Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Silk & Spice: Trade Route Rework
   
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15 apr 2022 om 15:35
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Silk & Spice: Trade Route Rework

Omschrijving
Note April 2023: I forgot the default land route is set to 8 in this mod. I have been using 10 for months. 8 was a bit too limiting. I'm not updating the mod, but if you wish to alter the values yourself, just go to:

-> Program Files (x86)\Steam\steamapps\workshop\content\289070\2794935656\Core
-> Open Main_SilkRoads and where it says "Value = 8 WHERE Name ='TRADE_ROUTE_LAND_RANGE_REFUEL'", change 8 to a different value. Save.
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Silk & Spice: Trade Route Rework accomplishes the following:
  • All trade routes are made intuitive by completing in a single round trip. A route takes as long to complete as the amount of hexes the trader will travel to and from the destination city (since it completes upon return);

  • Land Routes will now require establishing Trading Posts in the nearest cities, before being able to extend your trade networks further inland (Base game is 15. Changed to 8);

  • Sea Route Range will now depend on developments in technology and civics. It starts at a flat 12 in the Ancient Era and builds up to 50 by the Information Era (Base game is a static 30 throughout all eras). Check Excel screenshot for more details.

    Requires Gathering Storm.
    Requires a new save.

Why I made this mod:
Firaxis had the great idea of requiring Trading Posts to be established before being able to extend trade routes, only to then make the mechanic mostly worthless by providing very high base values to land and sea routes. On top of that, the way Sea Routes are designed break trade route balance.

This mod is my attempt to address that: a) you'll have more control over the development of your road networks in the early game; b) extending your trade networks inland feels more rewarding as you see them grow from localised to global; and c) direct links between two distant cities without intermediate trading posts (such as it may happen between two cities on different continents) will now require the development of more advanced civics and techs.

Important:
  • Trade Routes are a bit buggish in this game. My mod doesn't change that, but by reducing the route length it might make them more obvious. Before reporting a bug here, check the following examples:

    1. In Appendix A1 Jamil has no path to Makassar because it’s looking for a sea path, but there’s an undiscovered tile which is blocking it (traders can only move through revealed tiles). By revealing the tile (Appendix A2), Jamil can establish a trade route to Makassar… but does so by land. This is not the mod’s fault, it’s just the game being silly.

    2. The game will automatically check for the most profitable path, not the shortest (see Appendix B);

    3. Coastal capitals seem to have a greater tendency to get buggy. Occasionally they don't refuel at a second city (Appendix C1). If that occurs, the problem is solved by extending sea range (Appendix C2). For whatever reason it's ignoring the Trading Post in Palembang and trying to draw a direct route (12 Sea Range is not enough, but 16 is).

  • In case you're unaware, the game trade screen does not always tell you the correct trade route length. That's why people use the Better Trade Screen mod. But Better Trade Screen will also not always display the correct trade route length when using my mod! Nevertheless, you’re HIGHLY recommended to use that mod so that you can access the “auto repeat” function it provides. Otherwise the micromanagement of trade routes in the late game will get pretty tiresome (Appendix D).

  • Portugal’s Sea Route Range has been reduced from +15 to +8. Since Sea Route Range is no longer a static value with this mod, Portugal’s ability is no longer a fixed +50%. See Excel Screenshot (might change it to +12 in the future, need more testing).

Known Compatibility Issues:
Infixo's Better Tech Tree (UI) - Crashes Hard! Don't use both together.

Other notes:
  • If playing with JNR's Grand Eras, that mod moves one of the bonuses to Sea Range from "Steam" to "Electricity".

  • I use the same icon for Sea Range that is used for Trade Efficiency. It's an underutilised icon, so it shouldn't be an issue;

  • This mod doesn’t touch the AI, meaning it should be just as dum-dum as it usually is.
    I believe there was an update which made the AI more likely to ignore dead end techs and civics (or maybe it’s always been like that?), so it will often ignore Naval Tradition and Exploration and lose on +4 Sea Range from each.

  • The base files are annotated so that you can play around with it if you want (like changing from Exploration to Mercantilism).

My Mods:
Age of Capital
Populaire discussies Alles weergeven (1)
6
3 apr 2023 om 12:55
Icons for 6T Grand Eras
Bad Apple
32 opmerkingen
Limfjorden 15 mrt om 4:19 
Is this compatible with an ongoing save?
Mavoc 29 feb om 4:24 
I wonder if it is possible to have Traders automatically create a trading post in the city that they are in at the start of any turn. This way you can get the trading post setup at the destination half way through the route instead of having to wait until the end.
eastwind 4 sep 2023 om 14:11 
Unless there's a way to have a trade route establish a trading post when it reaches the destination city, rather than when it returns to the origin. That would allow you to extend routes via cascading multiple traders at twice the pace which would be an interesting decision.
eastwind 4 sep 2023 om 14:11 
Hi again, I'm still using and loving this mod, but an issue I've run into on large maps is that I discover city states far away from home long before my trade routes extend beyond my nearest neighbors. Those city states like to give 'send trade route' quests which would take 50 turns to build by sending routes one step closer after each route completes.

Because the game keeps an unfilled city state quest into the next age, those quests stick and prevent me from ever getting any free reps in those city states.

This is also something that occurred in the base game, but was less of a problem due to longer routes.

The only suggestion I can think of is to mod away that possible quest entirely, since I doubt there's any logic for the state to see how far away it is.
KirbyGlover2 22 aug 2023 om 7:02 
Nevermind, I am tired and was looking on the wrong drive
KirbyGlover2 22 aug 2023 om 6:56 
Does the base land route value still need to be updated? I can't find the folder listed about for editing it
Alf.Net  [auteur] 3 aug 2023 om 17:04 
@chirpyrb - Districts and improvements. So, for instance, it's possible to attach certain extra yields to pastures. But that's outside the scope of this mod. It would also require reworking Civs/Leaders, such as Poundmaker (that's his ability).

If you want bonus resources to be more engaging check JNR's "Bonus Resource Improvements".
Alf.Net  [auteur] 3 aug 2023 om 16:58 
@chirpyrb - Not that I'm aware, I believe trade route yields are mostly tied to districts. I recommend p0kiehl's "More District Trade Route Yields" mod.

@Eastwind, @MarsEco - That was the original intention, but it's not possible, I don't think. The ability to change route length was introduced with Portugal's DLC (It gives Portugal a flat +15 to sea routes). I used that ability and attached it to techs and civics. But there's no corresponding modifier for land routes.
MarsEco 22 jul 2023 om 21:13 
I agree with Eastwind, as land could upgrade range the same as sea. New boats sure, but also new ground transportation too. Camels/horses with carts, to wagons, to cars, to transports. You get what i mean.
eastwind 21 jun 2023 om 22:04 
I like this very much, a great mod. Agree 8 is too limiting. Would it be possible to have the land base range increase with some techs the same way the sea range does? Not by as much or as often, but maybe progress from 10 to 12, 14 and 16 by late game?