do agree that they could use a little differentiation.

So, here's some thoughts on coastal cities:
- the pirate cove for all is pretty cool. maybe just make it a Fisherman's Warf, and have the Lanun keep theirs as a civ specific improvement. (would be cool to have a graphic for it, too, like a little pier with a building on one end or the other). dunno about the chance to find resource, though.
- Perhaps Astronomy could make deep sea fishing more productive, giving ocean tiles +1:food: (so they could support one pop, but all you'd really get out of it is 1:commerce: and maybe growth, unless there was a resource.)
- Coastal cities might be able to build a Cannery. If you put this in at something like Alchemy, or Machinery, it could give +20% food and a commerce boost, or sooner, you could have it be like another granary.
- Given the 3:food: per pop, the fishing boat resources should all give at least another :food: (even pearls, considering they are actually from clams). I'd rather see this than a flat out improvement of ocean food production, as every plain coast/ocean tile shouldn't be able to support 1 pop. (I wish there was a better way to do the Lanun, too...)
- I'd also give whales another :hammers: or two, as their oil was terribly useful for a time (and it's kind of difficult to make a decent city with whales in the BFC).
- Even further, there could be a Whale Factory building that required whale in the BFC and gave some :hammers: and :commerce:

that's all I got.
 
Thank's for the replies :). I'll use most of it on my next version, except that need major change. I want to keep it as minor modmodmod :D.

Windmill and watermill will get +1:food:, we need tech or civic for this, so quarry will back at +2:hammers:. I agree that we don't want blue grassland, but I want to make coastal city (and river city) more preferable even at early era. I'll try to find a way to simulate better tech better coast/sea, maybe increase :commerce: from sea as another better trade at sea (sea economy vs CE and SE, and in Orbis there is Plantation economy). But I don't want to add more building because it will break savegames. The only way to add :food: from :traderoute: that I know is using civic. And I have use it in my next rework on :traderoute: system. Only XML tweak mind you. I change most +1 :traderoute: to 100% :traderoute: modifier. Make only coastal city and a few civ can max total :traderoute:. Max :traderoute: have been set to 8 in Civ4 and it better like that because :traderoute: screen only show 4 :traderoute: without scrolling. Currently I set Foreign Trade and Overcouncil that can give :food: and :hammers:. Overcouncil can force Foreign Trade civic.

Mana bread is a good idea, but I think it can be done by rework on mana node. Currently all mana give +1:food: +1:hammers: +2:commerce:. Creation mana can give +3:food:, mind mana can give +4:commerce:, etc. And maybe we can use ritual to change building in city, but can AI handle it ? We can set it as human only if needed :p.

I'll set this up in a few days, I have to stop my FfH addiction to do some mods :p. It's a hard choice.
 
Wouldn't buffing Foreign Trade roughly accomplish what was supposed to make Coastal Cities useful? It really was the trade that made them so successful, after all..
 
Why foreign trade? Just buff the existing coastal only trade buildings and add a couple of more. But they could use more food too. Three field order can do that though.
 
Thank's for the replies :). I'll use most of it on my next version, except that need major change. I want to keep it as minor modmodmod :D.

Windmill and watermill will get +1:food:, we need tech or civic for this, so quarry will back at +2:hammers:. I agree that we don't want blue grassland, but I want to make coastal city (and river city) more preferable even at early era. I'll try to find a way to simulate better tech better coast/sea, maybe increase :commerce: from sea as another better trade at sea (sea economy vs CE and SE, and in Orbis there is Plantation economy). But I don't want to add more building because it will break savegames. The only way to add :food: from :traderoute: that I know is using civic. And I have use it in my next rework on :traderoute: system. Only XML tweak mind you. I change most +1 :traderoute: to 100% :traderoute: modifier. Make only coastal city and a few civ can max total :traderoute:. Max :traderoute: have been set to 8 in Civ4 and it better like that because :traderoute: screen only show 4 :traderoute: without scrolling. Currently I set Foreign Trade and Overcouncil that can give :food: and :hammers:. Overcouncil can force Foreign Trade civic.

Mana bread is a good idea, but I think it can be done by rework on mana node. Currently all mana give +1:food: +1:hammers: +2:commerce:. Creation mana can give +3:food:, mind mana can give +4:commerce:, etc. And maybe we can use ritual to change building in city, but can AI handle it ? We can set it as human only if needed :p.

I'll set this up in a few days, I have to stop my FfH addiction to do some mods :p. It's a hard choice.
please max the trade routes at 16+
 
My second tweak. Pirate Cove still buildable by everyone but with more :commerce: and less :food:. There are rework on Trade Route :traderoute: system, a lot source of adding :traderoute: change to increase :traderoute: modifier. With this modification, we can use :traderoute: as distinction between Civic. Landlock city at most will get 4 :traderoute:. Malakim, Hippus, and Scion can get more. Coastal city can get additional 3 :traderoute:. Other changes are change on Council, each council will give benefit immediately through Civic. And several tweak on other Civic choice to distingusih more between Civic choices, I hope it still balance. I had remove +free experience in Government Civic because I think there is enough free experience in Orbis and to make Apprentice and Conquest more attractive. In addition there are several bugs fixing and balance change. Sorry its getting bigger because I change overcouncil Civilopedia in FfH2 text. Update in first page.
 
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