Trade Routes

This mod increases the number of trade routes available and more: Summary: 1. Increased max trade routes to 16. [GlobalDefinesAlt...

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This mod increases the number of trade routes available and more:

Summary: 1. Increased max trade routes to 16. [GlobalDefinesAlt.xml] 2. Trade Routes also give food and hammers. [Terrain/CIV4YieldInfos.xml] 3. Civic (Free Market) modified to provide increased trade yields. [GameInfo/CIV4CivicInfos.xml] 4. New leader traits that increase trade yields. [Civilizations/CIV4TraitInfos.xml] 5. New leaderheads that have new traits. [Civilizations/CIV4LeaderHeadInfos.xml] 6. New tech (automobile) to allow a new building (highway). [Technologies/CIV4TechInfos.xml] 7. New buildings, national wonders, world wonder, and team project that increase trade routes in cities. [Buildings/CIV4BuildingInfos.xml] [Buildings/CIV4BuildingClassInfos.xml] 8. New icons for tech and buildings. [Art/CIV4ArtDefines_Building.xml] 9. Variables changed for balance. [GlobalDefinesAlt.xml] 10. Complete and partial xml files to incorporate into your own mods.

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Trade Routes MOD
Last Update: 25 July 2006

Summary:
1. Increased max trade routes to 16. [GlobalDefinesAlt.xml]
2. Trade Routes also give food and hammers. [Terrain/CIV4YieldInfos.xml]
3. Civic (Free Market) modified to provide increased trade yields. [GameInfo/CIV4CivicInfos.xml]
4. New leader traits that increase trade yields. [Civilizations/CIV4TraitInfos.xml]
5. New leaderheads that have new traits. [Civilizations/CIV4LeaderHeadInfos.xml]
6. New tech (automobile) to allow a new building (highway). [Technologies/CIV4TechInfos.xml]
7. New buildings, national wonders, world wonder, and team project that increase trade routes in cities. [Buildings/CIV4BuildingInfos.xml] [Buildings/CIV4BuildingClassInfos.xml]
8. New icons for tech and buildings. [Art/CIV4ArtDefines_Building.xml]
9. Variables changed for balance. [GlobalDefinesAlt.xml]
10. Complete and partial xml files to incorporate into your own mods.


Details:

Trade Routes now give 20% Food and 20% Hammers (in addition to 100% Commerce default). Not very useful unless you have new leader traits and/or the modified Free Market Civic. Only newly made leaderheads have the new traits.

In addition, several variables were modified:
- The max number of trade routes per city is increased to 16 (from 8).
- Our population trade modifier decreased from 5 to 1, and our population trade modifier increased from -10 to 20. This will benefit smaller cities and provide a less steep curve as population and trade routes increase so that the bonuses don't go out of control.
- Trade profit percent increased from 20 to 30 percent. Makes food and hammer bonus visible due to rounding down.
- Foreign trade modifier down from 150 to 100 percent. Less exploitative due to more trade routes. (Might have to do with harbors and coastal cities?)

3 New Leader Traits:
	Culinary:
		- +1 Food on Plots with 4 Food
		- +10% Food from Trade Routes
		- Double Production Speed of Granary, Grocer
	Resourceful:
		- +1 Hammer on Plots with 3 Hammer
		- +20% Hammer from Trade Routes
		- Double Production Speed of Forge, Factory
	Investor:
		- +1 Commerce on Plots with 4 Commerce
		- +25% Commerce from Trade Routes
		- Double Production Speed of Train Station, Highway
		
3 New Leaderheads

Iron Chef (Japan) = Culinary, Creative; Free Market
Pharaoh (Egypt) = Resourceful, Organized; Slavery
Pirates of the Caribbean (Spanish) = Investor, Aggressive; Police State

Free Market, Civic:
- Medium Upkeep
- +1 Trade Routes per City
- [Added] +10% Food, +20% Hammers, +25% Commerce from Trade Routes

1 New technology to research is Automobile.

Automobile:
Cost 6000 Beakers
Requires: Steel and Combustion
Buildings enabled: Highway
+1 Extra Moves for Land Units

6 New buildings, national and world wonders are Silk Road, Train Station, Transcontinental Railroad, Highway, Caravanserai, and Corporate Headquarters.
1 New team project is Monopoly.

Silk Road:
National Wonder (1 allowed)
Cost: 200 Hammers
Culture: +2
Great People: +1 Great Merchant
Requires: Horseback Riding, Horse
+2 Trade Routes
Can turn 2 Citizens into Merchant
City more likely to generate Great Merchant
Can only be Built on Renaissance and Earlier Starts
Builds +50% Faster with Gold
Builds +50% Faster with Silk
Builds +50% Faster with Silver
Obsolete with Gunpowder

Train Station:
Cost: 150 Hammers
Requires: Railroad
+1 Trade Routes
Can turn 1 Citizen into Engineer
Required (4) to Build Transcontinental Railroad

Transcontinental Railroad:
World Wonder (2 allowed)
National Wonder (1 allowed)
Cost: 1500 Hammers
Requires: Railroad
+1 Trade Routes in All Cities
+2 Free Engineer
Requires 4 Train Station
Double Production Speed with Iron

Highway:
Cost: 150 Hammers
Unhealthy: +1 Unhealth
Requires: Automobile
+1 Trade Routes
Can turn one Citizen into Engineer

Caravanserai:
National Wonder (1 allowed)
Can be moved like Palace
Cost: 80 Hammers
Great People: +1 Great Merchant
Requires: Animal Husbandry
+1 Trade Routes
Can turn 1 Citizen into Merchant
City more likely to generate Great Merchant
Obsolete with Corporation

Corporate Headquarters:
National Wonder (1 allowed)
Can be moved like Palace
Cost: 120 Hammers
Great People: +2 Great Merchant
Requires: Corporation
+1 Trade Routes
Can turn 1 Citizen into Merchant
City more likely to generate Great Merchant

Monopoly
Team Project (1 allowed)
Cost: 1500 Hammers
Requires: Industrialism
+1 Trade Routes in All Cities
+2 Free Merchant
Builds 50% Faster with Gold
Builds 50% Faster with Silver

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