
Originally Posted by
Mountainhouzhe
Hello TGC team,
thank you for sharing this public alpha.
I am having a good time with this mod.
I wanted to comment on a few small things:
There is the grain resource building that doesn't add farm income, if other farm buildings are present, as only the maximum value in the edb is used.
A workaround is putting farming_level bonus 1 instead of farming_level 1. I have to remark, that this appears from tests to only give bonus if already a value is present, for instance already one farm building present.
For my taste the Royal palace and Estates could provide additional recruitment slots.
One way to achieve this, is to give them add recruitment_slots bonus 2, respectively 1 which is an additive bonus to the maximum value of the existing buildings.
I was surprised to see my trade income explode, after building the caravan building.
In the edb the building has the effect trade_level_bonus bonus 4, which multiplies the trade income by 4, in comparison to trade_income_bonus 4, which multiplies the trade income by 1.4.
I think that these 2 multipliers are applied multiplicative and not additive.
Thank you for the effort you have put in this mod.