Hmmm. At the moment the current implementation is just a stop gap measure until it can be coded properly. But yes at that point we can probably get it such that you can't build it more than the number that you are limited to so that problem shouldn't exist.
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Super Massive Enhanced Gameplay Mod 1.0.1.3 - Beta
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Adding an explanation for the trade route entry in the change log.
Originally in the design phase i wanted the base trade route value to be available to grow much larger. But I quickly figured that if that were to happen, the trade route multipliers would have to be massively restricted in size otherwise there would be trade route values approaching 20 commerce per route and routinely see full trade route sets exceed 80 commerce. It would be absurd and break late game. So the base trade route values are the same as in base BtS. The overseas route bonus I wanted to remove entirely as it can skew the research rates by providing a large commerce pool in the classical era that varies to a large extent between map types, and then replace it with alternate percentage changes. OTOH, it does provide a good economic incentive to focus on island procurement so I also felt that leaving it in place. The foreign trade route bonus needs to exist in some form because it provides an incentive to get Open Borders in place. Long term, the greater distance between foreign cities and your own increases the cap on the base trade route yield thus foreign trade routes have a higher maximum yield than local routes. So what is currently implemented in 1.0.1.3 is an overall decrease in the effect of the foreign and overseas bonus on trade routes, but this is replaced by an increase in the bonus from growing your own cities. Hopefully this will lead to a lower variance in the trade route output in the Classical and Medieval eras between map types. The overall trade route output should increase because of the access to trade routes from harbours and I think there is also a small bump in trade route output depending on city growth in that era as well but that may not always be present.
One City Challenges on this mod are interesting.
![]() Look at all my fun settled PHI GPs. I lost by Spaceship, with my own ship only 2 turns away. I guess that's not so horrible when you're racing someone with 4.5 civs of land when only owning one city yourself.
Wait, so does AH make horse pastures foodier?
If only you and me and dead people know hex, then only deaf people know hex.
I write RPG adventures, and blog about it, check it out.
Yep, and Pottery makes farms foodier, and BW makes mines hammerier
Suffer Game Sicko
Dodo Tier Player
Yeah, I made the horse pasture give -1 food, which then gets +1 food from AH anyway so it's just a normal horse pasture. I only figured it out towards the end of the mod iterations. I think there are probably a couple more resource changes that I've forgotten to document...
Combining all the small change logs and lists of what civs give now and all into one post would be super nice. Especially the changes that are changed from bts > rbmod but not rbmod > smegmod cause not catching rbmod changes has bit me in my practice games
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![[Image: an9ubTG.jpg]](http://i.imgur.com/an9ubTG.jpg)

