Hokath's Changes

I have a question: there some buildings and WW that give bonus to (industrial) city connections, WW from MWfVP and Jarcast's Hidden Wonders for VP, for example Sorting Office, General Post Ofice, supermarket, pipeline....
I see that capital don't get anything from (industrial) city connections, so it's not going to get those bonuses and for some buildings those are significant part of that building yields - shouldn't these give something in capital?
 
That's right, Capital does not benefit directly. Instead, the value of :c5trade: City Connections in other Cities is a function of their population and the population of the Capital. So it enters indirectly that way.
Note that some of these are global modifiers, so the General Post Office I think is all Cities in Empire (like Machu Picchu)
 
obsoletes an era too early
Thanks for reminding me. I noticed this with several wonders, I think it's if you use More Wonders then it gets aggressive with the Eras.
Updated the OP with a newer version.
 
Hey guys is this mod changing city placement distance? I have many mods (including this) and now my distance is 5 tiles so sometimes I have to plant city in location I wouldn't. It bothers me so much, so I'm trying to get back to default 4 but I cannot find which mod makes it 5. Thanks.
 
T
No it isn't this one.
I think it is determined by the Worlds settings? So search your MODS for "MinDistanceCities" and try to find what is changing it.
Thank you, found it. Turns out it was Jarcast's bigger huge map mod. With bigger sizes of the map it has function which increases min city placement distance.
 
While I disagree with most changes in relation to how I prefer to play, I can see it is a great addition to many playstyles and fresh approach to many issues that can be explored even in the base VP in the future (esp. in the form of religious and economic victory and mechanism of the late game). I do like keeping corporations and ideologies more historical in theming and basically non intercative with faith directly in any way, but maybe down the road, we could expand them to incorporate more indirect economic and religious mechanisms by giving autocracy and freedom more niches maybe.

I would like to give you massive thanks and credits to your long term planning and clear manner and formatting, organising it to be viewed and discussed easily. As I embarked on my small mod of the modmod, I learned it is far more work than actually desinging and testing changes or learning code. Thanks to your example, I rewrote changelog to be as accesible as yours descriptions, painstainkingly, but glad it is far more clear and neat and professional. My thanks and my truest hats off to you for the effort of keeping it in such a marvelously and inspiring clear manner.
 
Updates
Subterfuge:
1 Paper on the General Post Office (oversight),
5% Supply removed from Penitentiary now Azum's rework is in the game,
Penitentiary now also has +1 Gold and Border Growth Points from Tundra Tiles (since Cinema bonus to Desert has no counterpart),
+5 Culture to Oasis tiles on Casino.

Tweaks:
Fixed a bug where the +1 Prod / 10 Units on Dominance wasn't actually being removed (!) -- Authority will be weaker, watch the AI performance
Entrepreneurship in Industry has the Village/Town bonus split to become
--Gains +3 Food and Culture on every Town
(+1 Food, symmetric with other GPTI boosts)
--+2 Gold and +1 Culture on every Village
(-2 Food, -1 Culture, +2 Gold; feedback was the bonus was too strong, and also the abundance of food goes against the design goal)
Airfield Tourism on Wonders bumped from +1 to +2.
Airfields now required when Purchasing Fighter, Bomber, and Helicopter Unit Classes in addition to Military Academy/Military Base (like how Seaport is needed for ships)
 
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