Trade Goods Expanded & All Roads Lead to Rome, Land Clearing Patch

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Author: Angelic Burrito

Last revision: 13 Mar, 2021 at 14:57 UTC

File size: 496.64 KB

On Steam Workshop

Description:

Patches the macrobuilder UI file and admin tech file so that Trade Goods Expanded & All Roads Lead to Rome and Land Clearing can be used together. Load this after both others.

Changes from Trade Goods Expanded & All Roads Lead to Rome:

  • Moved the coastal defense buildings back next to the castle buildings (as it is in vanilla).
  • Recombined special manufactory buildings under the manufactory title (removing the ‘special manufactory’ section).
  • Moved manufactories one row down (to make room for land clearing and irrigation buildings).
  • Placed innovation and mining buildings one row below the manufactories: innovation on the left; mining on the right.
  • Pushed the entire latent goods section about 200px down so that it doesn’t overlap with prices (as it does in the original mod) and to make room for more rows of buildings.

Changes from Land Clearing:

  • Moves land clearing and irrigation buildings one row up (replacing manufactories on their original row).
  • Nudged production, taxation, and irrigation buildings to the left so that they don’t intersect the scroll bar.
  • Nudged the coastal defense buildings to the right so that they’re aligned with all the other right-justified categories.
  • Changed the icon for the ‘land clearing’ category to that of the ‘special manfactory’ icon from Trade Goods Expanded.

This was pretty tedious to make, so please give it an upvote!

If you don’t use All Roads Lead to Rome, use this mod.

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Trade Goods Expanded & All roads lead to RomeSteam Workshop
Land ClearingSteam Workshop