TLC Mercantile (Experimental)

You shouldn't be so hard on yourself.

Making complete mod is enormous work and it is impossible to make no mistakes during the process.

Also, what Bluemofia said is a valid point and therefore maybe it was not mistake at all.

As far as I am concerned, this is a small matter and it can't change the overall impression about the mod which is very positive.
 
Submersible is made available with Refining. But Submersible requires rubber which becomes available with later tech Standardization, so practically, Submersible is not available untill Standardization is researched.

Maybe Standardization should be required tech for Submersive.
 
Premature is an understatement.
I’ve fixed it but this could cause a huge problem for our test games if the AI likes them. Obviously don’t build any (even if the enemy use them) until you have the tech to keep it to as valid a test as possible.

It’s probably not the best time to announce this during a bug fix but I’m going to make a few additions.
Vaccination Program (SW) – doubles growth rate
Supreme Court (SW) – second capital class
Central Bank (SW) – +5% interest on treasury
Patent office (Imp) – +25% Science
The Patent (Tech) – between Rank & File and Thermodynamics

The Warthog will be changed to Vigilante medium range bomber to create a class of lite and heavy ground attack planes.Their key feature is that they’re the only none-VTOL aircraft with two moves. I’ve compensated by significantly reducing their range and defence.
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I've just spotted the shield cost of the two lite GAP's.
 
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If I can persuade some unit designers I’d eventually like to expand on the secondary units.

Having restricted access to certain resources causes creative and inventive uses for what they do have access to. The combinations of the remaining resources would be difficult to account for but, I don’t want to be stuck without an option that I know I can implement; especially (now that I think about it) one which is a regular if not constant feature of war. The point of this game is to have every tool and weapon available to the player so I’m trying to think of real-world examples useful to the game.

Improvised armoured vehicle
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Improvised infantry tank (from digger)
Improvised APC (from bin truck)
Pickup Truck UB-32 rocket artillery
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Car bomb - cruise missile
Hijacked 737 - cruise missile
Broken Arrow – nuke truck (can’t be loaded for reasons of tactical continuity)
Some sailing transport ships (like clippers) in case you lose all of your fuel resources before you reach Fossil Fuel Independence.

I know they look ridiculous but that’s desperate improvisation.
 
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Is the problem specific to a unit? Does it still rebase with the mouse?

Hopefully, I forgot to enable the rebase button; if it’s limited to just hotkey commands I wouldn’t have a clue what could be causing the issue.
It is hotkeys only not working for Steam Train and Canal Barge.
 
Civilopedia entry for Sea Fort says it can accomodate VTOL and NVE, but in editor I see that transport capacity for Sea Fort is 0.

There is no sign of Drydocks after Steel is researched. I guess it is implemented in later version of biq file.
 
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The Civilopedia entry for Sea Fort is now correct. I cut & paste the info from the Offshore Platform forgetting to edit it. The Drydocks were only added at 22:00 13/03/17; I think your biq predates that edition by about a month.
Civilopedia.txt

Ps I’m currently researching Atomic Theory. The AI seems to be running low on impetus but this is the point in the game that I expect (in multiplayer) human players to have defeated most of the AI players.
 
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I agree pause is too long, but I think Mass Production should be moved closer to Steel. Thus we could avoid situation where we have Rifleman and "Civil War" Cavalry on the ground and more advanced warships at sea. Then you could maybe keep Cathode Ray Tube if you wish.
 
I decided to work with your suggestion of rearranging the tech tree. I've also added those ironclads.
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These are the new small wonders.
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I've made fortresses and barricades negative tile bonuses to simulate mines. The minefield (fortress) causes an 80% reduction in defence to any occupying units. Entering a barricade tile wastes all of a units moves holding weakened units in place.
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Minefields sounds good to me.

Infantry is more expensive (70 shields) than Flamethrower (35), Lewis LMS (30), Mortar team (50), Rocket Infantry (60) and Vickers HMG (60). It should be more expensive to equip troops with all those machineguns, rocekts, mortars etc. etc...
than with plain rifles.
 
Minefields sounds good to me.
From what I’ve seen of your playing style, you won’t need to change what you’re doing with the forts.

Infantry is more expensive
My reasoning is that they are expected to be attached to the basic defensive units as augments rather than having integrated units. With the standard infantry you’re paying for the men; the specialist units really act as support but add little in manpower (reduced hit points). Essentially, you’re adding equipment that can be reassigned.

Flamethrower and LMG infantry are the modern expendable units expected to be the vanguard taking the defensive bombardments. You can also dictate the ratio of man power to equipment.

The Mortar Team/AT, Rocket Infantry and HMG can work independently but are expected to be assigned to more stout units.

I’ve been using this setup for so long that forgot how counterintuitive it is. With the limitations of the game; if you zealously insist on direct comparisons with its real life equivalents; you’d make an interesting but pretty tedious game. You might not be convinced now but it does make for a better multiplayer game. I hope that you’ll eventually change your opinion by the end of the test but if you don’t, I will consider re-evaluating the idea.
 
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None of my remarks is meant to prove that something is wrong. They are here to help you to check if you make some kind of oversight or mistake. If there is reason behind what you did, as in this case, I am perfectly OK with it.

Regarding forts, I think I made more of them in this game then in all my CIV III gaming history. Reason is: there is no railroads that would enable me to move troops instantly from one corner of the continent to another, and barricades seem to be good way to slow down any possible attack.
 
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