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More Trade Routes

Discussion in 'Civ4 - Modpacks' started by Chinese American, Mar 18, 2006.

  1. Chinese American

    Chinese American Hamtastic Knight

    Joined:
    Aug 23, 2001
    Messages:
    429
    Location:
    Chinatown, USA
    Trade Routes MOD 2.3.2
    Last Update: 20 Sep 2006

    Download link:
    http://forums.civfanatics.com/downloads.php?do=file&id=833&act=down

    SDK:
    http://forums.civfanatics.com/downloads.php?do=file&id=834

    Compatible with 1.61. Not tested with Warlords expansion.

    SUMMARY:
    1. Increased max trade routes to 16.
    2. Trade Routes also give food and hammers.
    3. Put food and hammers into treasury.
    4. Cities can borrow food and hammers from treasury.
    5. Civic (Free Market) modified to provide increased trade yields.
    6. New leader traits that increase trade yields.
    7. New leaderheads that have new traits.
    8. New techs to allow new buildings and functions.
    9. New buildings, national wonders, world wonder, and team project that increase trade routes in cities.
    10. New icons for tech and buildings.
    11. New units. Some old ones changed.
    12. Variables changed for balance.
    13. New Cultural Level.
    14. New Victory Conditions.
    15. Bonus gold, research, and culture for each trade route.
    16. Improvements outside borders by TheLopez.
    17. New worker improvements to connect to trade network.
    18. Interface improvements.
    19. Complete and partial xml files to incorporate into your own mods.
    20. SDK component that reads partial xml files.


    DETAILS:

    Trade Routes now give 20% Food and 20% Hammers (in addition to 100% Commerce default). Not very useful unless you have new leader traits and/or the modified Free Market Civic. Only newly made leaderheads have the new traits.
    [Terrain/CIV4YieldInfos.xml]

    Each trade route also grants +1 gold, +1 research, and +1 culture. Encourages building roads to new cities and building early wonders like Silk Road and Caravanserai.
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4CommerceInfo.xml]

    Can put food and hammer into treasury. Chopping will add hammers, and emphasizing avoid growth will add food. Also, both can be gathered with new processes.

    2 New processes put yields into treasury.
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4ProcessInfo.xml]

    Spoiler :
    - Process Food
    Converts 10% of Hammer into Food. (goes into treasury.)
    Requires Calendar

    - Process Hammer
    Converts 10% of Hammer into Hammer. (goes into treasury.)
    Requires Construction


    In addition, several variables were modified:
    - The max number of trade routes per city is increased to 16 (from 8).
    - Our population trade modifier decreased from 5 to 1, and our population trade modifier increased from -10 to 20. This will benefit smaller cities and provide a less steep curve as population and trade routes increase so that the bonuses don't go out of control.
    - Trade profit percent increased from 20 to 30 percent. Makes food and hammer bonus visible due to rounding down.
    - Foreign trade modifier down from 150 to 100 percent. Less exploitative due to more trade routes. (Might have to do with harbors and coastal cities?)
    [GlobalDefinesAlt.xml]

    3 New Leader Traits:
    [Civilizations/TR_Traits.xml]
    Spoiler :
    Culinary:
    - +1 Food on Plots with 4 Food
    - +10% Food from Trade Routes
    - Double Production Speed of Granary, Grocer

    Resourceful:
    - +1 Hammer on Plots with 3 Hammer
    - +20% Hammer from Trade Routes
    - Double Production Speed of Forge, Factory

    Investor:
    - +1 Commerce on Plots with 4 Commerce
    - +25% Commerce from Trade Routes
    - Double Production Speed of Train Station, Highway

    3 New Leaderheads:
    [Civilizations/TR_LeaderHeads.xml] [Civilizations/TR_Civilizations.xml]
    Spoiler :
    Iron Chef (Japan) = Culinary, Creative; Free Market
    Pharaoh (Egypt) = Resourceful, Organized; Slavery
    Pirates of the Caribbean (Spanish) = Investor, Aggressive; Police State

    Free Market, Civic:
    - Medium Upkeep
    - +1 Trade Routes per City
    - [Added] +10% Food, +20% Hammers, +25% Commerce from Trade Routes
    [GameInfo/CIV4CivicInfos.xml]

    2 New technologies to research are Automobile and Modern Engineering.
    [Technologies/TR_Techs.xml]
    Spoiler :
    - Automobile
    Cost 6000 Beakers
    Requires: Steel and Combustion
    Buildings enabled: Highway
    +1 Extra Moves for Land Units

