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1.) meta reasoning: Copper has traditionally been less valuable than silver or gold.
2.) game-balance reasoning: having the +1 production and +2 Gold makes Copper too strong of a luxury resource. That would give Copper 4 production and 4 gold, compared to silver or gold (not buffed by Forge) having 3 production and 4 gold.
As I understand it, mod scripts are loaded and run in the order in which they are enabled in the in-game mod browser.
I think that if you enable this mod first, and then enable BlouBlou's mod second, then his Mint functionality will overwrite this mod's Mint functionality. So that would (hopefully) retain the Forge buffs from this mod AND grant the additional gold from BlouBlou's Mint mod. Give it a try and see if it works. If it causes problems, or causes any unintended side effects, then you can always disable one or both mods.
Please let me know if you have any other feedback.
I realize it'd probably be more expedient to just ask you to make the Mint produce +2 gold instead and use your mod, but BlouBlou's shown that he keeps a close eye on and maintains mods he works on, so my thinking goes that
A) You both can compare scripts and figure out how to optimize things
B) You can both have credit on the mod while BlouBlou takes the work in maintaining it with his usual careful attention.
This is totally just a suggestion, but my point from before still stands that I'd like to see the best of both worlds in this.
Is there any chance you could work with him to establish one that gives the best of both worlds? I like his view of +2 gold for Copper with a Mint (since it's arguably just as if not more important than both resources) but I also like your idea of including the Forge usage as well, for which +1 Production seems legitimate.
I did a little research. No, unfortunately there is no mod which making copper into a strategic resource. Maybe i'll try to make such mod by my self but i have no idea how to do that yet.
O'k thanks a lot for your answer. If ever you come to create such a modification i would be very grateful. :-)
Making copper into a strategic resource is possible, but this mod does not do that. I think there are other mods on the Steam Workshop that do change copper into a strategic resource. I would recommend that you search the Steam Workshop for other copper mods and see if you can find any.
Is it possible at all?
Anyway, thank you for this mod!
Best of luck.
I apologize to those of you who had problems with the glitch that prevented the Forge from being built if you didn't have Iron. Thanks kevinjk for pointing out the flaw in the code.
I have updated the mod and re-published. The Forge should now be working properly in Version 2. Updating the mod should not cause issues with your save files, and you *should* be able to build the Forge in legal cities in saved games after updating the mod.
All luxury resources have a +2 total bonus except for gems (which have +3). Copper isn't special in that regard.
@MegaBearsFan
This mod isn't quite working right. Cities are now required to have both Copper and Iron in order to build the Forge, rather than just one or the other being required. Additionally, go ahead and make the Mint bonus +2 Gold for copper like it is for silver and gold. It really isn't too strong and the Mint is already a very limited-use building.
To fix the "copper and iron" requirement, you need to delete the iron requirement from the "and" list and add it to the "or" list for this building. Here's that code, although it will lose tab formatting when I post it here:
<Building_LocalResourceAnds>
<Delete BuildingType="BUILDING_FORGE" />
</Building_LocalResourceAnds>
<Building_LocalResourceOrs>
<Row>
<BuildingType>BUILDING_FORGE</BuildingType>
<ResourceType>RESOURCE_IRON</ResourceType>
</Row>
</Building_LocalResourceOrs>