AG's Ideology Mod

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,612
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.

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
The Holy Relics will then be used to build the Wonder for a player to achieve the Religious Victory. The Wonder (TBD) will be unlocked after you build a National Wonder (completion of this will provide a notification to all players) unlocked at Satellites. The Wonder will require 25 (number is subjected to change) Holy Relics to be built and the civ to build it is declared victorious.

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 :c5production: Production
Unlocked through The Internet

Converts 100% of :c5gold: Gold into Production.

The cost of the Process can change as follows:
+5% :c5production: Production cost per Owned City. (Up to 100%)
-1% :c5production: Production cost for every 20 GPT
-1% :c5production: Production cost for every Corporate Franchise
-2% :c5production: Production cost for every Global Monopoly you control
Can only be constructed in your capital.



Spoiler VC Focus of Ideologies :

Freedom - :tourism:Cultural Victory, :c5faith:Religious Victory, :c5science:Science Victory

Autocracy - :tourism:Cultural Victory, :c5influence:Diplomatic Victory, :c5war:Domination Victory

Order - :c5gold:Economic Victory, :c5war:Domination Victory, :c5science:Science Victory

Devotion - :c5faith:Religious Victory, :c5war:Domination Victory, :tourism:Cultural Victory

Prosperity - :c5gold:Economic Victory, :c5science:Science Victory, :c5influence: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 :c5faith: 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 :c5faith: Faith, 1 :c5science: Science
Theology: +3 :c5faith: Faith
Astronomy: +2 :c5science: 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 :c5faith: 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 :c5production: Production, :c5food: Food and :c5culture: Culture for every Follower of your Religion (max 150 Followers). +1 Global :c5happy: Happiness for every 10 Followers in peaceful foreign Civilizations. (Removed influence gain and Tourism gained from spreading religion.)

Enhancer Beliefs:
Abode of Peace: +2 :c5gold: Gold to Sanctuary

Inquisition: 25 :c5gold: Gold and 10 :c5faith: Faith generated per converted :c5citizen: Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities. +2 :c5happy: Happiness if stationed in a foreign City. (Removed cheaper Inquisitors and Spies exert Pressure)
+1 :c5gold: Gold and :c5faith: Faith to Sanctuary

Mendicancy: +1 :c5culture: Culture and :c5faith: Faith to Sanctuary

Orthodoxy: +2 :c5faith: Faith and :c5science: Science to Temples and Faith Purchased Buildings. (Removed improved spread and pressure from Trade Routes)
+2 :c5food: Food to Sanctuary

Prophecy: +2 :c5faith: Faith to Sanctuary

Sacred Calendar: +33% :c5greatperson: Great Person rate during a :c5goldenage: GA. +3 :c5goldenage: GAP and :c5gold: Gold in Holy City for every City following this Religion. (Removed stronger Missionaries)
+1 :c5goldenage: GAP and :c5gold: Gold to Sanctuary

Symbolism: +2 :c5goldenage: GAP to Sanctuary

Syncretism: +1 :c5science: Science and :c5production: Production to Sanctuary

Zealotry: May spend :c5faith: 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 :c5production: Production to Sanctuary

Reformation Beliefs:
Crusader Spirit: +2 :c5culture: Culture and :c5gold: Gold to Sanctuary

Defender of the Faith: +2 :c5food: Food and :c5production: Production to Sanctuary

Divine Teachings: +2 :c5faith: Faith and :c5science: Science to Sanctuary

Faith of the Masses: +2 :c5faith: Faith and :c5culture: Culture to Sanctuary

Global Commandments: +10 :c5science: Science, :c5culture: Culture, :c5gold: Gold, :c5faith: Faith, and :c5goldenage: 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 :c5faith: Faith, :c5science: Science, :c5culture: Culture and :c5goldenage: GAP to Sanctuary

Holy Land: +2 :c5food: Food and :tourism: Tourism to Sanctuary

Inspired Work: +2 :c5culture: Culture and :c5science: Science to Sanctuary

Sacred Sites: +2 :c5culture: Culture and :tourism: Tourism to Sanctuary

To the Glory of God: +1 :c5science: Science, +1 :c5culture: Culture and +2 :c5gold: Gold to Sanctuary


Spoiler New Ideologies :

Spoiler Prosperity :

Level 1:
Covert Action (DV/SV)
+3% :c5science: 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 :c5influence: Influence. Other civilizations experience a 25% influence reduction to diplomatic missions performed on your Allied City-States.

