Sid Meier's Civilization V

Sid Meier's Civilization V

60 valoraciones
Construction Troop, Civil Engineer
   
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Etiquetas: Other, Buildings, Units
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2.425 KB
6 OCT 2012 a las 1:27 p. m.
12 OCT 2012 a las 3:38 p. m.
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Construction Troop, Civil Engineer

Descripción
Allows the creation of units that can hurry production, equal to roughly half their build cost. As the eras pass they naturally become cheaper to build, making them more efficent.

Construction Troop: Requires Construction to unlock. Adds 20 Production to a city when used. Rendered obsolete by:
Civil Engineer: Requires Steam Power to unlock. Adds 50 Production to a city when used.
29 comentarios
Imbris  [autor] 27 OCT 2013 a las 4:04 a. m. 
This mod still works, although the Production bonus is lower than expected, possibly due to a BNW code change. I'll see if I can improve their output again.
tonycoolbek 26 OCT 2013 a las 7:44 p. m. 
Does it still work with the Fall patch? Or will it be updated soon?
SilverHead 27 JUL 2013 a las 5:24 p. m. 
Great mod. Is it compatible with BNW?
tetra 8 FEB 2013 a las 11:58 a. m. 
Is this compatible with G&K?
Dwarden 22 DIC 2012 a las 7:42 a. m. 
while this is great when it works, quite often I get that it instantly finish actual production like Great Engineer (figured out why, BMF mod http://steamproxy.net/sharedfiles/filedetails/?id=85683072 has instantRush.lua which finishes always within same turn for Great Engineer sadly it breaks Your mod ) which is quite unbalancing ... maybe it would be nicer if it works like Great General and increase % production in nearby hexes ...
Assadads 19 NOV 2012 a las 4:23 p. m. 
Is this updated for the new patch? Also it would be nice if the hammer return scales with the game speed.
Tweaky 19 OCT 2012 a las 5:08 a. m. 
This mod should do something with slavery. Maybe make Construction Troops be avaliable for purichasing with faith... I'd more prefered slaves, as such a unit for early era. Also turn captured Settlers into Slaves would be kinda cool...
malevolusnox 17 OCT 2012 a las 11:31 a. m. 
This looks great! On the matter of tile improvements, I miss the hydroponic farms and other advanced tile pieces, think you could ever do something like that? Instead of it just being a one time improvement?
geldoon 15 OCT 2012 a las 11:32 p. m. 
I want to put in a vote for the mini manufactory improvement you were talking abuot earlier, I think that is a great idea. I like this idea as well and I'm going to give it a go and let you know how it goes, I'm a DM (D&D) so I know how important play balance is and how hard it is to achieve, especially without feedback and playtesting. But seriouly think about that improvement. Also I was wondering why there isn't a Grat Agriculturialist in the game? Is there a particular reason, would it be redundant or usless?
Imbris  [autor] 14 OCT 2012 a las 4:55 a. m. 
I've tried to balance the CEs across the eras due the changing production costs over time, although I may have misjudged it somewhat. More playtesting required, I think.