[Extension] Pineappledan Tweaks for VP

I realized near the end of my Indo game that your power plant tweak was allowing me to build Solar Plants in cities that weren't on/adjacent to desert. I tried it in multiple cities to confirm I wasn't mistaken.
Spoiler :
Screenshot (664).png
 
Intended.
So none of the plants have terrain locks? Not even Tidal? Either way, it still says "must be on or next to desert" both in-game, and in the rework description on pg1, so I'm just clarifying.
 
Sorry, it's just miscommunication on my part. I didn't get to check those 2 (Hydro/Tidal), but I'm sure they're fine. All it is then is text fix (very minor) needed for Solar Plant.
 
Sorry if it sounds like a stupid question, but is this mod fully compatible to use with your MUC mod as well? Asking because I am confused to see some Civs tweaks int his mod as well.
 
Increased Siam's city-state bonus to +100%
Added Carthage tweaks:
  • Free Lighthouse replaced with free Harbor (still gives :c5trade:City Connection) @Ziad
  • Cothon yields changed from 2:c5culture: on lighthouse and 3:c5production: on harbor to 2:c5culture: on harbor and 2:c5production: on lighthouse
  • Heavy Assault now stays on upgrade
 
What VP says about your changes to Swordsman and Skirmisher lines? They are nice. What about CS/RCS changes (part 2)? Are they still necessary?

I renamed original promotion in VP to Hit and Run in PO mod ('Unit can Move again after Attack.'). It would be good if you rename yours, maybe?
 
Can you list me all new promotions in this modmod? I'm doing in parallel PO v24 update and I could add compatibility for it? What do you think?
 
What VP says about your changes to Swordsman and Skirmisher lines? They are nice. What about CS/RCS changes (part 2)? Are they still necessary?
VP at large is unconvinced about my promotion and RCS/CS line changes. Me becoming utterly convinced that a skirmisher rework was needed, but VP being unwilling to adopt a new rework, was the central impetus for this mod, and new changes to other things were added from there.


New promotions are:
  • Hit and Run: +50% Ranged attack defense. I could change it to "Moving Target"
  • Sidearm: 10% flanking and 10% defense
  • Airship: gives the following bonuses
    • Hover
    • Ignores Terrain Defense
    • Can enter all tile types, including ice and deep ocean (Does not embark)
    • Can detect Submarines (note: immune to subs, because they are technically land units)
    • +33% Defense
  • Airship line promotions:
Night Raid I => Night Raid II => Night Raid III
+50% vs cities per level

Surveillance I => Surveillance II => Surveillance III
Double Movement in Coast & Ocean => +1 :c5moves:Moves and Sight => +33% Defense and ZOC

New Airship Leaf promotions:
Night Terror: +100% vs Cities and heals +5HP
Air Repair: Heals every turn regardless of action
High Altitude: Reduces all incoming damage by 10

All other promotions existed somewhere else, the Zulu promotion split for instance. There are a few numbers tweaks to existing promotions like Atlatl Strike and Grenadier, but they don't alter the function.
 
I will need all those modified too.
Airship: which ones of this 5 are new or changed? Hover existed; can detect subs too. Others?
 
all those abilities are piled into a single promotion, otherwise the airship would have a dozen free promotions spilling over its unit window.

Modified how? What are you asking me to do?
 
Ahh so it's big one promo, I understand.
Modified, so they have added or removed abilities or changed values under the same TXT_KEY_PROMOTION_ name _HELP.

EDIT:
Unless all those changes are listed in the OP, then fine.

BTW: Why did you delete 2 Kris promotions?
 
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What does the Airship Leaf mean? Just curious. You mean branch?
 
If your mod will be loaded before PO, then all your changes to promotion description will be overwritten by mine. I think doing this compatibility should be my top priority to not destroy your mighty balance project.
 
What does the Airship Leaf mean? Just curious. You mean branch?
promotions off the main “stem” of night raid 1/2/3 or surveillance 1/2/3
 
i think giving free harbour for cartage is op. getting harbor in every city from ancient era is a bit weird
 
i think giving free harbour for cartage is op. getting harbor in every city from ancient era is a bit weird

Maybe it is, maybe something else would have to give in exchange. PD was talking about changing the gold on settle to something weaker, which would balance it out a bit. I like the experimenting of this mod, and I really loved that change so that rushing sailing+great lighthouse felt worthwhile. Just have to remember not to skill both of the "navigation" promotions.
 
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