    - Modern Engineering
    Cost 5000 Beakers
    Requires: Steel and Industrialism
    Units enabled: Engineer
    Buildings enabled: World Trade Center
    First to Discover Receives a Engineer
    Can Build High Rise

    9 New buildings, national and world wonders are Silk Road, Train Station, Transcontinental Railroad, Highway, Caravanserai, Corporate Headquarters, Mother of All Airports, River Port, and World Trade Center.
    Changes to Airport building (SDK).
    4 Old buildings replaced due to trait production (Forge, Factory, Granary, Grocer).
    1 New team project is Monopoly.
    [/Assets/CvGameCoreDLL.dll] [Buildings/TR_Building_Infos.xml] [Buildings/TR_Building_Classes.xml] [Buildings/TR_Building_Arts.xml] [Buildings/TR_Replacements_CIV4BuildingInfos.xml]
    Spoiler :
    Silk Road:
    National Wonder (1 allowed)
    Cost: 200 Hammers
    Culture: +2
    Great People: +1 Great Merchant
    Requires: Horseback Riding, Horse
    +2 Trade Routes
    Can turn 2 Citizens into Merchant
    City more likely to generate Great Merchant
    Can only be Built on Renaissance and Earlier Starts
    Builds +50% Faster with Gold
    Builds +50% Faster with Silk
    Builds +50% Faster with Silver
    Obsolete with Gunpowder

    Train Station:
    Cost: 150 Hammers
    Requires: Railroad
    +1 Trade Routes
    Can turn 1 Citizen into Engineer
    Required (4) to Build Transcontinental Railroad

    Transcontinental Railroad:
    World Wonder (2 allowed)
    National Wonder (1 allowed)
    Cost: 1500 Hammers
    Requires: Railroad
    +1 Trade Routes in All Cities
    +2 Free Engineer
    Requires 4 Train Station
    Double Production Speed with Iron

    Highway:
    Cost: 150 Hammers
    Unhealthy: +1 Unhealth
    Requires: Automobile
    +1 Trade Routes
    Can turn one Citizen into Engineer

    Caravanserai:
    National Wonder (1 allowed)
    Can be moved like Palace
    Cost: 80 Hammers
    Great People: +1 Great Merchant
    Requires: Animal Husbandry
    +1 Trade Routes
    Can turn 1 Citizen into Merchant
    City more likely to generate Great Merchant
    Obsolete with Corporation

    Corporate Headquarters:
    National Wonder (1 allowed)
    Can be moved like Palace
    Cost: 120 Hammers
    Great People: +2 Great Merchant
    Requires: Corporation
    +1 Trade Routes
    Can turn 1 Citizen into Merchant
    City more likely to generate Great Merchant

    Monopoly
    Team Project (1 allowed)
    Cost: 1500 Hammers
    Requires: Industrialism
    +1 Trade Routes in All Cities
    +2 Free Merchant
    Builds 50% Faster with Gold
    Builds 50% Faster with Silver

    Mother of All Airports
    World Wonder (1 allowed)
    Cost: 1500 Hammers
    Culture: +12
    Great People: +4 Great Merchant
    Requires: Flight, Computers
    Free Airport in Every City
    City more likely to generate Great Merchant

    Changes to Airport
    Connects city to trade network
    (in other words, cities with airports can trade with each other directly)

    World Trade Center
    National Wonder (1 allowed)
    Cost: 600 Hammers
    Culture: +2
    Great People: +2 Great Merchant
    Requires: Modern Engineering
    +50% Trade Route Yield
    Can turn 3 Citizens into Merchant
    City more likely to generate Great Merchant

    River port
    Cost: 50 Hammers
    Requires: Fishing
    +25% Trade Route Yield
    Available for free on Renaissance and later starts
    City must be adjacent to River


    1 New unit is Engineer
    [Units/TR_Unit_Classes.xml] [Units/TR_Unit_Infos.xml] [Units/TR_Builds.xml]
    Spoiler :
    Engineer
    Strength: 0
    Movement: 2
    Cost: 75
    Requires: Modern Engineering
    Can Improve Tiles
    Upgraded from: Worker, Fast Worker
    (Builds 50% faster than workers. Can also build high rise and airbase, while older workers cannot.)


    3 New worker improvements
    [/Assets/CvGameCoreDLL.dll] [Terrain/Civ4TerrainSchemaInfo.xml] [Terrain/TR_ImprovementArts.xml] [Terrain/TR_Improvements.xml] [Units/TR_Builds.xml]
    Spoiler :
    - Port
    Requires: Sailing
    Commerce: +1
    Commerce: +1 (with Astronomy)
    Requires Coastal Land
    Connects trade network with Coast
    Can be built outside own border
    Pillage yields 15 Gold on average

    - Airbase
    Requires: Flight
    Commerce: +1
    Cannot build adjacent to other Airbase
    Can Airlift 1 Land Unit per Turn
    Connects plot to trade network
    Can be built outside own border
    +50% Tile Defense
    Pillage yields 25 Gold on average
    (Can be built only by Engineers.)

