Trade Route Mods

whoward69

DLL Minion
Joined
May 30, 2011
Messages
8,721
Location
Near Portsmouth, UK
2 new mods and 2 updated mods to make Trade Routes easier to track

Units - Visible Trade Units: Makes trade units (caravans and cargo ships) visible during the players turn, making them easier to find, spot when heading into danger, and selectable.

Spoiler :
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V23 of "DLL - Various Mod Components" adds several new Lua API methods for getting trade route/unit information and controlling trade units

UI - Unit List Enhancements: Detects the new Lua API and adds a tooltip to the trade unit outlining the trade route it's operating on (see screen grab above)
UI - Condensed Promotions (GK): Detects the new Lua API and adds details to the Unit Panel when the trade unit is selected (see screen grab above)

UI - Trade Routes Enhancements: Reduces the size of the Home City entries and adds a tooltip with details of possible trade route destinations from that city. If a City State has a quest for a trade route, an icon is added to their entry to indicate this (not shown in the screen grab)

Spoiler :
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UI - Trade Routes Enhancements: Makes trade units viewable from the summary list and units may also be recalled. Recalling a unit leaves a message at their home city for them to end the route. A unit on the homebound leg will not make any more circuits upon arrival at their home city. A unit on the outbound leg will travel to the destination city and then return. If the player has discovered Radio, a unit on the outbound leg will immediately turn around and head for home.

Spoiler :
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  • TradeRouteEnhancements2.jpg
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  • TradeRouteEnhancements3.jpg
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I think that for BNW there should be trader post which you can trade for so ex:
I click on the huns, and trade for a trade post in their X city, for a trade post in my Y city, and I give them money (as all AI's are greedy little Ba*****s). and then I could relocate some of my caravans to their city. Doing this would also give more available routes (increases route max).
Would you be able to mod this? I have no experience with making Civ5 mods, and as you just worked with similar files you'd probably be able to do this faster than someone messing around with it for the first time.
-maverson
 
If Firaxis are smart, then they'll incorporate this Mod into the base game....as I believe there is great demand for this!!!

Aussie.
 
I agree. I already found it odd that a trade unit simply disappears from view when it leaves your borders.

On a similar note, embassies don't seem to do anything except reveal capitals: neither the city nor any units there are visible, as if ambassadors are permanently asleep. (Similarly, revoked embassies - as after DOW - don't have any effect either.) :crazyeye:
 
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