amateurgamer88
Emperor
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- Aug 24, 2018
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Hi everyone! This is amateurgamer88. The main purpose of this post is to add new Ideologies with their own unique(ish) tenets. I've already started working on this and got level 1 tenets done. I hope to at least add two new ideologies that people can include in their games. I might tweak existing Ideologies but ideally I just balance the new Ideologies to the existing ones.
Currently, the plan is to have two new VC in addition to the existing ones: Domination, Science, Culture, Diplomatic and Time.
The new new VC will be Religious (RV) and Economic (EV).
Religious Victory:
Gather the Holy Relics necessary for the [insert Wonder here] to prove the dominance of your religion!
Holy Relics are a unique resource you accumulate throughout the game. You get Holy Relics by:
Economic Victory:
Your economic might has made you the most powerful nation!
The Economy Process must be completed to achieve Economic Victory.
Economy Process:
Base Cost: 60,000 Production
Unlocked through The Internet
Converts 100% of Gold into Production.
The cost of the Process can change as follows:
+5% Production cost per Owned City. (Up to 100%)
-1% Production cost for every 20 GPT
-1% Production cost for every Corporate Franchise
-2% Production cost for every Global Monopoly you control
Can only be constructed in your capital.
Freedom - Cultural Victory, Religious Victory, Science Victory
Autocracy - Cultural Victory, Diplomatic Victory, Domination Victory
Order - Economic Victory, Domination Victory, Science Victory
Devotion - Religious Victory, Domination Victory, Cultural Victory
Prosperity - Economic Victory, Science Victory, Diplomatic Victory
Cultural - 3, Religious - 2, Science - 3, Domination - 3, Economic - 2. Diplomatic - 2
Great Monk:
The Great Monk can construct the special Sanctuary improvement which, when worked, produces Faith and increases the value of the Great Monk's Worship ability by 10%. A Great Monk can also perform a Worship which grants the player an amount of Faith. The Great Monk is expended when used in any of these ways. When expended, gain +1 Holy Relic.
Monk:
Base: 2 Faith, 1 Science
Theology: +3 Faith
Astronomy: +2 Science
Monk Slots:
Shrine: 1 Slot
Temple: 2 Slots
Grand Temple: 1 Slot
Monastery: 1 Slot
Hagia Sophia: 1 Slot
Cathedral of St. Basil: 1 Slot
Sanctuary:
Base Yields: +6 Faith
Gains additional yields from Enhancer Beliefs and Reformation Beliefs (see Belief Changes section for more information)
Founder Beliefs:
Way of Noble Truths: When you discover a new technology, gain 4 Production, Food and Culture for every Follower of your Religion (max 150 Followers). +1 Global Happiness for every 10 Followers in peaceful foreign Civilizations. (Removed influence gain and Tourism gained from spreading religion.)
Enhancer Beliefs:
Abode of Peace: +2 Gold to Sanctuary
Inquisition: 25 Gold and 10 Faith generated per converted Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities. +2 Happiness if stationed in a foreign City. (Removed cheaper Inquisitors and Spies exert Pressure)
+1 Gold and Faith to Sanctuary
Mendicancy: +1 Culture and Faith to Sanctuary
Orthodoxy: +2 Faith and Science to Temples and Faith Purchased Buildings. (Removed improved spread and pressure from Trade Routes)
+2 Food to Sanctuary
Prophecy: +2 Faith to Sanctuary
Sacred Calendar: +33% Great Person rate during a GA. +3 GAP and Gold in Holy City for every City following this Religion. (Removed stronger Missionaries)
+1 GAP and Gold to Sanctuary
Symbolism: +2 GAP to Sanctuary
Syncretism: +1 Science and Production to Sanctuary
Zealotry: May spend Faith to purchase land units in Cities. Strategic Resource quantities increase by 1% per following City (up to 25%). (Removed Missionaries eroding existing pressure)
+2 Production to Sanctuary
Reformation Beliefs:
Crusader Spirit: +2 Culture and Gold to Sanctuary
Defender of the Faith: +2 Food and Production to Sanctuary
Divine Teachings: +2 Faith and Science to Sanctuary
Faith of the Masses: +2 Faith and Culture to Sanctuary
Global Commandments: +10 Science, Culture, Gold, Faith, and GAP per turn while the Host of the WC. Receive 150 of these yields instantly when you pass a Proposal. Bonuses scale with Era. (Removed faster Religion spread)
+1 Faith, Science, Culture and GAP to Sanctuary
Holy Land: +2 Food and Tourism to Sanctuary
Inspired Work: +2 Culture and Science to Sanctuary
Sacred Sites: +2 Culture and Tourism to Sanctuary
To the Glory of God: +1 Science, +1 Culture and +2 Gold to Sanctuary
Level 1:
Covert Action (DV/SV)
+3% Science in the capital from every active Spies/Diplomat (up to 30%). Receive one or more additional Spies (based on number of City-States in game).
Peacekeeping Mission (DV)
Unit gifts to City-States generate 100 Influence. Other civilizations experience a 25% influence reduction to diplomatic missions performed on your Allied City-States.
Corporate Espionage (SV)
Franchises gain -10% Science and each Franchise gives Capital +1 Science.
Can build Konigsberg.
Konigsberg (Cruiser)
Unlocked at Dynamite
900 Production (same as Cruiser)
50 CS, 58 RCS (2 Range) (up from 40/55)
5 Move (up from 4)
Minelayer
Landing Force (Embarked Unit which start on the same tile as unit with this promotion gain +100% CS when attacking. Immune to Boarded Effect.)
Stimulus Package (EV)
Yields from Processes in all Cities are increased by 15%. All Cities get +50% Gold for 10 turns.
