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Using on an existing save: There should be no issues adding this mod mid-save, aside from balance related issues as players would have gotten units cheaper than the mod is balanced around before installation.
I gave Warfare Expanded a test with and without this mod installed. Without this mod, I saw an initial cost for Attack Helicopters of 1 Aluminum, with a maintenance cost of 1 per turn. With this mod installed, I saw an initial cost of 30 Aluminum with no maintenance cost, so it seems to be working as intended. Are you running any other mods that could affect units or the cost of units, or just Warfare Expanded?
And you may be right on the AI stuff. I don't touch AI at all with this mod, but there could have been something under the hood in vanilla factoring in maintenance costs. I'd imagine with the last patch's tweaks to how the AI approaches building an air force, when running this mod you'll probably see the AI buying up all the aluminum they can to build a much larger than normal defensive air force since they don't need to maintain it each turn. Bombers might actually face some resistance now.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2403218986
I subscribed to this mod about the same time as yours, and was mentally kind of mixing their effects together. So I think the Bombard promotion actually makes sense with that mod, in the same way the Coursers promotion makes sense in vanilla.
So all good, I think, and it seems to encourage some desirable AI actions. It's not uncommon that I get offers from AI Civs to buy 20 units of some strategic resource in exchange for (something, usually pretty good.) I don't think they did that much before, probably because they were factoring maintenance costs in.
For Coursers -> Cavalry, neither of those units have a maintenance cost in vanilla, so this mod does not modify those units. Additionally, since they both require horses to build, an upgrade from one to the other would not charge you strategic resources a second time by the vanilla upgrade rules.
For great people that grant free resources, I am aware of this, but I have chosen not to balance around them (or anything, really). My goal with this mod was to keep the scope extremely narrow and to not mess around with other areas of the game, just maintenance and initial costs.
Also, this may be a bug or feature, depending on your viewpoint, but I got the Great Person who gives you a free Ironclad, plus 1 Coal per turn. Originally, the intent is to ensure you can actually use the free Ironclad, since you are likely to get it before Coal.
In my game, it means I have a small stockpile of coal early. As it happens, due to Shuffle, I also have railroads before Industrialization, and the fact that I have that coal means I can start building railroads even though I technically haven't discovered the resource yet.
For CO2 emissions you are correct, the ongoing emissions will be negated. However there will still be some emissions on the turn resources are removed to create or upgrade a unit, as you are still consuming a CO2 emitting resource that turn.