Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Horse Caravanserai
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
1.137 MB
31 Mar, 2019 @ 11:38am
1 Apr, 2019 @ 7:49pm
2 Change Notes ( view )

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Horse Caravanserai

In 1 collection by Reggie
Strategic Infrastructure
3 items
Description
Adds the Horse Caravanserai building to the Commercial Hub after Currency is unlocked. It requires the Market building and increases Trade Route Capacity by one, but consumes 2 Horses per turn. If the player has no Horses stockpiled, the additional trade capacity is lost. Also adds a city project to remove the building to stop its usage of Horses.

Currently, the additional trade rout capacity is removed immediately when the player runs out of horses, but any existing trade routes will continue for their regular duration. However, the player will not be able to renew any trade routes above their trade capacity. I'm not sure how I feel about this implementation; I wonder if it would make more sense to cancel any excess trade routes when a player runs out of horses, instead of letting them run their course. I'd appreciate feedback on that subject.

This mod is part of my "Strategic Infrastructure" series of mods, the goal of which is to provide more non-military uses for strategic resources.
9 Comments
Trillion Bones 2 Jun, 2024 @ 11:52am 
Horses could also be made into amenities in Entertainment Complexes (Arena) or Encampment (Stables) gives +1 Amenity for each Pasture with Horses in the City. Or these two districts can be build on top of a Horses tile (which gives you a free Arena or Stables building instead of an extra amenity - except you have multiple horses.).
Baby POOH XD 18 May, 2019 @ 9:26pm 
there is best concept close to history!
Delta Duke 10 Apr, 2019 @ 8:30pm 
Please make a mod to remove horses altogether, I'd like to build over them.
Reggie  [author] 5 Apr, 2019 @ 7:51am 
@dnarik, it would actually be pretty easy to "turn off" the building temporarily. The problem is that you only need it active for 1 turn to create the trade route, then you can turn it back off again and the trade route will continue anyway. Even if I trust human players not to abuse the system, it might cause some weird AI behavior.
see two 2 Apr, 2019 @ 3:13pm 
It would be great, if there was an ability to turn this off. For example, if you want to go to war after a period of peace and want to start building up units and need horses, but you are stuck with this building. But then, if you DO make this disable-able, then you could turn this on only once you need to make a new trade route, since old trade routes aren't stopped, if you are over your capacity
weraptor 2 Apr, 2019 @ 5:01am 
I intended it as a meaningful choice between bonus gold with GPP points and more situationally powerful trade routes. You are right about the policies, tho.
Reggie  [author] 1 Apr, 2019 @ 6:45pm 
If the building was exclusive with the market, then building a Horse Caravanserai would mean losing out on things like synergy with policies and inspirations. Maybe I could add those back in as well, but what would be the benefit in making them exclusive?
weraptor 1 Apr, 2019 @ 4:44am 
tbh you should make it exclusive with market, let it have 2 trade capacities, but consume a fitting amount of horse resource. but nice work!
Sir Kingsbury 31 Mar, 2019 @ 10:19pm 
Hey man, just wanted to say that this mod set is really great. I love having more buildings to construct as the base amount seems to small and its even better when they use resources that I either have to many of or don't use anymore.

On a note about how the trade system works, I think you have it set fine as I imagine that the caravan takes off with the two horses which they use for the journey. The next caravan to leave would be the one affected by lack of horses, so having it set that way from a story point of view is good as for balancing I can't say.