Oni Ryuu
King
Exports, Piracy and Trade
Spoiler Common Processes :
Restricted Resource
Add a resource to your mod that doesn’t appear in any terrain type.
Player-only Building
Set all civilisations to ‘never build’ Culture.
Any culture enhancing building that you want the AI to produce must improve happiness by a minimum of 1.
Player-only buildings must have only Culture (1 point minimum) and the ability to auto-produce the desired unit.
Tradable Unit
Create a unit with the desired name and blank stats.
Make the unit available to all civilisations.
Give it the Load command.
Set its weight class (Foot, Tactical Nuke etc.)
Make it require the restricted resource
Flag Unit
Create a none-disbandable unit and mark it as a Flag Unit in Unit Abilities: and AI Strategies.
Make your Flag unit(s) require a Restricted Resource.
Set the gold value of the unit in Scenario Properties>Victory Point Limits>Gold for Capture.
All flag units in the same game will yield the same value in gold.
Add a resource to your mod that doesn’t appear in any terrain type.
Player-only Building
Set all civilisations to ‘never build’ Culture.
Any culture enhancing building that you want the AI to produce must improve happiness by a minimum of 1.
Player-only buildings must have only Culture (1 point minimum) and the ability to auto-produce the desired unit.
Tradable Unit
Create a unit with the desired name and blank stats.
Make the unit available to all civilisations.
Give it the Load command.
Set its weight class (Foot, Tactical Nuke etc.)
Make it require the restricted resource
Flag Unit
Create a none-disbandable unit and mark it as a Flag Unit in Unit Abilities: and AI Strategies.
Make your Flag unit(s) require a Restricted Resource.
Set the gold value of the unit in Scenario Properties>Victory Point Limits>Gold for Capture.
All flag units in the same game will yield the same value in gold.
Export Merchandise
Description
Players produce a variety of merchandise of different values and production costs. The products are useless to the producing player but valuable to everyone else forcing you to export them to a treading partner. The increasing production and transport of these products will cause your swollen merchant fleet to travel on predictable trade routes stressing the need for an effective navy.
Gold MiningPlayers produce a variety of merchandise of different values and production costs. The products are useless to the producing player but valuable to everyone else forcing you to export them to a treading partner. The increasing production and transport of these products will cause your swollen merchant fleet to travel on predictable trade routes stressing the need for an effective navy.
Spoiler :
Implementation
Enable Auto Place Victory Locations, Victory Point Scoring and Capture the Unit in Scenario Properties>Scenario.
Remove the population cost’s from all other units (Only ‘Product’ units can have a population cost. No other units can have a population cost including workers and settlers.
Add a Flag unit and set its value in Scenario Properties>Victory Point Limits>Gold for Capture. (The Flag unit’s reward in gold is the international denomination for trade. The value of a product is its population cost multiplied by the value of the Flag unit.)
Set the Standard Slave unit to the Flag unit.
Add a tradable unit and set its population cost
Set its weight class (Foot, Tactical Nuke etc.)
Create a player-only Building
Make the building auto-produce the desired product and set the production rate
Set the maintenance cost.
In-game Instructions
Products must be taken to a rival player by whatever means you have.
The recipient player can take possession of the products by attacking them with a nationless unit. The products then transform into flag units. The flag units can be captured and taken to the capital to convert them into cash.
Enable Auto Place Victory Locations, Victory Point Scoring and Capture the Unit in Scenario Properties>Scenario.
Remove the population cost’s from all other units (Only ‘Product’ units can have a population cost. No other units can have a population cost including workers and settlers.
Add a Flag unit and set its value in Scenario Properties>Victory Point Limits>Gold for Capture. (The Flag unit’s reward in gold is the international denomination for trade. The value of a product is its population cost multiplied by the value of the Flag unit.)
Set the Standard Slave unit to the Flag unit.
Add a tradable unit and set its population cost
Set its weight class (Foot, Tactical Nuke etc.)
Create a player-only Building
Make the building auto-produce the desired product and set the production rate
Set the maintenance cost.
In-game Instructions
Products must be taken to a rival player by whatever means you have.
The recipient player can take possession of the products by attacking them with a nationless unit. The products then transform into flag units. The flag units can be captured and taken to the capital to convert them into cash.
Description
Gold shipments are a way of generating greater profit from gold resources and encouraging players to transport gold from across their nation to their capitals. A Flag unit is generated at regular intervals from a Player-only Building.
Plundering ShipsGold shipments are a way of generating greater profit from gold resources and encouraging players to transport gold from across their nation to their capitals. A Flag unit is generated at regular intervals from a Player-only Building.