Wage Labor (EV)
Laborers gain +3 Gold and Production
Research Grants (SV)
Receive one free Technology. University gain +3 Science.
Tourism Industry (EV)
+2 Gold and Tourism to Hotel and Great Person Tile Improvements.
Level 2:
Treaty Organization (DV)
Gain 3 more Influence per turn (at Standard speed) with City-States you have a trade route with. +2 delegates (scaling with map size) for the World Congress
Lobbyist (DV)
Receive 600 Gold instantly when you pass a proposal, scaling with era.
Globalization (EV)
External Trade Routes generates +10 Gold. Each active Trade Route gives +2 Gold and Production to the Capital.
Shareholder Dividends (EV)
Markets, Customs Houses, Banks, and Stock Exchanges generate +5% Gold each. +2 Gold from Corporate Offices.
Patent Office (SV)
Specialists gain +2 Science. Research Lab, Medical Lab, Corporation Offices and Power Plants gain +2 Science and Gold.
Technocapitalism (SV)
When you unlock a Policy, gain 200 Science, scaling with Era. +50 Production in the Capital every time you research a Technology, scaling with Era.
Corporate Tax Cuts (EV)
Corporate Offices are maintenance free and each Franchise gives the Capital +2 Production. +2 Gold from Corporate Offices.
Level 3:
Foreign Direct Investment (DV)
Can Purchase Votes for the World Congress with Gold
Income Tax (EV)
Convert 15% of total Production in all Cities (excluding the capital) into Gold and add that amount to the capital.
Private Enterprise (SV)
+5 Science and Production to University, Public Schools, Research Lab, Medical Lab and Corporation Offices. Cities gain +30 Science when they construct a new building, scaling with era and gamespeed.
Level 1:
Religious Art (CV)
Great Works gain +1 Faith and Tourism. Inquisitors are 25% cheaper.
Holy Dove (RV)
While at peace, Holy City gains +25% Faith and Food.
Worship Services (RV/DomV)
+2 Happiness in all Cities. 15% of the Faith Purchase is converted into Food and Production.
Religious Media (DomV/CV)
Holy City gains +2% Gold and Tourism for every owned City following your religion. (Capped at 30%)
Faith-Based Organizations
Sanctuary and Town gain +3 Food, Faith and Gold.
Religious Studies
University and faith-purchased buildings gain +3 Science and Faith.
Reincarnation
When you expend a Great Person, increase the progress of that Great Person by 10% in the Holy City.
Level 2:
State Religion (CV)
Cities that Follow your Majority Religion +3 Science, Faith, Production and Culture.
Holy Sites gain 3 Gold and Tourism.
Blessing of Dalai Lama (CV)
+2 Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by [10 + (number of franchises)]%
Pilgrimage (RV)
A Golden Age begins. During Golden Age, Holy City gains +50% Gold, Faith and Great Monk Points per turn.
Hachiman Shrine (DomV)
Archery units gain +50% RCS and +25 Hit Points. +25% Production when building Archery Units in all Cities.
Ritual Purification (RV)
50 Culture, Faith and Tourism generated per converted Citizen when Removing Heresy.
Purity of Arms (DomV)
Yield penalties in Puppeted Cities reduced by 30%. Can build the M22 Locust.
M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000 (200 less than Light Tank)
55 CS, 57 RCS (2 range) (up from 52/52)
15 Air Strike Defense (up from 5)
6 Moves (up from 5)
Naval Target Penalty
May Not Melee Attack
Can Move After Attacking
Penalty Attacking Cities (33)
Skirmisher Doctrine
No Defensive Terrain Bonuses
Armor Plating I
Armor Plating II
Analects
Academy gains +6 Science and Production. Holy City gains 3 Happiness and Great Scientist Points per turn.
Level 3:
Moksha (RV)
Gain 1 Relic for every Holy City you control. Every 5 Owned Cities following your religion provides +1 Great Monk Points per turn to the Holy City.
Vaisakhi (CV)
Convert 25% of Food into Tourism in all Cities. During "We Love the King Day", +25% Culture and Tourism and +33% Great Artist and Great Musician Points.
Heavenly Host (DomV)
Can purchase Air units with Faith. Carriers gets "Blessed Airspace" Promotion (Can carry 5 extra air unit. +100 HP. +50 CS when defending).
Level 1:
Avante Garde (CV)
The rate at which Great People are born in increased by 33%.
Unhappiness Needs from Boredom reduced by 20%.
Their Finest Hour
All Cities get +1 Air Unit Slot, +33% CS and +500 HP. Units in Cities heal 25 HP per turn whether or not they take an action.
Can build B17 Bombers.
Universal Suffrage (CV)
A Golden Age Begins; Golden Ages last 50% longer.
Cities produce +1 happiness.
Universal Healthcare (SV)
Receive a free Hospital in every City. +50 Science when a Citizen is born in any City, scaling with Era.
Trade Agreement (RV)
Receive two additional Trade Routes. Pressure tripled to friendly City-States and foreign Cities connected via Trade Routes.
Refugee Programs
All Cities gain +1 Citizen immediately and +20% Growth.
Equal Opportunity
Specialists generate +1 of their primary Yield ( //// )
Level 2:
Creative Expression (CV)
+3 Tourism from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +4 Golden Age Points and Culture
New Deal (CV)
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2 Tourism.
Urbanization (SV)
Farms, Plantations, Camps and all Unique Improvements produce +4 Food.
Specialists generate +1 Science.
Civil Society (SV)
Specialists consume 2 Food less than normal (minimum 1 Food). 50% of Happiness produced in each City is added to the City's Science, Production and Gold per Turn.