Corporate Espionage (SV)
Franchises gain -10% :c5science: Science and each Franchise gives Capital +1 :c5science: Science.
Can build Konigsberg.

Spoiler Konigsberg :

Konigsberg (Cruiser)
Unlocked at Dynamite
900 :c5production: Production (same as Cruiser)
50 :c5strength: CS, 58 :c5rangedstrength: RCS (2 Range) (up from 40/55)
5 :c5moves: Move (up from 4)
Minelayer
Landing Force (Embarked Unit which start on the same tile as unit with this promotion gain +100% :c5strength: CS when attacking. Immune to Boarded Effect.)


Stimulus Package (EV)
Yields from Processes in all Cities are increased by 15%. All Cities get +50% :c5gold: Gold for 10 turns.

Wage Labor (EV)
Laborers gain +3 :c5gold: Gold and :c5production: Production

Research Grants (SV)
Receive one free Technology. University gain +3 :c5science: Science.

Tourism Industry (EV)
+2 :c5gold: Gold and :tourism: Tourism to Hotel and Great Person Tile Improvements.

Level 2:

Treaty Organization (DV)
Gain 3 more :c5influence: 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 :c5gold: Gold instantly when you pass a proposal, scaling with era.

Globalization (EV)
External Trade Routes generates +10 :c5gold: Gold. Each active Trade Route gives +2 :c5gold: Gold and :c5production: Production to the Capital.

Shareholder Dividends (EV)
Markets, Customs Houses, Banks, and Stock Exchanges generate +5% :c5gold: Gold each. +2 :c5gold: Gold from Corporate Offices.

Patent Office (SV)
Specialists gain +2 :c5science: Science. Research Lab, Medical Lab, Corporation Offices and Power Plants gain +2:c5science: Science and :c5gold: Gold.

Technocapitalism (SV)
When you unlock a Policy, gain 200 :c5science: Science, scaling with Era. +50 :c5production: 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 :c5production: Production. +2 :c5gold: Gold from Corporate Offices.

Level 3:

Foreign Direct Investment (DV)
Can Purchase Votes for the World Congress with :c5gold: Gold

Income Tax (EV)
Convert 15% of total :c5production: Production in all Cities (excluding the capital) into :c5gold: Gold and add that amount to the capital.

Private Enterprise (SV)
+5 :c5science: Science and :c5production: Production to University, Public Schools, Research Lab, Medical Lab and Corporation Offices. Cities gain +30 :c5science: Science when they construct a new building, scaling with era and gamespeed.



Spoiler Devotion :

Level 1:
Religious Art (CV)

Great Works gain +1 :c5faith: Faith and :tourism: Tourism. Inquisitors are 25% cheaper.

Holy Dove (RV)
While at peace, Holy City gains +25% :c5faith: Faith and :c5food: Food.

Worship Services (RV/DomV)
+2 :c5happy: Happiness in all Cities. 15% of the :c5faith: Faith Purchase is converted into :c5food: Food and :c5production: Production.

Religious Media (DomV/CV)
Holy City gains +2% :c5gold: Gold and :tourism: Tourism for every owned City following your religion. (Capped at 30%)

Faith-Based Organizations
Sanctuary and Town gain +3 :c5food: Food, :c5faith: Faith and :c5gold: Gold.

Religious Studies
University and faith-purchased buildings gain +3 :c5science: Science and :c5faith: Faith.

Reincarnation
When you expend a :c5greatperson: Great Person, increase the progress of that :c5greatperson: Great Person by 10% in the Holy City.

