Enhance Coastal City

Done updating. I need to test it a little bit. I do some tweak on traderoute, it's become broken for long distance city (foreign city usually).
 
Speaking of prosperous coastal cities, I have one as the Lanun with the Tower of Complacency and the City of 1k Slums. It's on just about the biggest peninsula I've ever seen, and it's at 39 population points, and still growing strong.
 
Speaking of prosperous coastal cities, I have one as the Lanun with the Tower of Complacency and the City of 1k Slums. It's on just about the biggest peninsula I've ever seen, and it's at 39 population points, and still growing strong.

nice mate...
 
Biggest in this case meaning longest - it was about 12 squares, from the top to the bottom.
I'll try to give you an idea of what it looks like.

~ = ocean/coast
O = Land
C = City
I = Innsmouth, the largest city in the world.

~~~~~OOOO~~~
~~~~~OOOOO~~
~~OOI OOOOOC~~
~OOOOOO~~~~~
~OOOO~~~
~OO~~~~~
~O~~~
~O~~~
~C~~~
~O~~~
~O~~~
OOO
 
Biggest in this case meaning longest - it was about 12 squares, from the top to the bottom.
I'll try to give you an idea of what it looks like.

~ = ocean/coast
O = Land
C = City
I = Innsmouth, the largest city in the world.

~~~~~OOOO~~~
~~~~~OOOOO~~
~~OOI OOOOOC~~
~OOOOOO~~~~~
~OOOO~~~~~~~
~OO~~~~~~~~
~O~~~~~~~~~
~O~~~~~~~~~
~C~~~~~~~~~
~O~~~~~~~~~
~O~~~~~~~~~
OOO~~~~~~~~
wow that is big
 
The funny thing is, I hate starting on peninsulas, because I get crammed into a corner with no way out but war. In this game, my economy is the most powerful on the planet and my worth is more than double the 2nd place guy. (BTW, I'm playing on Noble and am not using world builder.)
 
With Ira, Aurealis, Wraith, and Minotaur wrecking havoc at turn 50, I don't think 23a playable now. But here the update. I have not update first page yet, I'll wait for 23b.

v1.2 compatible with Orbis 23a
Changelog:
Spoiler :

1. Bugs Fix: Unit Horse Archer fix art
2. Bugs Fix: Civic Sacrifice the Weak fix consume per population to 2 (XML value change from 2 to 200)
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. Global reduce RANGE_COMBAT_XP_PERCENTAGE to 4%
5. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
6. Unit Demagog get +40% city attack as other axeman
7. Unit Magister (Corporation Circle of Eight) gain work rate 100
8. Unit Scout gain Never Obsolete
9. Corporation Circle of Eight reduce :science: from 400% to 100%
10. Corporation Alchemist reduce :science: from 200% to 100%
11. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
12. Corporation Banking reduce :gold: from 250% to 100%
13. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
14. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
15. Bonus Improved Whale change from +1h +2c to (+1f +1h +3c)
16. 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)
17. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass,
18. Improvement Winery gain +1c
19. Improvement Farm gain +1f with Tech Commune with Nature
20. Improvement Plantation gain +2c with Tech Sorcery
11. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
12. Improvement Camp gain +1f with Tech Animal Handling
13. Improvement Pasture gain +1h with Tech Stirrups
24. Improvement Aduar gain +1f with Tech Stirrups
25. Improvement Village, Town, Enclave, gain +1c with Tech Education
26. Improvement Town, Enclave, gain +1f with Tech Medicine
27. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
28. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
29. Improvement Watermill gain +1f with Tech Medicine, gain +1f with Tech Elementalism
30. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
31. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
32. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
33. Building Bank and Custom House gain +1 :) with Pearl
34. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
35. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
36. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
37. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
38. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
39. Building Monument lose +1 bard slot
40. Building Breeding Pit gain +10%f
41. Building Mage Guild, Alchemy Lab gain +1:yuck:
42. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
43. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
44. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic)
45. Civic Overcouncil and Undercouncil update Civilopedia
46. Civic Neutrality lose +10% :culture:
47. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
48. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -25%c traderoute
49. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
50. Civic Mercantilism gain +1c from village, Town, and Enclave
51. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
52. Civic Apprenticeship gain +40% worker speed
53. Civic Military State gain +100% Great General
54. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
55. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
56. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
57. Civic Pacifism increase from +50% to +70% Great Person
58. Civic Nationhood change from +10% to +20% Military prod
59. 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
60. Civic Consumption gain +25%c traderoute, unlimited merchant
61. Civic Liberty gain +10%h traderoute
62. Civic Crusade increase from +25% to +40% military prod with state religion
63. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
64. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
65. Civic God King increase from +45%g to +50%g
66. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
67. 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
68. 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
 

Attachments

  • Enhance Coastal City v1.2.zip
    1.5 MB · Views: 67
Update for .23b, I'll do for .23c ASAP. Enjoy :D
Changelog:
Spoiler :

