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  1. #10

    Default Re: MTW Pocket Mod: Units, Buildings and Unit Stats

    If ships are out altogether - then you might want to keep trade goods in with as i mentioned before with higher value - this will actually make for a decent constant income (as in the landlocked regions).

    You could also add prerequisite buildings in order to exploit trade goods - say a lumberyard (for wood) or a textile guild (for silk) etc before a trading post can be set up. Then it would take some investing to reap the benefit.

    !it burnsus!
    Last edited by gollum; 02-10-2009 at 15:10.
    The Caravel Mod: a (very much) improvedvanilla MTW/VI v2.1 early campaign

    Please make sure you have the latest version (v3.3)
    Since v3.3 the Caravel Mod includes customised campaigns for huge and default unit settings

    Download v3.3
    Info & Discussion Thread

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