Freedom of Religion (RV)
May faith purchase Tenjin Shrine, Fire Temple and Hof in the Holy City. Faith Purchase costs reduced by 50%.
Tenjin Shrine:
4 Science, 3 Production
Universities, Public Schools and Research Labs gain +5 Science and Culture.
+1 Holy Relic
Fire Temple:
3 Faith, +500 City HP
All Land Units gain the Holy Ash Promotion which gives +1 Movement and this Unit Heals 10 Additional HP per turn.
+1 Holy Relic
Hof:
4 Gold, 3 Food
+2 Faith, Culture and Science from animal bonus resources (Bison, Cattle, Deer and Sheep).
+1 Holy Relic
Capitalism
3 Specialists in each of your cities generate Happiness instead of creating Unhappiness. Specialists generate +1 Gold.
Transnationalism
Each turn, increases the chance that a Corporate Franchise will appear in a foreign city to 15% (normally 5%). Global franchise maximum increased by 25%.
+2 Culture from Corporate Offices.
Level 3:
Media Culture (CV)
+25% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
+20% Culture from Stadiums.
Space Procurement (SV)
May invest in Spaceship parts with gold.
Allows you to build Spaceship Factories in half the usual time.
+10% Science from Research Labs.
Bodhi (RV)
Gain a Holy Relic for every 10 Foreign Cities following your Religion.
Missionary of this Religion erode existing pressure from other religion by 25% by Spreading Religion.
When a City adopts your Religion for the first time, gain 100 Science and Faith in your Holy City, scaling with the number of Cities following your Religion (bonus caps at 30 Cities).
Level 1:
Guerrilla Warfare (DomV)
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.
Hero of the People (SV)
Great Person rate increases by 25%. A Great Person of your choice appears near your Capital.
Peace, Land, Bread (EV)
Poverty reduced by 25% and Building Maintenance reduced by 25%.
People's Army (DomV)
Military Units purchased with Gold receive full XP.
Workers Faculties (SV)
Factories increase City Science and Production by 10%.
Rapid Industrialization (EV)
+3 Production Gold to Manufactory, Academy and Town.
Double Agents (SV)
Receive 2 additional Spies. +75 Science when you complete a City-State Coup or Election Rigging or kill a foreign Spy (+25 for Spy Events), all scaling with Era.
Level 2:
Academy of Sciences (SV)
Reduces Illiteracy Needs by 20% in all cities.
+100% Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +5 Science.
Communism (SV)
Farms gain +3 Food and Production. Manufactory gain +5 Production and Science.
Five Year Plan (EV)
+25% Production towards Buildings in all Cities.
+3 Production on every Mine, Quarry, Lumbermill, and Unique Improvement.
Mandatory Military Service (DomV)
Allows for the construction of Recruitment Center in all Cities. -25% Gold cost of purchasing units.
Recruitment Center:
Unlocked at Replaceable Parts
1600
No Maintenance.
+25 XP for all Units. Increased the Military Unit Supply Cap by 5.
Grants the "Defending Homeland" Promotion (+5 HP when healing in Friendly Territory. +10 Damage to Air Unit when defending against Air Strikes) to Gun and Armor Units.
Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate Trade Routes bonuses to Cities with Franchises are doubled.
Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cites, and foreign Corporations can no longer setup Franchises in you Cities.
+2 from Corporate Offices.
Party Leadership (EV)
+7 Food, Production, Science, Gold, and Culture per city.
Resettlement
New Cities have +3 population.
All cities gain +2 Citizens immediately.
No Partisans from razing enemy Cities.
Level 3:
Iron Curtain (DomV)
Free Courthouse upon city capture and immediate annexation. Capital City gains 5 of each Yield permanent when you conquer a City for the first time.
Spaceflight Pioneers (SV)
Receive one free technology. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100 Science, scaling with era.
Great Leap Forward (EV)
+200% Food or production from internal trade routes. City connections generate +5 Gold and Production. Yields from Processes in all Cities are increased by 10%.
Military-Industrial Complex
-40% Gold cost of upgrading units. +3 Science from Defense Buildings, Citadels, Forts and Unique Improvements.
A lot has happened since I last started this mod. As I find more (and hopefully will continue to) free time, I'll be putting more time into this mod. For now, it's in an organization stage with some rough ideas determined. There's a general direction as to where this mod is headed but details are still being discussed and hashed out. Once more details are determined, finalized and coded, they will show up here. Otherwise, please see the threads below.
I'm open to ideas if people want certain tenets or changes made or even a new ideology. From what I've tested in my games, everything works for the human player. Sadly, the AIs aren't picking these new Ideologies so I will need to dive deeper into the dll files and that's going to take longer to figure out. Below is a screenshot of what I've accomplished so far.
Finish Theocracy Ideology
Create More Victory Conditions to accommodate the new Ideologies.
Rework old Ideologies since more Victory Conditions are added. (Some tenets also need serious reworking)
Finish Monarchy Ideology
Mod so AIs will pick new ideologies too.
I'm working on the Theocracy Ideology as shown below. The numbers will likely be tweaked and some ideas still need to be fleshed out more (or changed if I cannot mod it). I also need to come up with better names and such.
Rule of God (Tier 3): Capital gains +10 of all yields. May purchase Great Musicians with Faith.
Shaman-Kings (Tier 3): Give a unique promotion to the following units: Landship, Light Tank, Tank, Helicopter Gunship and Modern Armor
Divine Revelation (Tier 3): Holy Sites gain +10 Science. Religious Buildings purchased with faith gain +2 Science.
Holy Books (Tier 2): Great Works gain +2 Faith and +1 Science. The Tourism modifier for Shared Religion is increased by 15%.