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 Demagog get +40% city attack as other axeman
5. Unit Magister (Corporation Circle of Eight) gain work rate 100
6. Unit Scout gain Never Obsolete
7. Unit Frostling, Frostling Archer, Frostling Wolf Rider gain Terrain native Snow, Tundra
8. Unit Frostling Archer required Tech Archery, Unit Frostling Wolf Rider required Tech Horseback Raiding
9. Unit Troll lose Hidden Nationality promotion
10. 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
11. 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, Mechanos Cannon lose Blitz
12. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
13. Promotion Resident Spirit chance increase from 25% to 50%
14. 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)
15. Promotion Bounty Hunter increase from 2 gold to 5 gold
16. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
17. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
18. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
19. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: from 200% to 100%
20. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
21. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
22. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
23. 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)
24. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
25. Improvement Winery gain +1c
26. Improvement Farm gain +1f with Tech Commune with Nature
27. Improvement Plantation gain +2c with Tech Sorcery
28. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
29. Improvement Camp gain +1f with Tech Animal Handling
30. Improvement Pasture gain +1h with Tech Stirrups
31. Improvement Aduar gain +1f with Tech Stirrups
32. Improvement Village, Town, Enclave, gain +1c with Tech Education
33. Improvement Town, Enclave, gain +1f with Tech Medicine
34. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
35. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
36. Building Levee gain +1 free specialist for each Improvement Watermill
37. Building River Port increase traderoute from +25% to 75%
38. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
39. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
40. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
41. Building Bank and Custom House gain +1 :) with Pearl
42. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
43. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
44. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
45. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
46. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
47. Building Monument lose +1 bard slot
48. Building Breeding Pit gain +10%f
49. Building Mage Guild, Alchemy Lab gain +1:yuck:
50. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
51. Civic God King increase from +45%g to +50%g
52. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
53. 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
54. 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
55. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
56. Civic Pacifism increase from +50% to +70% Great Person
57. Civic Nationhood change from +10% to +20% Military prod
58. 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
59. Civic Consumption gain +25%c traderoute, unlimited merchant
60. Civic Liberty gain +10%h traderoute
61. Civic Crusade increase from +25% to +40% military prod with state religion
62. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
63. Civic Apprenticeship gain +40% worker speed
64. Civic Military State gain +100% Great General
65. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
66. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
67. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
68. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -25%c traderoute
69. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
70. Civic Mercantilism gain +1c from village, Town, and Enclave
71. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
72. Civic Neutrality lose +10% :culture:
73. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
74. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
75. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
76. Bug Fix: Remove hidden nationality from equipment; hidden nationality cause problem
77. Bug Fix: Exchange Unit General position in CIV4UnitInfos.xml with Mammoth; Unit General is not created when threshold reach, Unit Mammoth created instead
78. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
79. Bug Fix: Unit Horse Archer fix art
80. Unit Hill Giant need Bronze Working
 

Attachments

  • Enhance Coastal City v1.2.1.zip
    1.5 MB · Views: 69
Update for .23c. Update file in first page.
Changelog v1.2.2:
Spoiler :

