Trade Posts [Modular]

vincentz

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Joined
Feb 4, 2009
Messages
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Denmark
Comming Soon! (when I have tested and balanced it)

Its been a while since I played Civ, and when I recently took it up again, I looked at it with different eyes. So it was time for some modding ;)

This little mod introduces a new improvement : Trade Posts

It is a three level gold producing improvement that can only be placed at flatlands.
It was inspired by travelling in Asia, where the crossroads, railway stations, rivers etc always would have a market. The -1 food is to balance it, but also symbolises the food for travellers, traders, merchants etc. It is especially usefull in those overgrowing metropoli that needs some trade.
Available with Trade.

1st. Trade Post. -1 food +1 gold, develop in 30 turns
2nd. Trade Market -1 food +2 gold, develop in 40 turns
3rd. Trade Center -1 food +3 gold

Route boni :
Path +1 gold
Road, Paved Road +2 gold
Railway, Electric Rail, Modern Road +3 gold

Tech boni :
Currency +1 gold
Banking +1 gold
 
Sounds good. Sounds like a lot of gold - how does it compare to Cottage/etc ?

Obviously that's the meaningful choice the player must make here - "I need cash, do I build a cottage or a trading centre"
 
:agree:, and like the idea too.
Maybe move cottage to a later tech? Say "city planning"...?

I haven't calculated what the difference is between them, but wouldn't it give sense that cottage is better than Trade Center, then?
Maybe even have Trade Center upgrade to Cottage. Then, when you get city planning, you have a choice of either leaving the Trade Centers to grow into Cottages, or just build Cottages youself (maybe let cottage cost some :gold:).
 
After testing it a bit it has been downscaled a bit, removing the boni from techs.
The positive things about it is that it can halt the city growth for a city that is spinning out of control. secondly it can be placed in forrests and jungles giving an early posibility using those. It really comes in handy when placing it on resources that only can be gained at a later stage (with plantation etc.) and lastly it can save a civ that hasnt got access to highly valuable resources like gold, gems, silver etc.

It will be a little bit better than a Cottage regarding gold, but then again the cottage will have 2 more food and develop faster.
I actually thought about making the trade center develop into a village/town, but I need to playtest it a little more.

I'm currently reviewing all improvements, incl. making a surface mine -> mine -> shaftmine development as my cities often would crumble due to the negative happiness effect from the shaftmine (playing on deity -2 in happiness can cause a revolution), but also to change the strange look of the rather sofisticated mine in early ancient times.
Other changes will be a minor defensive bonus on some of the improvements with the Town being the best place to fortify. And lastly the abillity to construct hamlets and villages with later techs (City Planning and Civil Engineering).
 
How is the AI doing with this improvement? :)

Is it compatible with 2.71?

Thank you yet again for a new potent idea! (Really liked the jungle camp) :goodjob:
 
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