A work in progress. Might look familiar to SMAC players.
The initial motivation behind this mod was to cut down on the improvement spam in the late game. It is currently inevitable that every tiles gets improved and railroaded, and usually it's only a few types of improvements that are all over the place.
When i thought about it more, i wanted to make some improvements more important that others, more important to pillage and more important to protect.
Now i started working on this with the Warlords SDK, but i'm beginning to think this would've been better a Civ4 vanilla mod, since more people have that, and i dont think i use any Warlords specific things. So..i might just convert this to civ4 in the coming days/weeks.
UPDATE
22/10/2006
I've converted it all to Civ4 vanilla (v1.61).
I've also updated the yields of several improvements.
SDK Changes
- Improvements can give yield bonuses to certain adjacent tiles
- Improvements can get increased yields from being adjacent to certain tiles
- Improvements are given a range, improvements cannot be placed if they are both in each other's range.
- Improvement and Roads/Railroads may require upkeep (currently none require upkeep, barely tested)
- Can pillage your own roads (previously you could only pillage your own improvements), which is useful if they're costing you gold to maintain
Game changes
All of the following improvements have a range of 1. All other improvements have a range of 0. This basically means the following improvements may not be placed right next to each other, there must be at least 1 tile in between. Improvements with range 0 may still be placed next to them.
F = food
P = production
G = gold
Lumber Mill
* Available at Bronze Working)
+1P from Forests
+1P from Forests with Replaceable Parts
+0.5G from Forests if worked and has a Road
+0.5G from Forests if worked and has a Railroad
Windmill
+1F to Farms if worked
+1G to Farms if worked, with Economics
Cottage
+0.5G from improved adjacent tiles
Hamlet
+1G from improved adjacent tiles
Village
+1G from improved adjacent tiles
+1G to improved adjacent tiles
+0.5G from worked and improved adjacent tiles with Printing Press
Town
+1G, +1P from improved adjacent tiles
+1G to improved adjacent tiles
+1G from worked and improved adjacent tiles with Printing Press
Future Changes
Besides changes to the AI, interface and Civilopedia to take the current changes into account, i'm considering the following.
* Upkeep for roads and railroads (this is currently possible, but i want to update the Financial Advisor to display this first)
* +1G from trade partners for every resource which is in the city radius and is connected to it. (to compensate the cost of connecting cities and resources)
* Possibly bonuses to ranged tiles for having roads built on them
* Maybe some changes to unit movement, to compensate for having less roads around
Clicketies to download
The initial motivation behind this mod was to cut down on the improvement spam in the late game. It is currently inevitable that every tiles gets improved and railroaded, and usually it's only a few types of improvements that are all over the place.
When i thought about it more, i wanted to make some improvements more important that others, more important to pillage and more important to protect.
Now i started working on this with the Warlords SDK, but i'm beginning to think this would've been better a Civ4 vanilla mod, since more people have that, and i dont think i use any Warlords specific things. So..i might just convert this to civ4 in the coming days/weeks.
UPDATE
22/10/2006
I've converted it all to Civ4 vanilla (v1.61).
I've also updated the yields of several improvements.
SDK Changes
- Improvements can give yield bonuses to certain adjacent tiles
- Improvements can get increased yields from being adjacent to certain tiles
- Improvements are given a range, improvements cannot be placed if they are both in each other's range.
- Improvement and Roads/Railroads may require upkeep (currently none require upkeep, barely tested)
- Can pillage your own roads (previously you could only pillage your own improvements), which is useful if they're costing you gold to maintain
Game changes
All of the following improvements have a range of 1. All other improvements have a range of 0. This basically means the following improvements may not be placed right next to each other, there must be at least 1 tile in between. Improvements with range 0 may still be placed next to them.
F = food
P = production
G = gold
Lumber Mill
* Available at Bronze Working)
+1P from Forests
+1P from Forests with Replaceable Parts
+0.5G from Forests if worked and has a Road
+0.5G from Forests if worked and has a Railroad
Windmill
+1F to Farms if worked
+1G to Farms if worked, with Economics
Cottage
+0.5G from improved adjacent tiles
Hamlet
+1G from improved adjacent tiles
Village
+1G from improved adjacent tiles
+1G to improved adjacent tiles
+0.5G from worked and improved adjacent tiles with Printing Press
Town
+1G, +1P from improved adjacent tiles
+1G to improved adjacent tiles
+1G from worked and improved adjacent tiles with Printing Press
Future Changes
Besides changes to the AI, interface and Civilopedia to take the current changes into account, i'm considering the following.
* Upkeep for roads and railroads (this is currently possible, but i want to update the Financial Advisor to display this first)
* +1G from trade partners for every resource which is in the city radius and is connected to it. (to compensate the cost of connecting cities and resources)
* Possibly bonuses to ranged tiles for having roads built on them
* Maybe some changes to unit movement, to compensate for having less roads around
Clicketies to download
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