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 Demagog get +40% city attack as other axeman
5. Unit Magister (Corporation Circle of Eight) gain work rate 100
6. Unit Scout gain Never Obsolete
7. Unit Frostling, Frostling Archer, Frostling Wolf Rider gain Terrain native Snow, Tundra
8. Unit Troll lose Hidden Nationality promotion
9. 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
10. 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, Mechanos Cannon lose Blitz
11. Unit Class Trireme and Galleas and Privateer reduce range combat limit to 55, Unit Class Clipper increase to 55
12. Promotion Resident Spirit chance increase from 25% to 50%
13. 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)
14. Promotion Bounty Hunter increase from 2 gold to 5 gold
15. Corporation Farmer reduce :food: from 75% to 50%, :gold: from 50% to 25%
16. Corporation Prospector reduce :hammers: from 125% to 100%, :gold: from 50% to 25%
17. Corporation Hansa reduce :gold: from 100% to 75%, Corporation Banking reduce :gold: from 250% to 100%
18. Corporation Circle of Eight reduce :science: from 400% to 100%, Corporation Alchemist reduce :science: from 200% to 100%
19. Tech Compass reduce requirement, need Tech Bronze Working instead of Tech Smelting
20. Feature Oasis increase from +2f +1c to (+3f +1c) as flood plain
21. Improvement Whaling Boat change Bonus Whale from +1h +2c to (+1f +1h +3c)
22. 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)
23. Improvement Pirate Cove, Pirate Harbor and Pirate Port gain +1f with Tech Compass
24. Improvement Winery gain +1c
25. Improvement Farm gain +1f with Tech Commune with Nature
26. Improvement Plantation gain +1c with Tech Sorcery
27. Improvement Mine reduce from +2h to +1h, will remove Forest, Jungle
28. Improvement Camp gain +1f with Tech Animal Handling
29. Improvement Pasture gain +1h with Tech Stirrups
30. Improvement Aduar gain +1f with Tech Stirrups
31. Improvement Village, Town, Enclave, gain +1c with Tech Education
32. Improvement Town, Enclave, gain +1f with Tech Medicine
33. Improvement Lumbermill lose -1h with Tech Machinery, move from Tech Smelting to Tech Bowyers
34. Improvement Windmill gain +1f with Tech Medicine, lose -1h with Tech Machinery
35. Building Levee gain +1 free specialist for each Improvement Watermill
36. Building River Port increase traderoute from +25% to 75%
37. Building Powerplant (Mechanos UB) change from +4 to +2:yuck: (add POWER_HEALTH_CHANGE=0 in GlobalDefinesAlt)
38. Building Factory (Mechanos Forge) reduce from +50% to +25% with Power
39. Building Great Library change from +2GP to -4GP, to compensate GP from +2 free specialist
40. Building Bank and Custom House gain +1 :) with Pearl
41. Building Great Lighthouse reduce +2 coastal traderoute to +1 coastal traderoute, +1c city water tile
42. Building Lighthouse and Beacon gain +5%c with Fish, Clam, and Crab
43. Building Harbor and Lanun Harbor gain +10%f and increase from +50% to +100% traderoute
44. Building Tavern and Grigori Tavern lose +1 traderoute, change +25% traderoute to +100% traderoute, add +50% foreign traderoute, gain +1 :) from ale
45. Building Obsidian Gate lose +1 traderoute, gain +100% traderoute
46. Building Monument lose +1 bard slot
47. Building Breeding Pit gain +10%f
48. Building Mage Guild, Alchemy Lab gain +1:yuck:
49. Civic City State gain +1:culture: from specialist, increase from 5%c to 10%c
50. Civic God King increase from +45%g to +50%g
51. Civic Feudal Contract lose +2 free experience, Distance maintenance change from -25% to -40%, Number of City from -40% to -60%
52. 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
53. 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
54. Civic Religion remove +1:) from Religion Temple, gain +1:) from Monument and from Pagan Temple, +2:) from Monastery and with state religion
55. Civic Pacifism increase from +50% to +70% Great Person
56. Civic Nationhood change from +10% to +20% Military prod
57. 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
58. Civic Consumption gain +25%c traderoute, unlimited merchant
59. Civic Liberty gain +10%h traderoute
60. Civic Crusade increase from +25% to +40% military prod with state religion
61. Civic Glory +100% anger for non-Glory, increase worker speed from +25% to +40%
62. Civic Apprenticeship gain +40% worker speed
63. Civic Military State gain +100% Great General
64. Civic Serfdom increase work speed from 50% to 100%, add +1 :) with Public Baths and Colosseum, add +2 :health: with Aqueduct
65. Civic Guilds increase to High upkeep, add +1h for Cottage, Hamlet, and Yurt
66. Civic Survival lose -25%GP, increase camp from +1f to +2f, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health
67. Civic Agrariarism reduce upkeep to Low, Farm gain +1c, gain -50%c traderoute
68. Civic Conquest change Unit Experience from +2 to +5, gain 20%f traderoute
69. Civic Mercantilism gain +1c from village, Town, and Enclave
70. Civic Foreign Trade rename Free Trade, increase upkeep to High, lose +1 traderoute, add +15%f traderoute, +10%h traderoute
71. Civic Neutrality lose +10% :culture:
72. Civic Overcouncil gain +10%f traderoute, +10%h traderoute, +200% anger for non-overcouncil, 2 anarchy length
73. Civic Undercouncil add Enslavement chance +25%, +200% anger for non-undercouncil, 2 anarchy length
74. Civic Overcouncil Free Trade vote force Foreign Trade civic (rename Free Trade civic), Overcouncil and Undercouncil update Civilopedia
75. Spell Breeding (Corp Farmer) cost 25g
76. Spell Prospecting (Corp Prospector) cost 25g
77. Bug Fix: Remove hidden nationality from equipment; hidden nationality cause problem
78. Bug Fix: Promotion Curse of Ragnarok use Stigmata Pedia
79. Bug Fix: Unit Horse Archer fix art
 
ETA on 1.2.3? I'm demanding...
 
I tried this mod... got an XML error about UNIT_WOLF_PACK wasn't correct in the unitinfoorsomethingclosetothat.xml

Base orbis (and Base + wild Magic) works fine for me. I made back up copies before installing this modmod thankfully tho so no harm no foul.
 
Update for Orbis .23d. Sorry about the delay, kinda hectic this past few days :crazyeye:. Update in first page. A few change:
1. Improvement Plantation gain +1c with Tech Arcane Lore (prev Sorcery)
2. Civic Survival lose -25%GP, increase forester from +1c to +2c, gain -1c for enclave, gain -75%c traderoute, lose +2health (cancel change camp from +1f to +2f)
Some change removed because Orbis have been done that.

A little concern, AI can't understand improvement which its growth need civilization, like cove and aul. Even for Lanun they rarely build cove or build cove on resource :(. But no AI setting in improvement or build. I think I need to tweak through python :mischief:.
 
Thanks I will give this another try this weekend. I have long thought the costal cities were too Underpowered. I always felt that they needed much more.

I will say I wish you had kept the mod to coastal issues... I would have preferred not to have some of the other changes and am WAY to lazy to figure out how to do all of that my self :)
 
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