Guidance of a Prophet (Tier 2): Get a free Great Prophet. Holy Sites gain +3 Food, Production, Gold and Tourism.
State Religion (Tier 2): Get a free Great Prophet. All cities with majority religion gain +10 Faith, +5 Production and +5 Gold.
Shinto Shrines (Tier 2): Builds Shrine Foundation in the capital. Shrine Foundation is the prereq to: Inari Shrine, Hachiman Shrine, Tenjin Shrine and Sengen Shrine. (May only build one)
Blessing of Dalai Lama (Tier 2): +2 Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by 15%.
The Caliphate (Tier 2): Yield penalties in puppeted cities reduced by 30%. +1 local Happiness from every Courthouse.
Ancient Patriarchate (Tier 2): May build Ancient Patriarchate (up to 5) in your empire. Patriarchate (+5 Faith. 20% of Faith purchases is converted into Culture and Gold. Missionaries get an extra spread action and are 100% stronger in conversion strength.)
Religious Courts (Tier 1): Courthouses gain +3 Gold and Faith. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Pilgrimage (Tier 1): Holy Sites gain +5 Faith. +25% Pressure in all nearby Cities without your majority Religion.
Tithe (Tier 1): Religious Buildings purchased with faith gain +2 Gold. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Religious Art (Tier 1): Great Works gain +1 Faith and Culture. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Meditation and Insight (Tier 1): Specialists generate +2 Science. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Fire Temples (Tier 1): Temple gain +3 Faith, Culture and Food. +25% Pressure in all nearby Cities without your majority Religion.
Holy See (Tier 1): +1 Delegates in the World Congress for every 8 City-States originally in the World. +25% Pressure in all nearby Cities without your majority Religion.
Inari Shrines: +50% Food in all cities. All growth related buildings (Granary, Aqueduct, and Grocer) provide +1 Faith, Food and Gold. Hospital provide +3 Faith, +3 Food and +5 Gold.
Hachiman Shrines: +20 Global Experience. Military buildings and defense buildings provide +1 Faith, Culture and Production.
Tenjin Shrines: +15% Science in all cities. All science related buildings (Library, University, Public School, Research Lab) provide +1 Faith, Science and GAP.
Sengen Shrines: Holy Sites gain +5 Faith and Culture. All Shrines and Temples provide +5 Faith.
The tier 3 Shaman-king tenet gives a promotion to the following units:
Light Tank, Tank, Helicopter Gunship and Modern Armor
"Shaman Blessing A" promotion (+1 Movement. Ignore ZoC. +33% CS when attacking, 33% to Withdraw from battle, +33% CS when in enemy territory)
"Shaman Blessing B" promotion (+1 Movement. Ignore ZoC. +33% RCS when attacking Units above 50 HP, 33% to Withdraw from battle, +33% RCS)
As you probably noticed in the screenshot, I'm also thinking of a Monarchy Ideology. I will be tinkering with the ideas first before trying to balance the numbers.
Level 1;
Elite Forces
Newly created Military Units receive +30 Experience. Military Units gain 50% more Experience from combat in Foreign territory.
Futurism
Tourism bonus from Historic Events increased by 20%. +2 Culture from Great Works. Earn 50 Tourism when you conquer a city for the first time, scaling with Era and city size.
Iron Fist
Vassals can no longer rebel or be liberated by other Civilizations.
Lebensraum
Receive Culture and Golden Age points when your borders expand.
Citadel tile-acquisition radius doubled.
Military-Industrial Complex
-33% gold cost of purchasing units. +3 science from Defense Buildings, Citadels, and Unique Improvements.
New World Order
Reduces Distress in all cities by 20%.
Constabularies, Forts and Citadels provide +3 culture and +5 production.
Level 2:
Commerce Raiders
+10% production from Seaports.
+1 Oil and Coal for every City-State Alliance.
Submarines and Melee Naval Units gain the Prize Rules Promotion.
Prize Rules (Receive Gold when you defeat an Enemy Unit. +20% CS vs Units at or below 50% HP)
Lightning Warfare
+3 Movement for Great Generals.
Gun units gain +15% attack and ignore enemy Zone of Control;
Armour units gain +15% attack and +1 Movement.
Martial Spirit
+25% attack bonus for 50 turns, scaling with Gamespeed. Additional +25% attack bonus to all units for rest of the game. War Weariness rate reduced by 25%.
Police State
+3 local Happiness from every Courthouse, and +1 Happiness from Police Stations.
Build Courthouses in half the usual time.
Syndicalism
Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.
Third Alternative
Quantity of Strategic Resources produced is increased by 100%.
Reduce Unit Gold Maintenance Costs by 25%.
Total War
+25% production when building military units, Warscore increases 25% more quickly, and it is 50% easier to bully City-States.
Level 3:
Air Supremacy
Receive a free Airport in every city.
+25% production when building air units.
Can build Zeros.
Cult of Personality
+50% Tourism to civilizations fighting a common enemy.
50% of your highest Warscore counts as a Tourism Modifier with all other civilizations.
Religious Purge
-80% Faith costs for purchasing Buildings, Missionaries, and Inquisitors.
Military Units Purchased with Receive full XP (instead of Half).
Spoiler New Victories :
Currently, the plan is to have two new VC in addition to the existing ones: Domination, Science, Culture, Diplomatic and Time.
The new new VC will be Religious (RV) and Economic (EV).
Spoiler Religious Victory :
Religious Victory:
Gather the Holy Relics necessary for the [insert Wonder here] to prove the dominance of your religion!
Holy Relics are a unique resource you accumulate throughout the game. You get Holy Relics by:
- 1 for expending the Great Monk regardless of the action taken
- 1 for your Reformation Wonder.
