Gilgamesh's Generous Gifts
Gilgamesh's Generous Gifts
About this mod Machine translation
Gilgamesh's Generous Gifts
Glorious Gilgamesh Gains - Mod v0.3 06Nov2016
Latest changes:
-Upgrade cost doubled (still cheaper than buying)
- 25% cheaper campsites and barracks
- Healing from Tomyris killed is halved
- Several small balance changes based on feedback
Highlights:
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- Reduce boost and chop output
- New units (Explorers) and buildings (Smoking Rooms)
- Many coastal and lake lovers
- Cost of upgrading units roughly doubled
- More housing without fresh water
- More great characters and higher-rise buildings
- Unique improved buffs
- Slight unit balancing, unique unit buffs
- More small changes that just make sense
Notice:
*If you don't like some changes, you can delete the corresponding files from .modinfo (i.e. GGG_Boosts.xml for Boosts nerfs)
*No map-related changes included to maintain compatibility with map packs.
*Most in-game descriptions do not update correctly. This is a troublesome fix and bug that will be completed after a few iterations or major patches.
Builder:
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Reduce builder output by 50% when removing features (chopping)
promote:
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Reduced technology and citizenship increased from 50% to 35%. China from 60% to 45%.
upgrade:
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Upgrade cost increased from 1.5g per production to 3g per production (purchased units still cost 4g per production)
housing:
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Freshwater 5 (no change)
Coast 4(3)
Anhydrous 3(2)
Buildings and areas:
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Banks, universities, shipyards, armories, temples:
+2 Great People Points (starts at +1)
Military academy, stock exchange, research laboratories, seaport:
+3 GPP (from +1)
Ports have +2 production adjacency bonus, City Center
Lighthouse adds +1 gold to coast and lake tiles, +1 food to lake tiles
Industrial areas receive adjacency bonus from lumber mills
Shipyards have +2 production before adjacency bonus. Airodrome now provides trade routes
Barracks cost from 80 to 60
Camp base cost from 60 to 45
Aqueduct:
Production cost increased from 50 to 90
Costs no longer scale with community/aqueduct fines
Now provides +1 Food per adjacent farm or plantation
improve:
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(All yields listed are added to base)
Ziggurat +1 Culture, +0.5 Housing
(Base 2 Science, 1 Culture River)
Stepwell +1 faith
(Base 1 food, 1 housing, 1 holy place of faith, 1 food farm, 1 faith in feudalism, 1 housing and health)
The Sphinx +1 Faith, +1 Culture
(Basic 1 faith, 1 culture, 2 faith miracle adj)
Mission +1 Science, +1 Faith, -1 Faith on other continents, +0.5 Housing
(Base 1 Faith, 2 Faith other continents, 1 Science Park
Kurgan +1 gold, +1 culture, +1 faith and divine right, can no longer build each other (a bit of lore here)
(Base 1 Faith, 1 Gold, 1 Faith Ranch, 1 Gold Guild/Capitalism)
Huge head +1 faith
(Base 2 Faith, 0.5 Faith Rainforest/Wood Adjustment)
Castle +1 culture, +1 housing, no longer requires river, cannot be built on each other
(Base 1 culture, 2 culture wonder adj., 1 gold luxury adj.)
Great Wall +2 gold, +
1/3 housing (base 1 gold adjustment, 1 culture adjustment)
Farms can now be built on Tundra with civil servants.
Quarry +1 gold
New construction: smoking room
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60 Production, Animal Husbandry
+1 food
+1 Food to Coast, Lake, Cow, Sheep and Deer tiles
New unit: Resource Manager
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Requirements: Guild
Type: Reconnaissance unit
35 str,120 prod,3 move,3 sight
New: All Recon units ignore river crossings
Known issue: Visual effects are confusing, it often looks like a warrior with a Settler icon
(cannot be repaired without overwriting the entire file, remove the GGG_Explorer.xml entry in .modinfo to delete)
unit:
== ==========
Scout combat from 10 to 12, cost from 30 to 20
Archer production cost increased from 50 to 55
Increased maintenance of tanks, warriors and slingers to 1
Knight combat from 35 to 33
Knight fights from 48 to 45
Pikeman combat from 41 to 42, production cost from 200 to 180 (same as knight)
Kitchen (and Longship) production cost increased from 65 to 50
Qu …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.