    - High Rise
    Requires: Modern Engineering
    Health: +1
    Happiness: +1
    Gold: +2
    Research: +2
    Culture: +2
    +50% Tile Defense
    Pillage yields 25 Gold on average
    (Can be built only by Engineers.)


    1 New Cultural Level
    Spoiler :
    - Divine
    City Defense: +150%
    Quick: 40,000
    Normal: 80,000
    Epic: 160,000
    Marathon: 320,000


    2 New Victory Conditions
    [/Assets/CvGameCoreDLL.dll] [GameInfo/CIV4GameInfoSchema.xml] [GameInfo/CIV4VictoryInfo.xml]

    Spoiler :
    - Commercial Victory
    The game ends when one team accumulates 30,000 gold in their treasury. (Difficulty not tested. Amount is subject to change.)

    - One City Challenge Victory
    The game ends when a city has achieved "Divine Culture" (40,000 culture points in Quick game; 80,000 in Normal; 160,000 in Epic; 320,000 in Marathon).


    Interface changes:
    [/Assets/CvGameCoreDLL.dll] [Python/CvMainInterface.py] [Python/CvVictoryScreen.py]
    Spoiler :
    - Victory Screen shows criterion of total gold (eg Commercial Victory).
    - Number of trade routes shown increased from 4 to 5.
    - Commerce help shows bonus gold, research, and culture from trade routes.
    - Buttons for city to borrow food and hammer from treasury.
    - Worldbuilder allows editing food and hammer in treasury.
    - Worldbuilder allows editing city culture up to 1 million (up from 1,000).


    Changelog
    Spoiler :
    2.3
    chopping forests adds hammers to treasury instead.
    emphasizing avoid growth adds food to treasury instead.
    improvements may grant (un)health, (un)happiness, commerce types (gold, research, culture).
    improvements may add culture to plot for current owner.
    high rise now +1 health, +1 happy, +2 gold, +2 research, +2 culture.
    read partial global defines xml.
    worldbuilder can set food, hammer in treasury.
    worldbuilder city culture up to 1 million.
    new divine culture level.
    OCC cultural victory with divine culture.

    2.3.1
    fixed CTD crash on loading saved game. (pStream->Write for airlift should not write to address, removed &).
    optimized compilation. reduces dll file size. options: enable global optimization [/Og]; maximum optimization [/Ox]; optimize for pentium 4 or athlon [/G7]; optimize for windows application [/GA].

    2.3.2
    fixed CTD on finishing new wonders Transcontinental RR and Mother of All Airports (invalid movie)


    Screenshots:
     
  2. Wei-Yan

    Wei-Yan Japanese and proud of it

    Joined:
    Jan 11, 2006
    Messages:
    183
    Location:
    Kagoshima Nihon-koku(Japan)
    wow this has come out of nowhere but it sounds good
     
  3. Nadin Bytefelt

    Nadin Bytefelt Chieftain

    Joined:
    May 11, 2005
    Messages:
    85
    Location:
    EU
    Hi

    Nace idea.A good Mod.

    What is: +50% Food from Trade??
    Trade is not Trade Routes whit more commerce for citty...
     
  4. Chinese American

    Chinese American Hamtastic Knight

    Joined:
    Aug 23, 2001
    Messages:
    429
    Location:
    Chinatown, USA
    Usually you don't get food from trade routes, but the culinary trait changes that. If your base trade is 2, then you will get 1 Food from it. You can also do the same for hammers, which I didn't think about because I just wanted some way to simulate caravans from Civ2. How about a trait called Resourceful that is like the traits I've made but using hammers instead.

    Original post and attachment updated with Resourceful trait.
     
  5. Chinese American

    Chinese American Hamtastic Knight

    Joined:
    Aug 23, 2001
    Messages:
    429
    Location:
    Chinatown, USA
    New national wonders Caravanserai and Corporate Headquarters. They can be relocated to another city, like the Palace.
     
  6. Gunner

    Gunner Chieftain

    Joined:
    Aug 21, 2004
    Messages:
    1,389
    Location:
    Goochland, VA
    Sounds like a pretty good concept. Have you tested how the culinary and resourceful work? It seems to me that they might be somewhat overpowered.

