I've been compiling a list of relatively easy and minor in concept but large in implication changes I intend to make which will solve most of the non-AI related issues I see in Civ V. The AI issues are beyond my pay grade, so somebody else (or Firaxis) will have to address that. You know, stuff like tweaking resource and improvement yields slightly, giving coastal cities a small boost by potentially having hardborn and seaport each give +1 commerce to coastal tiles such that you end up with coast tiles beign 2 food 3 commerce instead of the worthless 2 food 1 commerce. Things like that.
So far so good. I believe 90% of what I want to do I have found already. The one I'm having problems with is also the one with the biggest implications but, I think, necessary to partially deal with the ICS problem.
I want to tweak trade route yields. Right now the only thing I see to change in the XML is the pop modifiers for the capital (currently 0, capital pop has no effect) and pop modifier for the other city (currently 125%). So routes with three pop 4 cities gives you 15 gold just like a trade route with one pop 12 city. I think this is both unrealistic and is just one of the many incentives to spamming out lots of small cities instead of building fewer big ones.
Is there some way to modify trade route yields so that they are no longer linear with population? Or at least linear but penalizing small cities? For example right now the yield is 1.25*(city pop). If it were instead 2*(city pop - 4), three size 4 cities would provide no trade while one size 12 city would yield 16 gold instead of the current 15. A size 18 city (and it is HARD to make cities this large so should be rewarded) would give 28 gold instead of the current 22. And so on.
But I don't see any way to do anything in the XML except change the multiplier. But the problem isn't the multiplier, it is that yield is directly proportional to population... but that's wrong.
So is there some way in the XML to make trade route yield (and, hey, science but one thing at a time) as something other than a straight multiplier of the population? I don't suppose you can exponents or such in the xml?
So far so good. I believe 90% of what I want to do I have found already. The one I'm having problems with is also the one with the biggest implications but, I think, necessary to partially deal with the ICS problem.
I want to tweak trade route yields. Right now the only thing I see to change in the XML is the pop modifiers for the capital (currently 0, capital pop has no effect) and pop modifier for the other city (currently 125%). So routes with three pop 4 cities gives you 15 gold just like a trade route with one pop 12 city. I think this is both unrealistic and is just one of the many incentives to spamming out lots of small cities instead of building fewer big ones.
Is there some way to modify trade route yields so that they are no longer linear with population? Or at least linear but penalizing small cities? For example right now the yield is 1.25*(city pop). If it were instead 2*(city pop - 4), three size 4 cities would provide no trade while one size 12 city would yield 16 gold instead of the current 15. A size 18 city (and it is HARD to make cities this large so should be rewarded) would give 28 gold instead of the current 22. And so on.
But I don't see any way to do anything in the XML except change the multiplier. But the problem isn't the multiplier, it is that yield is directly proportional to population... but that's wrong.
So is there some way in the XML to make trade route yield (and, hey, science but one thing at a time) as something other than a straight multiplier of the population? I don't suppose you can exponents or such in the xml?