Minimod

Not sure if this was noted. But you do not get the river commerce bonus if a tile has a forest on it. Something I have always found a bit annoying. Would be nice if commune with nature removed that limitation (allowed commerce on forested river tiles).
 
i didn't see a need to mention cottages because its outright foolish to think any of improvement changes i made can compete with an easy 5 :commerce: , people more often cottaged resources before than the proper improvement if they didn't need the resource, simply because the yield is better.

I agree with sureshot here. I originally suggested toning down camps, which was done, since +1 :food: +4 :hammers: on a plains hill early game was incredibly powerful. I think they work well now, and probably could use an additional commerce boost. Pastures could probably get +1 :hammers: with say, stirrups (imagine the cowboys with better mounts to corral the cattle/horses/sheep/goats/etc).
 
Also, note that a fully upgraded workshop yields 4 :hammers: (i think) to a pastures 1 :food: and 1 :hammers: Perhaps they could gain a bonus from a civic, say, +1 :commerce: and +1 :hammers: from feudalism?
 
Very nice Sureshot.

I only think pastures still need some tweaking. They compare too favorably to workshops, don´t you think? They effectively produce +2 food right from the start, with which you can feed a specialist and produce more or less as much as a tech-boosted workshop - plus the birth rate.
 
Why didn't you change workshops, then? Perhaps -1 food, +1 production, +2 commerce?
 
i just ignored workshops, lumbermills, windmills, and watermills heh

i like the resource based improvements since theyre less stale since they have a chance to find stuff which is fun. i made them buildable without resources to make it so all resources could be found eventually if you're lucky, and balanced them against the other resource improvements.

the mills and workshops become better with certain techs, and i haven't put much thought into how they could be made more fun. i doubt ill do so before shadow comes out, but later on ill consider something for them.
 
i just ignored workshops, lumbermills, windmills, and watermills heh

i like the resource based improvements since theyre less stale since they have a chance to find stuff which is fun. i made them buildable without resources to make it so all resources could be found eventually if you're lucky, and balanced them against the other resource improvements.

the mills and workshops become better with certain techs, and i haven't put much thought into how they could be made more fun. i doubt ill do so before shadow comes out, but later on ill consider something for them.

I like your changes, it makes it more interesting because of resource discovery, as you said :-). Shops are good the way they are, 4 hammers on a plains is plenty.
 
I'd rather see them get upgraded gradually like cottages (or forts), or at least get boni from some later techs like machinery. It also seems like something that could get a boost from the Arete civic.
 
I'd rather see them get upgraded gradually like cottages (or forts), or at least get boni from some later techs like machinery. It also seems like something that could get a boost from the Arete civic.

Agreed. See my other posts regarding gradual improvement upgrades. Think "factories"
 
ok I've read your comment... it felt aggressive, but I'm sure it is only subjective reading on my part ... as you are putting my nose on mistakes I made :)
I didn't meant to misread or ignore what you had written.

-at the time I wrote my post, I did'nt re-read the 1st post, only the last updates and didn't saw that camps where changed.. I apologize.
-I'm not english so for me plain is often understood as flatland, unless I see it opposed to grassland somewhere so my mistake again.

I have no mmore comments.. it is just perfect ... ;) (save for mills... lol)
corrals are just as restricted as mines and farms. so it's ok for me
(save for camps: with bloom it is easy to create forests anywhere, then put camp then cut forest and have camp anywhere, and forest just have a trend to spread on any terrain save desert.)
 
I'd really like to see the GP change in the main game. This makes team games with one person playing Grigori much more doable, for instance.
 
decided to give this a run, and am having a few probs. I had to quit to go do something else, and now I can't load my savegame, or even autosaves from the game (turn 150 or so, malakim) - the game crashes every time I try. Also while I was playing any cottages I built would not upgrade. Last but deifnately least, the Armageddon Counter blight had not effect - not that I minded that.

Pretty sure everything is installed right and I did the .ini tweak.

edit: It's just the post-blight saves that won't load. Loading a previous save and playing till blight causes game to crash :(
 
Sureshot, you are the tops! Just when I was starting to miss the old minimod, you come out with a version for 0.30. In case you ever wonder whether your efforts are appreciated, at least from this corner, they certainly are.
 
Something I saw in another thread was a mod where Cow and Wheat and such could be found just like you've got in here, but only if you already have access to it.

In other words, more like taking a few heads from one herd and moving them to form a new one, or shipping seeds. It's just a little something that makes it more credible than a field of Corn appearing out of nowhere :-)
 
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