Sid Meier's Civilization VI

Sid Meier's Civilization VI

Silk & Spice: Trade Route Rework
36 条留言
Amroth 10 月 27 日 上午 9:10 
Erm... why would this be incompatible with Better Tech Tree? That's like one of the major mods
TigermanAZ 1 月 24 日 下午 4:04 
A bit confused about how this mod interacts with the Mongolian civ ability. Does it make it redundant?
Bluesky95 2024 年 12 月 23 日 下午 12:08 
Any way to fix it displaying wrong turns in trade route screen?
Ryan 2024 年 6 月 20 日 下午 2:44 
when using grand era i can't seem to select any research or civic. anyway to fix it?
Limfjorden 2024 年 3 月 15 日 上午 4:19 
Is this compatible with an ongoing save?
Mavoc 2024 年 2 月 29 日 上午 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 2023 年 9 月 4 日 下午 2:11 
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 2023 年 9 月 4 日 下午 2:11 
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 2023 年 8 月 22 日 上午 7:02 
Nevermind, I am tired and was looking on the wrong drive
KirbyGlover2 2023 年 8 月 22 日 上午 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  [作者] 2023 年 8 月 3 日 下午 5:04 
@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  [作者] 2023 年 8 月 3 日 下午 4:58 
@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 2023 年 7 月 22 日 下午 9:13 
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 2023 年 6 月 21 日 下午 10:04 
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?
chirpyrb 2023 年 5 月 22 日 下午 12:46 
Not sure if it can be incorporated, I have no idea how to make a mod. How about adding the Bonus resources into the trade value calculation? So if a city has a copper mine and is working the tile, +1 production or +1 Food for Sheep etc... Also, if the Civ you are trading with has less than you have, + Gold for "selling" it to them. I always thought that Civ misses having some sort of basic living economy.
Francisco 2023 年 4 月 6 日 上午 11:41 
Ah of course! Sorry.
I got Civ 6 recently (played civ 5 for many years) and am making my own mod collection now lol.

Your mod works flawlessly so far
Alf.Net  [作者] 2023 年 4 月 5 日 下午 7:28 
@Francisco That's the Better Trade Screen mod, not this one. In any case, you should be able to turn it off like this:

"Go to Trade Overview screen, navigate to "My Routes" tab, there you should find all your routes. The routes that are automated, should have a red X, next to their name. Click that, and the trader should be available as soon as the route is completed."

Copied from this link [forums.civfanatics.com]
Francisco 2023 年 4 月 5 日 下午 4:19 
I have a question

If I set a route on repeat how can I cancel it when I will need to do that?
Alf.Net  [作者] 2023 年 4 月 3 日 下午 12:58 
@JNR thanks for going through all that trouble. The trade icon looks pretty good.

I've removed the Portugal DLC requirement and changed some descriptions accordingly.
JNR 2023 年 4 月 3 日 上午 11:04 
Also just saw that the modifier type is even defined in the base game files already, despite only being used by the Portugal DLC, so no update to the modifier code necessary to remove the Portugal requirement.
JNR 2023 年 4 月 3 日 上午 10:20 
Oh, and I linked the icons to the Civilopedia page for Trade Route range. You might wanna adjust that text anyway for this mod with a new description for how trade route ranges work.

(Page is the third entry under Concepts -> Trade, page ID is TRADE_3)
JNR 2023 年 4 月 3 日 上午 10:17 
I took care of the icons on my end, with a custom trade post icon: https://i.imgur.com/i2niHKY.png
I used coast background for when the range increases by 4 and ocean background when it increases by 6.
Also, I moved the steam power upgrade to electricity because that spaces better on the 6T tech tree and avoids cluttering Steam Power too much in a modded setup (Monopoly++ adds a lot to it).
Alf.Net  [作者] 2023 年 4 月 3 日 上午 4:57 
@JNR Thanks for the help! I was unaware of that, I've been assuming all effects are locked behind each respective DLC.

Once I get the chance I'll attempt this change and also try the icons fix again.
JNR 2023 年 4 月 2 日 下午 10:06 
The effects used by any DLC outside of the two main expansions are available to all game versions. The Portugal DLC requirement could be dropped if the mod defined a copy of the ModifierType (in DynamicModifiers) and used that instead.
Alf.Net  [作者] 2023 年 4 月 2 日 下午 7:25 
@Silentshadow It's not possible to do the same for land routes, as far as I can tell.

The ability I used to grant extra sea range is Portugal's ability ("Traders have 50% range over water"). Base sea range is 30, Portugal is granted a flat +15. I just copy and pasted that onto techs/civics, made it +4 or +6 instead.
Alf.Net  [作者] 2023 年 4 月 2 日 下午 7:15 
@Nizou It's possible to set different base values for land and sea routes without the Portugal DLC, but the extra sea range from techs and civics would not be possible (it's an ability introduced with that dlc).

Better Trade Screen does that ( I haven't attempted the fix mentioned by Duke Anax below). But I recommend you use it in order to easily automate trade routes towards the end game, when it can become a chore.

@Dork Bard it's hardcoded to function like that. Your only alternative is to use a mod which introduces other ways of building roads.
Duke Anax 2023 年 4 月 2 日 上午 11:10 
Please note, there is a Better Trade Screen Fix mod, that supposedly (haven't tested) fixes the base trade screen duration calculation and automatically adjusts to mods.
Nizou 2023 年 2 月 28 日 上午 8:07 
Hello, this is a super cool mod !
However I can't play it with my friends who don't own the Portugal DLC, is there a way to get rid of the dependancy ?
Also I noticed that with Better Trade Screen the estimated time for trade routes is calculated with the old system for instance 24 turns displayed but the road ended in 7 turns), idk if it is fixable
RJ Dork Bard 2023 年 1 月 30 日 上午 4:16 
going to give this ago waiting to end trade routes bugs me. any way too default trade routes too land? the number of times i've wanted a road more than profit..
Silentshadow 2022 年 8 月 21 日 下午 8:03 
absolutely love the mod. It makes trading a lot more intersting as I have to plan out how im foing to bbuild my routes to reach the cities im interested in. I was wondering if you were considering increases land route range as game went on as well? Or addittional benifets/negatives to having trading post?
Lilt 2022 年 7 月 17 日 下午 12:13 
Hi Alf, I haven't played Civ 6 since January, but I browse the new popular mods every blue moon, and I think this beauty is going to get me playing again! Thank you!
H.Humpel 2022 年 7 月 14 日 下午 5:28 
Hi Alf.Net ,
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Vengeance 1791 2022 年 4 月 26 日 上午 2:46 
I've been wanting a mod like this for years! Makes for much more realistic trade networks (especially in multiplayer) and adds a whole new layer of strategy in the early game. This is genius and absolutely I love it
Alf.Net  [作者] 2022 年 4 月 16 日 上午 8:52 
@Orionox thanks for asking, as I just learned my mod is not compatible with Infixo's Tech Tree UI mod.

This mod does work with JNR's 6T Eras, but the "+X Sea Range" info will not display in the tooltip for the appropriate civics and techs. The bonuses will still trigger though. You'll know this by checking "Sea Range" when selecting a Trader unit.

There could be balance issues when using both together, but that's a matter of playing and finding out.
Orionox 2022 年 4 月 16 日 上午 12:18 
does this touch tech/civic trees at all? I want to know abouut compatibility with mods like JNR's tech tree mod
Lucius, the Heavenly Dragon 2022 年 4 月 15 日 下午 8:01 
Very nice.