Level 2:

State Religion (CV)

Cities that Follow your Majority Religion +3 :c5science: Science, :c5faith: Faith, :c5production: Production and :c5culture: Culture.
Holy Sites gain 3 :c5gold: Gold and :tourism: Tourism.

Blessing of Dalai Lama (CV)
+2 :c5faith: Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by [10 + (number of franchises)]%

Pilgrimage (RV)
A :c5goldenage: Golden Age begins. During Golden Age, Holy City gains +50% :c5gold: Gold, :c5faith: Faith and :c5greatperson: Great Monk Points per turn.

Hachiman Shrine (DomV)
Archery units gain +50% :c5rangedstrength: RCS and +25 Hit Points. +25% :c5production: Production when building Archery Units in all Cities.

Ritual Purification (RV)
50 :c5culture: Culture, :c5faith: Faith and :tourism: Tourism generated per converted :c5citizen: Citizen when Removing Heresy.

Purity of Arms (DomV)
Yield penalties in :c5puppet: Puppeted Cities reduced by 30%. Can build the M22 Locust.

Spoiler M22 Locust :

M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000 :c5production: (200 less than Light Tank)
55 :c5strength: CS, 57 :c5rangedstrength: RCS (2 range) (up from 52/52)
15 Air Strike Defense (up from 5)
6 :c5moves: 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 :c5science: Science and :c5production: Production. Holy City gains 3 :c5happy: Happiness and :c5greatperson: 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 :c5greatperson: Great Monk Points per turn to the Holy City.

Vaisakhi (CV)
Convert 25% of :c5food: Food into :tourism: Tourism in all Cities. During "We Love the King Day", +25% :c5culture: Culture and :tourism: Tourism and +33% :c5greatperson: Great Artist and Great Musician Points.

Heavenly Host (DomV)

Can purchase Air units with :c5faith: Faith. Carriers gets "Blessed Airspace" Promotion (Can carry 5 extra air unit. +100 HP. +50 :c5strength: CS when defending).



Spoiler Rework Existing Ideologies (in planning stages) :

Spoiler Rework Freedom :

Level 1:
Avante Garde (CV)

The rate at which :c5greatperson: Great People are born in increased by 33%.
Unhappiness :c5unhappy: Needs from Boredom :c5culture: reduced by 20%.

Their Finest Hour
All Cities get +1 Air Unit Slot, +33% :c5strength: 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 :c5goldenage: Golden Age Begins; :c5goldenage: Golden Ages last 50% longer.
Cities produce +1 :c5happy: happiness.

Universal Healthcare (SV)
Receive a free Hospital in every City. +50 :c5science: Science when a Citizen is born in any City, scaling with Era.

Trade Agreement (RV)
Receive two additional :trade: Trade Routes. Pressure tripled to friendly City-States and foreign Cities connected via :trade: Trade Routes.

Refugee Programs
All Cities gain +1 :c5citizen: Citizen immediately and +20% :c5food: Growth.

Equal Opportunity
Specialists generate +1 of their primary Yield ( :c5science:/:c5gold:/:c5production:/:c5culture:/:c5faith: )

Level 2:
Creative Expression (CV)

+3 Tourism :tourism: from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +4 :c5goldenage: Golden Age Points and :c5culture: Culture

New Deal (CV)
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2 :tourism: Tourism.

Urbanization (SV)
Farms, Plantations, Camps and all Unique Improvements produce +4 :c5food: Food.
Specialists generate +1 :c5science: Science.

Civil Society (SV)
Specialists consume 2 :c5food: Food less than normal (minimum 1 :c5food: Food). 50% of :c5happy: Happiness produced in each City is added to the City's :c5science: Science, :c5production: Production and :c5gold: 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 :c5science: Science, 3 :c5production: Production
Universities, Public Schools and Research Labs gain +5 :c5science: Science and :c5culture: Culture.
+1 Holy Relic

Fire Temple:
3 :c5faith: 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 :c5gold: Gold, 3 :c5food: Food
+2 :c5faith: Faith, :c5culture: Culture and :c5science: Science from animal bonus resources (Bison, Cattle, Deer and Sheep).
+1 Holy Relic


Capitalism
3 :c5citizen: Specialists in each of your cities generate :c5happy: Happiness instead of creating :c5unhappy: Unhappiness. Specialists generate +1 :c5gold: 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 :c5culture: Culture from Corporate Offices.

