Millennia

Millennia

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Call of the Steppes
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2.486 MB
2024 年 9 月 21 日 下午 5:23
5 月 4 日 下午 7:10
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Call of the Steppes

描述
"Call of the Steppes" enriches the steppeland regions in your runs by introducing several new buildings and upgrades, offering more diverse and rewarding gameplay across the ages.

-Meat-Jerky (Age 2): Improve your Hunting or Nomad Camps to yield more food with a new innovation.
-Nomad Camp (Age 2): A new building upgrade for Hunting Camps reflecting nomadic life, perfect for the open plains.
-Trapper Camp (Age 2): A separate production line for forest tiles to hunt game and beavers
-Lunarium (Age 3): Convert your leather into parchment (paper) to increase its utility and use limestone or rivers to enhance it further.
-Limeburner (Age 3): Generate sanitation with quicklime to cover trash with or use it as the glue and plaster which improves your civilization with bonus adjacency for quarries.
-Leatherworkshop (Age 3): Turn leather into valuable clothing, doubling its value.
-Horsebreeder (Age 3): Utilize empty grasslands nearby to boost production with workhorses or simply engage in warhorse breeding with leatherworkers and weaponsmith adjacency
-Hunting Lodge (Age 4): A hub which gains adjacency bonuses from Hunting and Nomad Camps, and produces more salted meat for long-term storage and trade for everyone of them.
-Mechanized Quarry (Age 4): New machines and grand projects lead to more hunger for stone and more ways to do so long before the blast quarry.

Bonus: Grain and Paper Mills now receive a river bonus, rewarding a more conservative use of river terrain to specialize.

These additions aim to breathe life into the steppeland and create new strategic possibilities. Enjoy a richer, more complex resource economy as you progress through the ages!

(Only English Localization)

Update 1.1

- Fixed broken Active Cards by moving to Game Cycle System
- Removed Distance Rules From Improvements Due To Help from the new GCS against supercharging
- Implemented the Global Overlay Address System for an even better Horsebreeder script
- Added the Limeburner improvement producing Quicklime from Limestone with Quarry Adjacency Bonus
- Added Mechanized Quarry to fill the hole between Quarry and Blast Quarry for the new Limeburner which scales with quarry tech as well
- Added Quicklime and Clinker as goods
- Removed the IP bonus from the Lunarium as it was left to simulate Quicklime production which is now separate
- Replaced pseudo-static production chains for basic workable goods introduced in DLC 2
- Added Warhorses and Workhorses to replace the placeholders of the Horsebreeder with new adjacency effects and rules
- Replaced the placeholder clothing for the Leatherworker with actual leather clothes
- Added XP bonuses to buildings of their type (Diplo for Lunarium, Explo for Hunting Lodge etc.)
- Added Infopedia entries for improvements with dynamic behavior in the GCS
- Fixed Leatherworker locked to Iron Age

- Removed Herobrine

Update 1.01

-Hunting Group (Age 1): Separate from the Hunting Camp - which is now forest only - the Hunting Group is used as the new steppeland camps.
-Trapper Camp (Age 2): As a pendent to the Nomad Camp which works on steppelands and produces extra leather, the Trapper Camp works on forests and ensures double meat production instead of extra leather (due to beaver already offering double leather).

Update 1.01.1

-Added LumberTownBonus to the Forest Hunting Camp and the Trapper Camp
13 条留言
Thamalandis  [作者] 5 月 4 日 下午 7:11 
1.1.1

- Optimized the layer system to not slow down glacial maps. This means non continental maps don't take 10+ seconds per turn anymore. You are free to play "Inland Oceans" now.
Thamalandis  [作者] 4 月 27 日 下午 12:52 
Hotfix 1.1.01

- Updated the maintenance cycle to skip towns due to outposts ravaging all overlays near them and causing them to go up in flames

Warning:

If you use the previous CotS, do not absorb outposts until the maintenance script has repopulated the destroyed overlays one turn later. Outposts absorbed in the same turn may be destroyed by the cleanup script being a bit overzealous. This warning only relates to Version 1.1 and is fixed with this patch.
Thamalandis  [作者] 4 月 26 日 下午 12:04 
Patch 1.1B

- Replaced pseudo-static production chains for basic workable goods introduced in DLC 2
- Added Warhorses and Workhorses to replace the placeholders of the Horsebreeder with new adjacency effects and rules
- Replaced the placeholder clothing for the Leatherworker with actual leather clothes
- Added XP bonuses to buildings of their type (Diplo for Lunarium, Explo for Hunting Lodge etc.)
- Added Infopedia entries for improvements with dynamic behavior in the GCS
- Fixed Leatherworker locked to Iron Age

- Removed Herobrine
Thamalandis  [作者] 4 月 26 日 下午 12:03 
Patch 1.1A

- Fixed broken Active Cards by moving to Game Cycle System
- Removed Distance Rules From Improvements Due To Help from the new GCS against supercharging
- Implemented the Global Overlay Address System for an even better Horsebreeder script
- Added the Limeburner improvement producing Quicklime from Limestone with Quarry Adjacency Bonus
- Added Mechanized Quarry to fill the hole between Quarry and Blast Quarry for the new Limeburner which scales with quarry tech as well
- Added Quicklime and Clinker as goods
- Removed the IP bonus from the Lunarium as it was left to simulate Quicklime production which is now separate
Thamalandis  [作者] 4 月 3 日 下午 2:50 
The reason for the vanishing tooltip on buildings on loadup is a critical bug in the loading algorhytm of Millenia, or rather lack of mod support for said loading algorhytm. It doesn't reload the modparts like Action Cards. This means all "in turn" scripts break for pre-load improvements.

I don't want to force any of you to play one game turn 1 to turn 500 in one sitting to avoid this issue, as such you are free to consider this mod unuseable if C-Prompt never fixes this.

I tried...
Thamalandis  [作者] 2024 年 12 月 10 日 下午 11:16 
To ensure the forest hunters are being viable and not a burden for city-planning, they now provide a LumberTownBonus in contrast to the vanilla version of the game.
Thamalandis  [作者] 2024 年 12 月 9 日 上午 9:52 
The mod has been updated with a fix for the beavers and a balance update regarding them as well. This lead to two new buildings, effectively a separate line for forests hunts and unlike the basegame unlocks hunting in forests regardless if beavers are present as a bonus..
Thamalandis  [作者] 2024 年 12 月 7 日 上午 10:54 
I'll find a solution. Thanks for notifying me.
caranorn 2024 年 12 月 7 日 上午 9:56 
This mod does not seem to work correctly with the current edition of the open beta. Which in and of itself is not an issue, but as the concerned changes will probably be rolled into the regular game this indicates an update will be needed soon. The issue is that in the beta you have some new resources including beavers which are on forest terrain, you can build hunting camps on these. But as this mod has nomad camp as an update of hunting camp, and nomad camps cannot be built on forest terrain, once you gain the technology that upgrades that you can no longer build hunting camps or nomad camps on beaver terrain, not upgrade (I noticed that first, but did not realise it would be an issue right away). Either nomad camps will have to be build able on beaver goods (might be too powerful), or look into the upgrade path. But I haven't looked at modding Millenia yet, so not sure what is possible and what isn't. To note, I do like this mod as it adds a lot of possibilities in some areas.
Thamalandis  [作者] 2024 年 11 月 21 日 下午 2:59 
It doesn't interact with them. All buildings are so early they don't even play into the waste system. The horsebreeder could produce waste, but in its current balance waste is free production and the horsebreeder is powerful enough on its own.