[Modmod] Watermill Rebalance Mod

As a Dutchman, I take great offence to this, and demand Windmills to be boosted in accordance. One turn buildtime, buildable by all units, on every single tile, granting +10 food, +10 production, and +10 commerce.

Windmill: Turns all water tiles within 5 tiles range into riverside Floodplain Grasslands.
 
Windmill: Turns all water tiles within 5 tiles range into riverside Floodplain Grasslands.
That would make it just about on par with a Fort, but, fair enough. For now. :p
 
I'm actually considering coming out of AAR retirement to promote this modmod, Imp.

I'll have a try at it too next month just to see what'll happen exactly to balance.
 
Yesssss, yesssssss, this pleases me very much.
 
All I have to say is this.



There's a EUIV mod out there that swaps the places of the tech groups in reverse, so for instance,
the Western tech group has the Chinese modifiers and the Chinese tech group has the Western modifiers.
This modmod honestly feels like that.
 
Watermills can be seen representing any technological improvements along side of the major rivers which quite historically boosts productivity of the local population.
 
A few gems from when I was trying this out:

Exhibit A: 3000BC Argentina. Russians win Space Race 3 turns after I spawn and are rolling into China with Mech Infantries.

Exhibit B: Russians on steroids. They have Mongolia, Tibet, Pagan, Turkey, Greece, Poland, Mesopotamia and are still Solid/Stable, conquering Egypt and Iran.
 

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Clearly, watermills are the secret to the final overthrow of the bourgeoisie and the success of the socialist revolution.
 
You should make watermill a religion. Every improvement other than watermill brings unhappiness.
 
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