On Steam:http://steamcommunity.com/sharedfiles/filedetails/?id=321883291
On CivFanatics:http://forums.civfanatics.com/downloads.php?do=file&id=23294
This mod requires the Brave New World Expansion and the Polynesian Scenario. It won't be compatible with any other mods that alter the dll or those UI elements: city screen, top panel, trade screen, policies panel, techtree.
English and French versions.
Un autre monde (« another world ») is a serialized mod, and Growth and Happiness is the second release of it, following Before And After Science. Growth and Happiness includes all the features of Before And After Science (please look at the description of this mod to see all the changes it introduced).
A New Start:
In Growth And Happiness, you will start with two settlers and cities have a bigger initial territory. Those changes were introduced to shape the map faster, but also open to new strategies. As Happiness can be challenging in the first turns, a new building, the Communal Hall has been introduced. It gives +2 happiness, but can't be built after Writing has been researched.
Governances and Revolutions
Governance is the first important mechanism I would like to talk about. In Growth And Happiness, you can choose your Governance type, such as a Republic, a Monachy or an Empire... Governances are not a new "Omnibus" like Policies or Religions, which means that they only affect your Happiness output according to the shape of your empire. For example tall nations will tend to adopt Republic or Monarchy as their Governance, while wide ones may adopt League or Empire. Parameters taken into account are population, number of cities, their types, the distance to the capital... At the start of the game you are locked into despotism, and new forms of governances will be available from the Classical Era. Changing your governance will lead to a period of anarchy (unless you are leaving behind Despotism).
There are however moments when your governance will change without your consent... That is the new revolution system: generating unhappiness, being at war or unlocking social policies increase your Revolution threat. When this number reaches 100%, a Revolution will break out and the angry mobs will force you into a new governance... that can actually be better but more probably far worse than the previous one. Since the Revolution threat decreases naturally at a very slow pace, you can choose to put down the rebels to fastening the process; it will however cut your receipts by 20%.
With unhapinness penalties being reduced, going now into the negative is now more of a risk than of a sheer penalty.
City Claims
This new mechanism completes the previous ones. Your cities (except puppet ones) have now claims, similar to the city-states quests. Completing them gives yous +1 Happiness (to a max of +2), not doing so +1 Unhappiness (to a max of +4). Note that your cities tend to ask you things that seem counterproductive. Don't completely ignore them though!
Seizing!
Seizing is a mechanism that allows you to steal tiles to your opponents. Basically, acquisition of tiles by culture is no longer limited to neutral territories. It will happen if a city has a bigger culture production than its neighbour; however to avoid complete mess (and ragequit ), there are several restrictions to what tiles can be seized (see features list) and you can actually use them to protect your territory.
Also, if tile seizing becomes a national issue, you can solve it with proper Diplomacy : a Recognize Borders deal has been added, and it can be traded either with a DOF or in a peace treaty.
And beware of Washington!
Diplomacy and AI
In addition to the Recognize Borders treaty, AI will now actively ask for defensive pact, which is quite a significant change. They will do it if they are threatened by someone and believe that you can deal with this threat. Also, honouring a Defensive Pact no longer counts towards Warmongering penalties.
In addition AI have received some improvements (see features list).
In Passing
Growth and Happiness comes with three new buildings, including the Postal Service and the Subway, allowing you to increase the working distance of your cities (Code being heavily inspired from WorkingCityDistance of Whoward69)!
Features List:
Spoiler :
General Setting and Start:
- Worlds 10% bigger;
- Start with 2 settlers;
- Cities now start with 8 additionnal tiles.
Happiness:
- Governance system implemented;
- Revolution system implemented;
- City Claim system implemented (only for human players);
- Combat penalty for Unhappiness halved;
- Growth penalty for Unhappiness is now 5% per point of Unhappiness (a.k.a no auto-regulation of happiness issues);
- No production penalty for Unhappiness (a.k.a "no infinite time for building a coliseum and move on").
Growth:
-Conquering a city now gives 1/5 of its population to the rest of your empire ("deportation" system);
- Improved "We Love the King's Day" to 50%.
- Added a checkbox on governance panel to prevent growth in every city;
- Added a checkbox on governance panel to prevent deportation;
Expansion:
-Seizing system implemented. Tiles that can't be seized: mountains, luxury and strategic resources (unless trait), specialist imporovements, roads, forts, tiles around a citadel, tiles over a mountain, a sea or a river, tiles adjacent to a city.
-Added a checkbox on City screen to prevent the city to seize opponent's territotries;
-Added a checkbox on the governance panel to prevent seizing in every city;
- No penalties on science for the number of cities;
- Religious Settlements Belief is now 25%.
Diplomacy:
- Added a New Deal, Recognize Borders. (no seizing from each other);
- AI will now ask for Recognize Borders treaties;
- AI will now ask for Defensive Pact;
- Honouring a Defensive Pact should no longer count towards Warmongering penalties;
AI:
- Should no longer be reticent to go at war if it puts them in negative GPT but with substitutive trade partners;
- Tade exchange have less impact on AI approaches;
- Now recognizing some tech as priorities to research no matter their flavors;
- Should research "old" techs with more priority;
- If flavouring Science, AI should now consider linking techs of the same category;
- AI only pay 10% of their receipts to put down rebels (AI cheat)
Buildings:
- Added the Communal Hall at Agriculture: +2 Happiness; can no longer be built after Writing is researched;
- Added the Postal service at Printing Press: allows citizens to work an additionnal ring of tiles; (Code heavily inspired from WorkingCityDistance of Whoward69)
- Added the Subway at Railroads: requires the postal service, gives the same effect.
Other:
- Trade units are no longer automatically destroyed when war is declared;
- Washington UA now allows the seizing of strategic and luxury resources.
- Angkor Wat now provides +8 Culture.
Thank you for playing my mods. If you notice something that looks like a bug, please report it. Also if (when) you notice a blatant proof of my poor engrish langage skills, please tell me so!
Extra Credits:
Whoward69, code for the postal service and subway being heavily inspired from WorkingCityDistance.