- 1 for the following % world converted (50%/75%/100%)
- Some Wonders
- Some Tenets
Spoiler Economic Victory :
Economic Victory:
Your economic might has made you the most powerful nation!
The Economy Process must be completed to achieve Economic Victory.
Economy Process:
Base Cost: 60,000 Production
Unlocked through The Internet
Converts 100% of Gold into Production.
The cost of the Process can change as follows:
+5% Production cost per Owned City. (Up to 100%)
-1% Production cost for every 20 GPT
-1% Production cost for every Corporate Franchise
-2% Production cost for every Global Monopoly you control
Can only be constructed in your capital.
Spoiler VC Focus of Ideologies :
Freedom - Cultural Victory, Religious Victory, Science Victory
Autocracy - Cultural Victory, Diplomatic Victory, Domination Victory
Order - Economic Victory, Domination Victory, Science Victory
Devotion - Religious Victory, Domination Victory, Cultural Victory
Prosperity - Economic Victory, Science Victory, Diplomatic Victory
Cultural - 3, Religious - 2, Science - 3, Domination - 3, Economic - 2. Diplomatic - 2
Spoiler Great People and Specialist :
Great Monk:
The Great Monk can construct the special Sanctuary improvement which, when worked, produces Faith and increases the value of the Great Monk's Worship ability by 10%. A Great Monk can also perform a Worship which grants the player an amount of Faith. The Great Monk is expended when used in any of these ways. When expended, gain +1 Holy Relic.
Monk:
Base: 2 Faith, 1 Science
Theology: +3 Faith
Astronomy: +2 Science
Monk Slots:
Shrine: 1 Slot
Temple: 2 Slots
Grand Temple: 1 Slot
Monastery: 1 Slot
Hagia Sophia: 1 Slot
Cathedral of St. Basil: 1 Slot
Spoiler Great Person Tile Improvement :
Sanctuary:
Base Yields: +6 Faith
Gains additional yields from Enhancer Beliefs and Reformation Beliefs (see Belief Changes section for more information)
Spoiler Beliefs Changes :
Founder Beliefs:
Way of Noble Truths: When you discover a new technology, gain 4 Production, Food and Culture for every Follower of your Religion (max 150 Followers). +1 Global Happiness for every 10 Followers in peaceful foreign Civilizations. (Removed influence gain and Tourism gained from spreading religion.)
Enhancer Beliefs:
Abode of Peace: +2 Gold to Sanctuary
Inquisition: 25 Gold and 10 Faith generated per converted Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities. +2 Happiness if stationed in a foreign City. (Removed cheaper Inquisitors and Spies exert Pressure)
+1 Gold and Faith to Sanctuary
Mendicancy: +1 Culture and Faith to Sanctuary
Orthodoxy: +2 Faith and Science to Temples and Faith Purchased Buildings. (Removed improved spread and pressure from Trade Routes)
+2 Food to Sanctuary
Prophecy: +2 Faith to Sanctuary
Sacred Calendar: +33% Great Person rate during a GA. +3 GAP and Gold in Holy City for every City following this Religion. (Removed stronger Missionaries)
+1 GAP and Gold to Sanctuary
Symbolism: +2 GAP to Sanctuary
Syncretism: +1 Science and Production to Sanctuary
Zealotry: May spend Faith to purchase land units in Cities. Strategic Resource quantities increase by 1% per following City (up to 25%). (Removed Missionaries eroding existing pressure)
+2 Production to Sanctuary
Reformation Beliefs:
Crusader Spirit: +2 Culture and Gold to Sanctuary
Defender of the Faith: +2 Food and Production to Sanctuary
Divine Teachings: +2 Faith and Science to Sanctuary
Faith of the Masses: +2 Faith and Culture to Sanctuary
Global Commandments: +10 Science, Culture, Gold, Faith, and GAP per turn while the Host of the WC. Receive 150 of these yields instantly when you pass a Proposal. Bonuses scale with Era. (Removed faster Religion spread)
+1 Faith, Science, Culture and GAP to Sanctuary
Holy Land: +2 Food and Tourism to Sanctuary
Inspired Work: +2 Culture and Science to Sanctuary
Sacred Sites: +2 Culture and Tourism to Sanctuary
To the Glory of God: +1 Science, +1 Culture and +2 Gold to Sanctuary
Spoiler New Ideologies :
Spoiler Prosperity :
Level 1:
Covert Action (DV/SV)
+3% Science in the capital from every active Spies/Diplomat (up to 30%). Receive one or more additional Spies (based on number of City-States in game).
Peacekeeping Mission (DV)
Unit gifts to City-States generate 100 Influence. Other civilizations experience a 25% influence reduction to diplomatic missions performed on your Allied City-States.
Corporate Espionage (SV)
Franchises gain -10% Science and each Franchise gives Capital +1 Science.
Can build Konigsberg.
Spoiler Konigsberg :
Konigsberg (Cruiser)
Unlocked at Dynamite
900 Production (same as Cruiser)
50 CS, 58 RCS (2 Range) (up from 40/55)
5 Move (up from 4)
Minelayer
Landing Force (Embarked Unit which start on the same tile as unit with this promotion gain +100% CS when attacking. Immune to Boarded Effect.)
Stimulus Package (EV)
Yields from Processes in all Cities are increased by 15%. All Cities get +50% Gold for 10 turns.
Wage Labor (EV)
Laborers gain +3 Gold and Production
Research Grants (SV)
Receive one free Technology. University gain +3 Science.
Tourism Industry (EV)
+2 Gold and Tourism to Hotel and Great Person Tile Improvements.