    You might also want to explain more in the first post exactly what the +50% food and shield labels mean, I didn't understand until I read further down the thread.
     
  7. Chinese American

    Chinese American Hamtastic Knight

    Joined:
    Aug 23, 2001
    Messages:
    429
    Location:
    Chinatown, USA
    Toned down trade values from traits. Also found that you can make food and hammer tradeable by all civs. So now all get food and hammers from trade. Finally, Free Market also increase trade yields.
     
  8. Nexushyper

    Nexushyper Chieftain

    Joined:
    Dec 3, 2002
    Messages:
    245
    Location:
    Colorado
  9. DanoDavid

    DanoDavid Chieftain

    Joined:
    Jun 22, 2003
    Messages:
    49
    Location:
    Nuernberg, Germany
    Amazing what's possible by only changing the xml-files. I didn't recognized that the trade has the 3 yields available. Great idea :goodjob:.

    I play now for a plenty of rounds and wonder if it was your intention that the Caravanserai and the Corporate Headquaters are still able to bild when its already placed in one city. If i build it in another city it is moving there.

    Anyway many thanks!
     
  10. HourlyDaily

    HourlyDaily Man-o-Mercy

    Joined:
    Sep 20, 2004
    Messages:
    507
    Location:
    Melbourne, Australia
    I like where you are going with this mod. I'm not to keen on balancing issues though. Particularly with the number of cities on a map - it may outbalance other sources of hammers etc. I haven't played so I don't know.

    (Private) trade is a game concept that needs some more depth IMO.
     
  11. Bringa

    Bringa Chieftain

    Joined:
    Jan 23, 2006
    Messages:
    674
    I like the idea of this a lot, but one problem I see is this: most (if not all) mods I've tried so far have changed the industrious trait to give +1 hammer on plots with 3 hammers and more because there seems to be a general consensus that +50% wonder build speed is too powerful. This clashes with your resourceful trait.
     
  12. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
    Mar 27, 2002
    Messages:
    2,072
    Location:
    European Union
    Cool a commercial Mod !

    Why not a Commercial Victory ?

    EDIT : with 1.61 it's buggy
     
  13. bitterguy

    bitterguy Chieftain

    Joined:
    Feb 16, 2006
    Messages:
    24
    Location:
    san rafael, ca
    that would be cool - get a million dollars in the bank and win the game.
     
  14. erm4gh

    erm4gh Chieftain

    Joined:
    Jan 3, 2003
    Messages:
    64
    Nice. I like the basic premise of this mod. I second the request for a Commercial victory.

    I've played one game so far and noticed that I could creat Caravanserai and Corporate Headquarters in as many cities as as I wanted. There was no limit of only one city allowed.

    I built the transcontinental railroad and CIV IV kept giving me the option of building a second one until another country built it. Was it your intention to let a single player build two of them?

    You might want to toy with the idea of adding something like most favorite nation trading status or free trade zones that require agreements between two or more countries. It would add more depth to the diplomacy (something else to squabble about and build coalitions). It would also help balance any tendency to be isolationist and just try to make money.

    The Corporate Headquarters icon didn't seem appropiate. Perhaps something like the silhouette of a famous corporate building such as the Transamerica Tower?
     
  15. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
    Mar 27, 2002
    Messages:
    2,072
    Location:
    European Union
    Anybody for ressuciting this mod ? and devellop it ?

    :D

    Because i want play it with 1.61 :D :D :D
     
  16. erm4gh

    erm4gh Chieftain

    Joined:
    Jan 3, 2003
    Messages:
    64
    I played it with 1.61
     
  17. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    I was thinking of making a Modification to the SDK that would cause the Silk Road (actualy any Building with the new XML flag active) to give all your cities connections to all other Cities on the Continent. That would mean all your cities are connected to your trade network and all other players on that continent are connected to you. Its not a hugley powerfull ability ofcorse but it is very apropriate.
     
  18. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
    Mar 27, 2002
    Messages:
    2,072
    Location:
    European Union
    I can't play on 1.61 because get errors on loading of this mod ...

    Impaler ! Thanks for ressuciting the project !

    How about a commercial victory ?
     
  19. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    I'm not realy reserecting the project, more of a graverobing it for ideas on new buildings and Wonders and SDK idea.

    I had produced a building very much like the TrainStation in my Mod (see link) and was thinking of adding some of these to it as well. The SDK features would be the iceing on the cake.

    I was able to successfully load the mod as is (I have 1.61) so I dont know why your not able too...
     
  20. Lachlan

    Lachlan Great Builder of Civs !

    Joined:
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    Location:
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    I should ignore messages of errors ?

    Because "Invalid class ..."
     

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