Sid Meier's Civilization V

Sid Meier's Civilization V

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Trading Posts Grow into Towns
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1.616 MB
22 sept. 2014 la 0:35
6 febr. 2016 la 18:45
8 jurnale de actualizare ( vizionare )

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Trading Posts Grow into Towns

În 1 colecție creată de TofuSojo
Immersion and Balance Mods
19 obiecte
Descriere
As they are worked by citizens over time, Trading Posts grow into Hamlets, Villages, and finally Towns yielding more gold as they grow, just like Cottages in Civ IV grew into Towns. The Towns are still improvements, not a new city. I loved this system as I thought it was more immersive and fun. I have also strived hard to make this mod balanced, but if it ends up not being so, I still think it's fun.

Special thanks to ♥♥♥♥♥♥♥♥ at the civfanatics forums for making the original unfinished mod with which I began and PawelS for showing me how to have them use the original art.


-Trading Post: +1 gold

-Hamlet +2 gold, +5% defense

-Village: +3 gold, -1 food or prod, +10% defense

-Town: +4 gold, -2 food or prod, +15% defense

Villages reduce the food of their tile by 1 to feed the citizens living there while Towns need 2 food. If a tile doesn't have the food but does have prod, the people living there will trade their prod for food removing the prod from the tile instead. The defensive bonuses are self explanatory and are meant to add to immersion. Each gives slightly more gold when pillaged.

Trading Posts can be built in all tiles but Snow, which means they can now also be built in Marshes without destroying the Marsh. Now they don't always have to be destroyed, which is terrible given their rich biodiversity in real life. They must still be drained (destroyed) to build a farm, if you need food instead of gold. If a Marsh containing a Village is drained, the Village will then start growing into a Town. The reason why not to drain them, besides personal taste, would be if you have a mod that gives Marshes science with a university, just like Jungles.

For immersion's sake, Desert tiles without Flood Plains and Tundra tiles without Forests cannot support anything greater than a Hamlet (which happens to result in the exact same yields as upgraded Trading Posts in base game). If a Forest on a Tundra tile containing a Town or Village is chopped down, the improvment will downgrade to a Hamlet.

Since Towns give no food but twice as much gold as upgraded Trading Posts in the base game, one should build fewer Villages and Towns but more Farms. This results in pretty much the same total food and gold yields.

Since they grow and upgrade themselves, none of them get a boost from the tech tree anymore (In the base game Economics gives Trading Posts +1 gold). The Commerce Finisher Policy now gives +2 gold but now to Towns and the Free Thought Rationalism policy now gives +2 science but also to Towns. The bonuses were doubled since you'll have half as many Towns as you would Trading Posts in base game.

Also, Trading Posts can be built starting at Trapping instead of Guilds (BNW) or Currency (pre-BNW), which makes more sense and allows the player to starting building up their economy sooner if they want to. Trading Posts won't start growing until the player is in the Renaissance Era, Hamlets in the Industrial, and Villages in the Modern. Each tier takes longer to grow than the previous and their speed is dynamically based on the game speed, even if a mod is used to alter it. Also note that they will only grow while being worked and not pillaged.

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The only compatibility issue might be if you have another mod that alters Trading Posts, the Free Thought Policy, or the Commerce Finisher Policy. Shouldn't require BNW.

For direct download if Steam is acting up or you are a Mac user:
https://dl.dropboxusercontent.com/u/3597242/Trading%20Posts%20grow%20into%20Towns%20%28v6%29.zip
Just open the zip file and copy/paste or move the folder inside to your Civ 5 Mods folder alongside your other mods and it should appear in your mod list in game.

Version 5 link if you want it for any reason:
https://dl.dropboxusercontent.com/u/3597242/Trading%20Posts%20grow%20into%20Towns%20%28v5%29.zip

Please let me know if there are any bugs I missed. Polite suggestions and feedback are welcome!
Discuții populare Vezi toate (6)
6
17 iul. 2019 la 10:12
Что лутше класическая
Archange1
4
2 iul. 2016 la 11:11
Tradepost Evolution
Proto_Noob_42
3
27 iun. 2015 la 1:01
Problem
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457 comentarii
DracoXVI3 2 nov. 2024 la 8:19 
@Azaquor Thanks!
Azaquor 4 oct. 2024 la 12:08 
@DracoXV13 @Mason You can try Dynamic Towns Vox Populi, which is based in part on Trading Posts Grow Into Towns (with thanks to TofuSojo) https://steamproxy.com/sharedfiles/filedetails/?id=2965478410
Mason 3 oct. 2024 la 19:58 
@DracoXV13 @Hebrux Same here. It crashes vox populi.
DracoXVI3 26 iul. 2024 la 19:51 
@Hebrux same reason but is bc i use Vox Populi
Hebrux 26 iul. 2024 la 19:05 
crashes my game =(
Doesn't seem to be compatible with Gia mod probably
DracoXVI3 29 iun. 2024 la 18:19 
Can you make a vox populi compatibility version? please? the mod makes my game crash if you are using Vox Populi
Roblox_Enjoyer 29 iun. 2024 la 14:59 
This is a good mod
azteck15 18 febr. 2024 la 14:26 
I don't know if anyone else has experienced this but I've done extensive testing of enabling and disabling and re-enabling with all my mods and have pinpointed that this mod conflicts with the Gaia core mod and its family of mods. For whatever reason it causes a problem with the computer calculating the moves of the barbarian "faction" and will crash the game when you try to move from turn 1 to turn 2 every time. Strangely, having the satellite technology fixes this. If I start in the future era where I have satellites from the start, no crash from turn 1 to 2. If I use the in game editor mod to give myself the satellite tech while starting in the ancient era, still no crash from turn 1 to turn 2. But otherwise, I can definitively say that this mod will always crash the game from turn 1 to 2 and it has something to do with interacting with the Gaia mod. Unfortunately, I will have to pick Gaia and all my other mods over this one and unsubscribe until it is possibly fixed.
Admiral Chiraneau 26 ian. 2024 la 15:43 
So uh, how long does it take for each upgrade tier to take place?
DracoXVI3 28 nov. 2023 la 14:58 
I see