Level 2:
Treaty Organization (DV)
Gain 3 more Influence per turn (at Standard speed) with City-States you have a trade route with. +2 delegates (scaling with map size) for the World Congress
Lobbyist (DV)
Receive 600 Gold instantly when you pass a proposal, scaling with era.
Globalization (EV)
External Trade Routes generates +10 Gold. Each active Trade Route gives +2 Gold and Production to the Capital.
Shareholder Dividends (EV)
Markets, Customs Houses, Banks, and Stock Exchanges generate +5% Gold each. +2 Gold from Corporate Offices.
Patent Office (SV)
Specialists gain +2 Science. Research Lab, Medical Lab, Corporation Offices and Power Plants gain +2 Science and Gold.
Technocapitalism (SV)
When you unlock a Policy, gain 200 Science, scaling with Era. +50 Production in the Capital every time you research a Technology, scaling with Era.
Corporate Tax Cuts (EV)
Corporate Offices are maintenance free and each Franchise gives the Capital +2 Production. +2 Gold from Corporate Offices.
Level 3:
Foreign Direct Investment (DV)
Can Purchase Votes for the World Congress with Gold
Income Tax (EV)
Convert 15% of total Production in all Cities (excluding the capital) into Gold and add that amount to the capital.
Private Enterprise (SV)
+5 Science and Production to University, Public Schools, Research Lab, Medical Lab and Corporation Offices. Cities gain +30 Science when they construct a new building, scaling with era and gamespeed.
Spoiler Devotion :
Level 1:
Religious Art (CV)
Great Works gain +1 Faith and Tourism. Inquisitors are 25% cheaper.
Holy Dove (RV)
While at peace, Holy City gains +25% Faith and Food.
Worship Services (RV/DomV)
+2 Happiness in all Cities. 15% of the Faith Purchase is converted into Food and Production.
Religious Media (DomV/CV)
Holy City gains +2% Gold and Tourism for every owned City following your religion. (Capped at 30%)
Faith-Based Organizations
Sanctuary and Town gain +3 Food, Faith and Gold.
Religious Studies
University and faith-purchased buildings gain +3 Science and Faith.
Reincarnation
When you expend a Great Person, increase the progress of that Great Person by 10% in the Holy City.
Level 2:
State Religion (CV)
Cities that Follow your Majority Religion +3 Science, Faith, Production and Culture.
Holy Sites gain 3 Gold and Tourism.
Blessing of Dalai Lama (CV)
+2 Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by [10 + (number of franchises)]%
Pilgrimage (RV)
A Golden Age begins. During Golden Age, Holy City gains +50% Gold, Faith and Great Monk Points per turn.
Hachiman Shrine (DomV)
Archery units gain +50% RCS and +25 Hit Points. +25% Production when building Archery Units in all Cities.
Ritual Purification (RV)
50 Culture, Faith and Tourism generated per converted Citizen when Removing Heresy.
Purity of Arms (DomV)
Yield penalties in Puppeted Cities reduced by 30%. Can build the M22 Locust.
Spoiler M22 Locust :
M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000 (200 less than Light Tank)
55 CS, 57 RCS (2 range) (up from 52/52)
15 Air Strike Defense (up from 5)
6 Moves (up from 5)
Naval Target Penalty
May Not Melee Attack
Can Move After Attacking
Penalty Attacking Cities (33)
Skirmisher Doctrine
No Defensive Terrain Bonuses
Armor Plating I
Armor Plating II
Analects
Academy gains +6 Science and Production. Holy City gains 3 Happiness and Great Scientist Points per turn.
Level 3:
Moksha (RV)
Gain 1 Relic for every Holy City you control. Every 5 Owned Cities following your religion provides +1 Great Monk Points per turn to the Holy City.
Vaisakhi (CV)
Convert 25% of Food into Tourism in all Cities. During "We Love the King Day", +25% Culture and Tourism and +33% Great Artist and Great Musician Points.
Heavenly Host (DomV)
Can purchase Air units with Faith. Carriers gets "Blessed Airspace" Promotion (Can carry 5 extra air unit. +100 HP. +50 CS when defending).
Spoiler Rework Existing Ideologies (in planning stages) :
Spoiler Rework Freedom :
Level 1:
Avante Garde (CV)
The rate at which Great People are born in increased by 33%.
Unhappiness Needs from Boredom reduced by 20%.
Their Finest Hour
All Cities get +1 Air Unit Slot, +33% CS and +500 HP. Units in Cities heal 25 HP per turn whether or not they take an action.
Can build B17 Bombers.
Universal Suffrage (CV)
A Golden Age Begins; Golden Ages last 50% longer.
Cities produce +1 happiness.
Universal Healthcare (SV)
Receive a free Hospital in every City. +50 Science when a Citizen is born in any City, scaling with Era.
Trade Agreement (RV)
Receive two additional Trade Routes. Pressure tripled to friendly City-States and foreign Cities connected via Trade Routes.
Refugee Programs
All Cities gain +1 Citizen immediately and +20% Growth.
Equal Opportunity
Specialists generate +1 of their primary Yield ( //// )
Level 2:
Creative Expression (CV)
+3 Tourism from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +4 Golden Age Points and Culture
New Deal (CV)
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2 Tourism.
Urbanization (SV)
Farms, Plantations, Camps and all Unique Improvements produce +4 Food.
Specialists generate +1 Science.
Civil Society (SV)
Specialists consume 2 Food less than normal (minimum 1 Food). 50% of Happiness produced in each City is added to the City's Science, Production and Gold per Turn.
Freedom of Religion (RV)
May faith purchase Tenjin Shrine, Fire Temple and Hof in the Holy City. Faith Purchase costs reduced by 50%.
