Sid Meier's Civilization VI

Sid Meier's Civilization VI

Trader Mercenaries - Protect Traders Policy Card
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.
ChrisMartin 15 Nov, 2019 @ 2:02am 
Just brainstorming here;
Since there is no way to escort a trader, how about adding a new trader-unit with defense capabilities? That this mod, with the active Policy card, makes you able to build a new trader. Defense strength scale like your wall range strength scale when you build the latest ranged unit?
Then you can choose what unit you'll like to use as base-line; Cavalry, Melee, or Recon?
This new unit, are costly to build, and will not stop until its dead, or traderoute ends. And heals when reaching a city, either source/destination cities for the route, or a friendly city (with one of your trade-posts) it passing along the route.
The cost of using this Policy should scale with number of active trade-routes you have going.

In my case, in my late games, I often see trade-routes to international cities, with over 50 gold. So 20 routes with that profit... I'm loaded with gold...
Luke ✞ Jesus Saves ✞  [author] 15 Nov, 2019 @ 12:53am 
Thank you for your suggestion. After testing for 3 games, I think I will keep it as-is right now (constant -2 GPT cost). It already occupies a Military Slot card, which I consider a scaling-cost factor. Let me know if it should be otherwise. I think even if I add scaling gold cost, I will provide separated code and you need to manually enable that, or a separated mod.
Neirai the Forgiven 14 Nov, 2019 @ 7:39am 
Another way you could implement a scaling version would be to make, say, 3 or 4 different policies, which obsolete when each next one unlocks.
JNR 13 Nov, 2019 @ 2:07pm 
Well, you can create a series of modifiers with select statments drawing from the era table. That's pretty quick. But you're right, I didn't consider the policy cost. A way to cut the gold cost in half then could be that it's 1 gold per government tier. Or simply 1 gold every two eras. Maybe 1 gold per road level, etc.
Luke ✞ Jesus Saves ✞  [author] 13 Nov, 2019 @ 12:54pm 
@JNR that's a great idea. But does it worth it though? Not sure if anyone is using Fascism or Communism government, but I usually find myself not having enough Military Card slot, I think a card slot is already its cost. As for implementation, any faster way than adding additional Modifier for each Era?
JNR 13 Nov, 2019 @ 12:16pm 
you could make the cost 1 gold per era so that it scales with regular unit upkeep
ChrisMartin 13 Nov, 2019 @ 6:48am 
Single play only myself. Just curious, love to have the option to be able to protect my traders.
Very often in my games, I have so much focus with internal trade i early game, so trader-plundering are rare. Thank you for a nice mod :)
Luke ✞ Jesus Saves ✞  [author] 13 Nov, 2019 @ 6:44am 
@ChrisMartin It uses the same code as Lisbon and the Golden Age ability, so yes, should prevent major Civ but I haven't got the chance to test myself. If it work on Barb as my test, should work with other Civ too. Maybe I can test that through a hotseat game but I think you guys could really help with multiplayers (yeah... I know, I play single only)
ChrisMartin 13 Nov, 2019 @ 6:38am 
Nice idea!! :)
Finally some protection against the filthy barbarians. Without the ability of a great general/admiral or playing as the civ that has this trade-protection from his unique unit.
Would it also prevent a major Civ to plunder your trader?
That could be a bit overpowered for my cup of tea...