Spoiler :
Implementation
You will need to enable Auto Place Victory Locations, Victory Point Scoring, Capture the Unit and Allow Anyone to Capture Any Flag in Scenario Properties>Scenario.
Change the Gold in Natural Resources to a Strategic Resource.
Create a Flag unit.
Add a Player-only Building to Improvements and Wonders.
Enable Required Goods Must Be within City Radius and select the Gold resource.
Select the Gold unit in Units Produced and set how often you want the building to produce the gold unit in Frequency.
Set the maintenance of the building to less than the flag units’ worth divided by the production frequency.
In-game Instructions
The flag units can be captured and taken to your capital to convert them into cash.
You will need to enable Auto Place Victory Locations, Victory Point Scoring, Capture the Unit and Allow Anyone to Capture Any Flag in Scenario Properties>Scenario.
Change the Gold in Natural Resources to a Strategic Resource.
Create a Flag unit.
Add a Player-only Building to Improvements and Wonders.
Enable Required Goods Must Be within City Radius and select the Gold resource.
Select the Gold unit in Units Produced and set how often you want the building to produce the gold unit in Frequency.
Set the maintenance of the building to less than the flag units’ worth divided by the production frequency.
In-game Instructions
The flag units can be captured and taken to your capital to convert them into cash.
Description
Plunder units are the spoils of war at sea. This unit must make its way to your capital by whatever means will allow it. If successful, a set figure of gold will be added to your treasury and the combat unit will return to normal.
Tradable GoodsPlunder units are the spoils of war at sea. This unit must make its way to your capital by whatever means will allow it. If successful, a set figure of gold will be added to your treasury and the combat unit will return to normal.
Spoiler :
Implementation
You will need to enable Auto Place Victory Locations, Victory Point Scoring and Capture the Unit in Scenario Properties>Scenario.
Set the gold value of the Flag unit in Scenario Properties>Victory Point Limits>Gold for Capture.
Adapt one of your Flag units to naval stats.
Give all desired naval units the Enslave ability in Special Actions and select the "plunder unit" in Enslave Results In.
In-game Instructions
The flag units can be captured and taken to your capital to convert them into cash.
You will need to enable Auto Place Victory Locations, Victory Point Scoring and Capture the Unit in Scenario Properties>Scenario.
Set the gold value of the Flag unit in Scenario Properties>Victory Point Limits>Gold for Capture.
Adapt one of your Flag units to naval stats.
Give all desired naval units the Enslave ability in Special Actions and select the "plunder unit" in Enslave Results In.
In-game Instructions
The flag units can be captured and taken to your capital to convert them into cash.
Description
This is a way of transferring, storing or trading units of production with the function of reducing the production requirement of a building or unit by a set figure. Several of these units can be added to the game, each with different values. These units need to be transported to the desired city to be disbanded to yield the production bonus.
This is a way of transferring, storing or trading units of production with the function of reducing the production requirement of a building or unit by a set figure. Several of these units can be added to the game, each with different values. These units need to be transported to the desired city to be disbanded to yield the production bonus.
Spoiler :
Implementation
Create a unit and remove its Go To button and give it the Disband and Load abilities.
Give the unit a shield cost 4 times higher than the one you intend it to provide.
Add a Player-only Building to Improvements and Wonders.
Select the Goods unit in Units Produced and set how often you want the building to produce the Goods unit in Frequency.
Finally, set the maintenance cost of the building to less than 1/4 of the Good units’ worth in gold divided by the production frequency.
In-game Instructions
The Goods unit can be unloaded onto an ally’s beach, transported by land or shipped directly between two owned ports.
If you’re sending the goods to an ally, the recipient player can take possession of the units by attacking them with a nationless unit.
Take the unit to the desired city then simply disband it to receive the production bonus.
Create a unit and remove its Go To button and give it the Disband and Load abilities.
Give the unit a shield cost 4 times higher than the one you intend it to provide.
Add a Player-only Building to Improvements and Wonders.
Select the Goods unit in Units Produced and set how often you want the building to produce the Goods unit in Frequency.
Finally, set the maintenance cost of the building to less than 1/4 of the Good units’ worth in gold divided by the production frequency.
In-game Instructions
The Goods unit can be unloaded onto an ally’s beach, transported by land or shipped directly between two owned ports.
If you’re sending the goods to an ally, the recipient player can take possession of the units by attacking them with a nationless unit.
Take the unit to the desired city then simply disband it to receive the production bonus.
Last edited: