Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Trader Mercenaries - Protect Traders Policy Card
   
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13 Nov, 2019 @ 2:35am
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Trader Mercenaries - Protect Traders Policy Card

In 1 collection by Luke ✞ Jesus Saves ✞
Make Military Card Slots Great
6 items
Description
Tired of protecting your Traders? The game does not even have a mechanic to let your military units to follow a Trader! Now for some costs, the Mercenaries will ensure that no one can disrupt your cash flow.

Add a new Military Policy Card "Trader Mercenaries" when you unlock Mercenaries Civic. While it is active, all your Traders are immune to plunder, but each active trade route costs -2 Gold per turn (a trade route without any Gold income may results in negative Gold income for you).
19 Comments
Firefly Banner 17 Mar, 2020 @ 12:15pm 
Great! It works beautifully.
I keep it All The Time.

Thank you.
Panda 8 Dec, 2019 @ 4:44pm 
Ah I'm not sure if Conscription would reduce the cost of civilian units either, I just assumed it reduced it for all units. In any case it's a pretty interesting policy mod, and thanks for the effort!
Luke ✞ Jesus Saves ✞  [author] 8 Dec, 2019 @ 5:34am 
> -3 for each era (Assuming it's modable?).
> Would it be possible to instead increase the trader's unit maintenance cost to 2GPT?

It's yes for both. I would say the latter is easier to implement (because it is simply setting a value), but I am not sure if that policy card would work for civilian unit (I have never seen civilian unit with maintenance). About more gold penalty per era, please check the previous discussion I had, it would take quite some effort to cost, and the Military Card slot is already very "costly" itself.
Panda 8 Dec, 2019 @ 1:23am 
Instead of reducing the trade route income by -2GPT, would it be possible to instead increase the trader's unit maintenance cost to 2GPT?
This allows for another military policy to mitigate the cost a bit and also makes a bit more thematic sense.
Marianojoey 7 Dec, 2019 @ 4:55am 
There are a couple of city states that have the "unplunderable" effect. One for water tiles, and another for land tiles (can't remember which one for each, and neither appeared in the map I'm playing right now). Certainly, you have to be suzerain of those city states (and they need to be in your game), so this is a nice and balanced (at least at the earlier stages of the game) way to do that. :)
I agree that a static -2 isn't that much, and you already have the first trading civic card as +2 so... -3 for each era?
Assuming it's modable. :D
HaloCapella 22 Nov, 2019 @ 6:49pm 
I'd like to add in some ideas. maybe like "Traders are immune to plunder if near a land unit (or land unit type) of a certain era for a number a tiles away" tho still forces you to get more units and put them to a location. but hopefully lowers the odd of losing them. also can add unit combat buffs if near trader units if thats okay. thus you can remove the negative gold for something more specific.
Fucktard Butterson 22 Nov, 2019 @ 10:06am 
This is great!
Mr.Grizzly 20 Nov, 2019 @ 12:44pm 
Omg yes please, thank you for making this.
Luke ✞ Jesus Saves ✞  [author] 17 Nov, 2019 @ 10:26pm 
Sorry but in my ability from what I see the code, Trader is a beast of hidden code not exposed to modders. I attempted to change the movement speed and couldn't even do that. So I don't think a custom Trader unit is possible (someone corrects me if I am wrong please)
Narratio 17 Nov, 2019 @ 6:42pm 
Now that is a nice idea. A different, protected trader unit. Defense values only, different units types for land - representing the mercenary guards and sea - 'cos we gotta' convoy. Have be a scaling defense value to match with your current tech level though.