Spoiler Tenjin Shrine, Fire Temple and Hof :
Tenjin Shrine:
4 Science, 3 Production
Universities, Public Schools and Research Labs gain +5 Science and Culture.
+1 Holy Relic
Fire Temple:
3 Faith, +500 City HP
All Land Units gain the Holy Ash Promotion which gives +1 Movement and this Unit Heals 10 Additional HP per turn.
+1 Holy Relic
Hof:
4 Gold, 3 Food
+2 Faith, Culture and Science from animal bonus resources (Bison, Cattle, Deer and Sheep).
+1 Holy Relic
Capitalism
3 Specialists in each of your cities generate Happiness instead of creating Unhappiness. Specialists generate +1 Gold.
Transnationalism
Each turn, increases the chance that a Corporate Franchise will appear in a foreign city to 15% (normally 5%). Global franchise maximum increased by 25%.
+2 Culture from Corporate Offices.
Level 3:
Media Culture (CV)
+25% Tourism and +1 Happiness generated by cities with a Broadcast Tower.
+20% Culture from Stadiums.
Space Procurement (SV)
May invest in Spaceship parts with gold.
Allows you to build Spaceship Factories in half the usual time.
+10% Science from Research Labs.
Bodhi (RV)
Gain a Holy Relic for every 10 Foreign Cities following your Religion.
Missionary of this Religion erode existing pressure from other religion by 25% by Spreading Religion.
When a City adopts your Religion for the first time, gain 100 Science and Faith in your Holy City, scaling with the number of Cities following your Religion (bonus caps at 30 Cities).
Spoiler Rework Order :
Level 1:
Guerrilla Warfare (DomV)
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.
Hero of the People (SV)
Great Person rate increases by 25%. A Great Person of your choice appears near your Capital.
Peace, Land, Bread (EV)
Poverty reduced by 25% and Building Maintenance reduced by 25%.
People's Army (DomV)
Military Units purchased with Gold receive full XP.
Workers Faculties (SV)
Factories increase City Science and Production by 10%.
Rapid Industrialization (EV)
+3 Production Gold to Manufactory, Academy and Town.
Double Agents (SV)
Receive 2 additional Spies. +75 Science when you complete a City-State Coup or Election Rigging or kill a foreign Spy (+25 for Spy Events), all scaling with Era.
Level 2:
Academy of Sciences (SV)
Reduces Illiteracy Needs by 20% in all cities.
+100% Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +5 Science.
Communism (SV)
Farms gain +3 Food and Production. Manufactory gain +5 Production and Science.
Five Year Plan (EV)
+25% Production towards Buildings in all Cities.
+3 Production on every Mine, Quarry, Lumbermill, and Unique Improvement.
Mandatory Military Service (DomV)
Allows for the construction of Recruitment Center in all Cities. -25% Gold cost of purchasing units.
Spoiler Recruitment Center :
Recruitment Center:
Unlocked at Replaceable Parts
1600
No Maintenance.
+25 XP for all Units. Increased the Military Unit Supply Cap by 5.
Grants the "Defending Homeland" Promotion (+5 HP when healing in Friendly Territory. +10 Damage to Air Unit when defending against Air Strikes) to Gun and Armor Units.
Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate Trade Routes bonuses to Cities with Franchises are doubled.
Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cites, and foreign Corporations can no longer setup Franchises in you Cities.
+2 from Corporate Offices.
Party Leadership (EV)
+7 Food, Production, Science, Gold, and Culture per city.
Resettlement
New Cities have +3 population.
All cities gain +2 Citizens immediately.
No Partisans from razing enemy Cities.
Level 3:
Iron Curtain (DomV)
Free Courthouse upon city capture and immediate annexation. Capital City gains 5 of each Yield permanent when you conquer a City for the first time.
Spaceflight Pioneers (SV)
Receive one free technology. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100 Science, scaling with era.
Great Leap Forward (EV)
+200% Food or production from internal trade routes. City connections generate +5 Gold and Production. Yields from Processes in all Cities are increased by 10%.
Spoiler Tweaked Autocracy :
Military-Industrial Complex
-40% Gold cost of upgrading units. +3 Science from Defense Buildings, Citadels, Forts and Unique Improvements.
A lot has happened since I last started this mod. As I find more (and hopefully will continue to) free time, I'll be putting more time into this mod. For now, it's in an organization stage with some rough ideas determined. There's a general direction as to where this mod is headed but details are still being discussed and hashed out. Once more details are determined, finalized and coded, they will show up here. Otherwise, please see the threads below.
Spoiler Archived stuff :
I'm open to ideas if people want certain tenets or changes made or even a new ideology. From what I've tested in my games, everything works for the human player. Sadly, the AIs aren't picking these new Ideologies so I will need to dive deeper into the dll files and that's going to take longer to figure out. Below is a screenshot of what I've accomplished so far.
Spoiler Current Progress :
Spoiler To Do List :
Finish Theocracy Ideology
Create More Victory Conditions to accommodate the new Ideologies.
Rework old Ideologies since more Victory Conditions are added. (Some tenets also need serious reworking)
Finish Monarchy Ideology
Mod so AIs will pick new ideologies too.
I'm working on the Theocracy Ideology as shown below. The numbers will likely be tweaked and some ideas still need to be fleshed out more (or changed if I cannot mod it). I also need to come up with better names and such.
Spoiler Theocracy Ideology :
Spoiler Tenets :
Rule of God (Tier 3): Capital gains +10 of all yields. May purchase Great Musicians with Faith.
Shaman-Kings (Tier 3): Give a unique promotion to the following units: Landship, Light Tank, Tank, Helicopter Gunship and Modern Armor
Divine Revelation (Tier 3): Holy Sites gain +10 Science. Religious Buildings purchased with faith gain +2 Science.
