(this mod will become a part of Vae Victis mod once complete)
Steam Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1945099543
This mod will aim to transform the invention system to offer different inventions based on different aspects of the country at the time of reaching a new tech level. These below will be overwritten by the country specific inventions.
To better show how this works the starting civic inventions have been replaced as follows:
Vanilla Civic Inventions:
1) global_import_commerce_modifier = 0.1
2) global_tax_modifier = 0.05
3) global_tribesmen_output = 0.05
Modded they will be:
1) If country has ports: global_import_commerce_modifier = 0.1
If it has no ports: global_commerce_modifier = 0.02
2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05
3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05
Full List Of Changes
Civic
Steam Workshop Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=1945099543
This mod will aim to transform the invention system to offer different inventions based on different aspects of the country at the time of reaching a new tech level. These below will be overwritten by the country specific inventions.
To better show how this works the starting civic inventions have been replaced as follows:
Vanilla Civic Inventions:
1) global_import_commerce_modifier = 0.1
2) global_tax_modifier = 0.05
3) global_tribesmen_output = 0.05
Modded they will be:
1) If country has ports: global_import_commerce_modifier = 0.1
If it has no ports: global_commerce_modifier = 0.02
2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05
3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05
Full List Of Changes
Civic
Level 0
Level 1
1) If country has ports: global_import_commerce_modifier = 0.1
If it has no ports: global_commerce_modifier = 0.02
2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05
3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05
If it has no ports: global_commerce_modifier = 0.02
2) Number of cities more than 10: global_tax_modifier = 0.02
Number of cities 10 ore less: global_tax_modifier = 0.05
3) If tribal government: global_tribesmen_output = 0.05
If monarchy government: global_slaves_output = 0.05
If republic government: global_freemen_output = 0.05
Level 1
coming in next release
1) If tribal with centralisation less than 20 = tribesmen output + 5%
otherwise +1 capital trade routes
2) 3 cities or less - 7% build costs
4-10 cities - 5% build costs
11+ cities - 3% build costs
3) still working on this one
1) If tribal with centralisation less than 20 = tribesmen output + 5%
otherwise +1 capital trade routes
2) 3 cities or less - 7% build costs
4-10 cities - 5% build costs
11+ cities - 3% build costs
3) still working on this one
Last edited: