Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The "over approval" Hero skills do not work when loading this mod. Any idea how to fix that?
I get where you are coming from, though. It's probably not a critical thing to change.
A strong base should not have adverse effects on your new food conversion techs - cause it doesn't scale. Aside from that, Food is not that valuable, so I think there is some leeway for powerful tech combinations in era 3-5.
About the food in higher tier food building, I would have to play through again to consider any change, the co-lateral upgrades on higher food building are because food doesn't scale so well in endgame, is an indirect way to make those buildings worth the tech slot..
But honestly, you might be right. If you manage to get a surplus of mithrite and Hyperium, you should probably be able to research T2 mithrite/hyperium stuff.
Agree on canal locks. Industry is strong in Era 2 and starts losing value in era 3+ compared to dust. And as you said, Canal Locks is the reason you research that tech.
I'd still push for an era 3-4 Food Tech for cities with low food production from tiles.
There should be a lategame food tech for cities that have little food production(instead of boosting food per tile, some flat food would be good).
Canal System still feels weak. +15 would probably more appropriate. Canal Locks is the real draw of the tech, though.
I don't think tier 1 Adamantium/Palladium equip tech should be merged. They are very strong researches already. Merging T1 Hyperium/Mithrite tech is a good choice, though. Although, making the T2 Hyperium/Mithrite available by default doesn't sit right with me. It's like.. OP in niche situations, not used in other situations.
So hey - I should mention offhand - this is an absolutely terrific mod (all the mods you've done have been really well-considered, and are honestly some of my favorite ones - they're all subtle but clear improvements to the core game).
With this mod applied though, it just stays rebellious forever, even if all of your cities are at 70% happiness or above. I've noticed this both when loading from saves, and when creating new games.
About the changes you propose on strategics, I didn't want to alter the existing features too much, and the main focus is to free possible tech options to get more room of customization in tech progression. If I give other boosts to strategics, my mod wouldn't be compatible with other mods that affect items in other ways.
ale93: That building could be bossible, but it defeats the purpose of strategics! You own X region: you get the benefits :P
I think in general it woudl be good if there were more techs or buildings which increased strategic resource output, to help keep up with the sharply escalating titanium and glassteel costs in later game structures. The way you tied it into the resource unlock tech is good.
A structure that produces a strategic resource that isn't present in the region would be interesting, probably best if it's a one per empire unique building tied to a tech unlocked by a quest wouuld be cool. I'm not sure how easy that would be to implement though.
As preview, it's a improvement called "synthesizer". Advanced alloy synthesizer is an unique building giving +1 titanium (same for advanced armors with glasssteel).. declined to others resources.
Another thing : there is something i nver research, it's search party, and a bonus could be nice here. Or making you gain +X gold each time you search in a ruins.
Here i've made a pearl synthesizer.
Advanced armor : as i like the side effect, my (strong) advice is to not delete Advanced weapons and put the 2 techs into one.
Instead, you should give something making likable to research each one.
Then the following idea :
Next era (era2), alchemical alloy, there is the same side bonus (reduce item strategic cost). and there is 2 techs !
So back the Attack/Armor research.
Era 1 : instead of reducing item cost, reduce building cost (or reduce item cost, but in that case, make a different side bonus in era 2 by reducing building strategic cost).
... to decline to other weapon/armor research.
And finaly : don't give same side effect to each research.
Alchemical alloy : side bonus about titanium (or glass steel, as you feel it)
Alchemical armor : side bonus about glasstell (or vice versa)
But not same bonus +10% to each.
Then player can make a choice.
Big Bantha: Thanks for the fixes! I'll include them right away and will be online on next update. I'll wait a bit more for an update, I have to still test the mod properly (just entered the game and verified all added stuff is working).
Thanks for the support everyone, any suggestion for tech/buildings/resources is welcome!
And it look totaly compatible with my own mods, and also with the future one I'm working on. To confirm.
-The M in Foreign marketplace is not capitalized
-Some reworded descriptions:
Rare Metal Foundry desc:
"Using Endless machinery, this foundry is designed to get the maximum out of any extracted minerals."
Foreign Marketplace desc:
"This collection of shops, specializing in curiosities and exotic artifacts is popular with the citizenry, and especially among foreign visitors."
This is literaly the only flaw I have seen as of yet; FANTASTIC job!