Holy Books (Tier 2): Great Works gain +2 Faith and +1 Science. The Tourism modifier for Shared Religion is increased by 15%.
Guidance of a Prophet (Tier 2): Get a free Great Prophet. Holy Sites gain +3 Food, Production, Gold and Tourism.
State Religion (Tier 2): Get a free Great Prophet. All cities with majority religion gain +10 Faith, +5 Production and +5 Gold.
Shinto Shrines (Tier 2): Builds Shrine Foundation in the capital. Shrine Foundation is the prereq to: Inari Shrine, Hachiman Shrine, Tenjin Shrine and Sengen Shrine. (May only build one)
Blessing of Dalai Lama (Tier 2): +2 Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by 15%.
The Caliphate (Tier 2): Yield penalties in puppeted cities reduced by 30%. +1 local Happiness from every Courthouse.
Ancient Patriarchate (Tier 2): May build Ancient Patriarchate (up to 5) in your empire. Patriarchate (+5 Faith. 20% of Faith purchases is converted into Culture and Gold. Missionaries get an extra spread action and are 100% stronger in conversion strength.)
Religious Courts (Tier 1): Courthouses gain +3 Gold and Faith. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Pilgrimage (Tier 1): Holy Sites gain +5 Faith. +25% Pressure in all nearby Cities without your majority Religion.
Tithe (Tier 1): Religious Buildings purchased with faith gain +2 Gold. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Religious Art (Tier 1): Great Works gain +1 Faith and Culture. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Meditation and Insight (Tier 1): Specialists generate +2 Science. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.
Fire Temples (Tier 1): Temple gain +3 Faith, Culture and Food. +25% Pressure in all nearby Cities without your majority Religion.
Holy See (Tier 1): +1 Delegates in the World Congress for every 8 City-States originally in the World. +25% Pressure in all nearby Cities without your majority Religion.
Spoiler Shinto Shrines :
Inari Shrines: +50% Food in all cities. All growth related buildings (Granary, Aqueduct, and Grocer) provide +1 Faith, Food and Gold. Hospital provide +3 Faith, +3 Food and +5 Gold.
Hachiman Shrines: +20 Global Experience. Military buildings and defense buildings provide +1 Faith, Culture and Production.
Tenjin Shrines: +15% Science in all cities. All science related buildings (Library, University, Public School, Research Lab) provide +1 Faith, Science and GAP.
Sengen Shrines: Holy Sites gain +5 Faith and Culture. All Shrines and Temples provide +5 Faith.
Spoiler Improved Units :
The tier 3 Shaman-king tenet gives a promotion to the following units:
Light Tank, Tank, Helicopter Gunship and Modern Armor
"Shaman Blessing A" promotion (+1 Movement. Ignore ZoC. +33% CS when attacking, 33% to Withdraw from battle, +33% CS when in enemy territory)
"Shaman Blessing B" promotion (+1 Movement. Ignore ZoC. +33% RCS when attacking Units above 50 HP, 33% to Withdraw from battle, +33% RCS)
As you probably noticed in the screenshot, I'm also thinking of a Monarchy Ideology. I will be tinkering with the ideas first before trying to balance the numbers.
Spoiler Monarchy Ideology :
Spoiler Rework Autocracy :
Level 1;
Elite Forces
Newly created Military Units receive +30 Experience. Military Units gain 50% more Experience from combat in Foreign territory.
Futurism
Tourism bonus from Historic Events increased by 20%. +2 Culture from Great Works. Earn 50 Tourism when you conquer a city for the first time, scaling with Era and city size.
Iron Fist
Vassals can no longer rebel or be liberated by other Civilizations.
Lebensraum
Receive Culture and Golden Age points when your borders expand.
Citadel tile-acquisition radius doubled.
Military-Industrial Complex
-33% gold cost of purchasing units. +3 science from Defense Buildings, Citadels, and Unique Improvements.
New World Order
Reduces Distress in all cities by 20%.
Constabularies, Forts and Citadels provide +3 culture and +5 production.
Level 2:
Commerce Raiders
+10% production from Seaports.
+1 Oil and Coal for every City-State Alliance.
Submarines and Melee Naval Units gain the Prize Rules Promotion.
Prize Rules (Receive Gold when you defeat an Enemy Unit. +20% CS vs Units at or below 50% HP)
Lightning Warfare
+3 Movement for Great Generals.
Gun units gain +15% attack and ignore enemy Zone of Control;
Armour units gain +15% attack and +1 Movement.
Martial Spirit
+25% attack bonus for 50 turns, scaling with Gamespeed. Additional +25% attack bonus to all units for rest of the game. War Weariness rate reduced by 25%.
Police State
+3 local Happiness from every Courthouse, and +1 Happiness from Police Stations.
Build Courthouses in half the usual time.
Syndicalism
Corporate Franchises count double in the cities of civilizations you are at least Popular with. Does not count against Global Franchise maximum.
Third Alternative
Quantity of Strategic Resources produced is increased by 100%.
Reduce Unit Gold Maintenance Costs by 25%.
Total War
+25% production when building military units, Warscore increases 25% more quickly, and it is 50% easier to bully City-States.
Level 3:
Air Supremacy
Receive a free Airport in every city.
+25% production when building air units.
Can build Zeros.
Cult of Personality
+50% Tourism to civilizations fighting a common enemy.
50% of your highest Warscore counts as a Tourism Modifier with all other civilizations.
Religious Purge
-80% Faith costs for purchasing Buildings, Missionaries, and Inquisitors.
Military Units Purchased with Receive full XP (instead of Half).
Attachments
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