German's UB

Gokudo01

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Apr 12, 2014
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Toulouse(France)
in 3.16
There is no difference on the tooltip between the bank and the german's UB.
So my question is simple :

Have you forgot to update the description or have you forgot to give germany an UB ? ;)
And if you forgot to update the tooltip, what's the german's bonus ?
 
Thanks.
Indeed we did omit a new building effect from the tooltip that the Hanse uses.

It provides, in addition to the regular Bank attributes, +5:c5production: from trade with City-States.

This is now fixed.
 
No, I'm 99.99% sure it is just in the town conducting the trade.

This is a vanilla effect on a UB that is not modified in this mod. It is exactly the same as before.
 
Does the AI know how to use that at all? To spread its trade routes out one per city and to have them trade with city states? I'm guessing no.

That's a really odd effect, because normally you want to concentrate your trade routes in a gold production city. I'm not sure the bonus is large enough to justify spreading them out, and building banks in lots of cities is really expensive and not normally of much benefit.

This feels like an extremely weak UB - unless it is +5 production *per trade route*, in which case it is probably too strong if I can stack them all in a single city....
 
Does the AI know how to use that at all? To spread its trade routes out one per city and to have them trade with city states? I'm guessing no.

That's a really odd effect, because normally you want to concentrate your trade routes in a gold production city. I'm not sure the bonus is large enough to justify spreading them out, and building banks in lots of cities is really expensive and not normally of much benefit.

This feels like an extremely weak UB - unless it is +5 production *per trade route*, in which case it is probably too strong if I can stack them all in a single city....

if it works as it works in vanilla bnw, it's 5% national production bonus. It means you can get 40%(45% with the colossus ) at the end of the game. :goodjob:
The bonus starts really weak but becomes more and more powerful.
 
Unique German Bank replacement. +5% :c5production: Production for each Trade Route your civilization has with a City-State. Trade routes other players make to a city with a Hanse will generate an extra 1 :c5gold: Gold for the city owner and the trade route owner gains an additional 1 :c5gold: Gold for the trade route.

That's the text for this building in vanilla.
 
That's the text for this building in vanilla.

Confusing.... so it's +5% production for every trade route you have with a city state, in every city you have? So 4 city state trade routes means +20% production in every city you have a bank in?

That seems extremely strong.

I admit, I haven't played vanilla in a long time.
 
I'm not the best one to be commenting on C++ code but I think this code block from the SDK on the function used by this UB shows it is a National boost based on the number of trade routes with different CSs.
Spoiler :
Code:
/// Accessor: What is the production modifier for each city state trade route?
int CvCityBuildings::GetCityStateTradeRouteProductionModifier() const
{
	int iRtnValue = 0;

	for(int iI = 0; iI < GC.getNumBuildingClassInfos(); iI++)
	{
		BuildingClassTypes eLoopBuildingClass = (BuildingClassTypes) iI;
		CvCivilizationInfo *pkCivInfo = GC.getCivilizationInfo(m_pCity->getCivilizationType());
		if (pkCivInfo)
		{
			BuildingTypes eBuilding = (BuildingTypes)pkCivInfo->getCivilizationBuildings(eLoopBuildingClass);
			if (NO_BUILDING != eBuilding)
			{
				if (GetNumBuilding(eBuilding) > 0)
				{
					CvBuildingEntry *pkEntry = GC.getBuildingInfo(eBuilding);
					if (pkEntry)
					{
						int iProductionModifier = pkEntry->GetCityStateTradeRouteProductionModifier();
						int iCityStates = GET_PLAYER(m_pCity->getOwner()).GetTrade()->GetNumberOfCityStateTradeRoutes();
						if (iProductionModifier > 0  && iCityStates > 0)
						{
							iRtnValue = iProductionModifier * iCityStates;
						}
					}
				}
			}
		}
	}

	return iRtnValue;
}
 
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