Level 3:
Media Culture (CV)

+25% :tourism: Tourism and +1 :c5happy: Happiness generated by cities with a Broadcast Tower.
+20% :c5culture: Culture from Stadiums.

Space Procurement (SV)
May invest in Spaceship parts with :c5gold: gold.
Allows you to build Spaceship Factories in half the usual time.
+10% :c5science: 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 :c5science: Science and :c5faith: 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)
:c5greatperson: Great Person rate increases by 25%. A :c5greatperson: Great Person of your choice appears near your Capital.

Peace, Land, Bread (EV)
:c5unhappy: Poverty reduced by 25% and Building Maintenance reduced by 25%.

People's Army (DomV)
Military Units purchased with :c5gold: Gold receive full XP.

Workers Faculties (SV)
Factories increase City :c5science: Science and :c5production: Production by 10%.

Rapid Industrialization (EV)
+3 :c5production: Production :c5gold: Gold to Manufactory, Academy and Town.

Double Agents (SV)
Receive 2 additional Spies. +75 :c5science: Science when you complete a City-State Coup or Election Rigging or kill a foreign Spy (+25 :c5science: for Spy Events), all scaling with Era.

Level 2:
Academy of Sciences (SV)

Reduces :c5unhappy: Illiteracy Needs by 20% in all cities.
+100% :c5production: Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +5 :c5science: Science.

Communism (SV)
Farms gain +3 :c5food: Food and :c5production: Production. Manufactory gain +5 :c5production: Production and :c5science: Science.

Five Year Plan (EV)
+25% :c5production: Production towards Buildings in all Cities.
+3 :c5production: Production on every Mine, Quarry, Lumbermill, and Unique Improvement.

Mandatory Military Service (DomV)
Allows for the construction of Recruitment Center in all Cities. -25% :c5gold: Gold cost of purchasing units.

Spoiler Recruitment Center :

Recruitment Center:
Unlocked at Replaceable Parts
1600:c5production:
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: 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 :c5science: from Corporate Offices.

Party Leadership (EV)
+7 :c5food: Food, :c5production: Production, :c5science: Science, :c5gold: Gold, and :c5culture: Culture per city.

Resettlement
New Cities have +3 :c5citizen: population.
All cities gain +2 :c5citizen: 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 :c5science: Science, scaling with era.

Great Leap Forward (EV)
+200% :c5food: Food or :c5production: production from internal trade routes. :c5trade: City connections generate +5 :c5gold: Gold and :c5production: Production. Yields from Processes in all Cities are increased by 10%.


Spoiler Tweaked Autocracy :

Military-Industrial Complex
-40% :c5gold: Gold cost of upgrading units. +3 :c5science: Science from :c5strength: 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 :

20200326203921_1.jpg



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 :c5faith: 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 :c5science: Science. Religious Buildings purchased with faith gain +2 :c5science: Science.



Holy Books (Tier 2): Great Works gain +2 :c5faith: Faith and +1 :c5science: 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 :c5food: Food, :c5production: Production, :c5gold:Gold and :tourism: Tourism.

State Religion (Tier 2): Get a free Great Prophet. All cities with majority religion gain +10 :c5faith: Faith, +5 :c5production: Production and +5 :c5gold: 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 :c5faith: Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by 15%.

The Caliphate (Tier 2): Yield penalties in :c5puppet: puppeted cities reduced by 30%. +1 local :c5happy: 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 :c5gold: Gold and :c5faith: Faith. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.

Pilgrimage (Tier 1): Holy Sites gain +5 :c5faith: Faith. +25% Pressure in all nearby Cities without your majority Religion.

Tithe (Tier 1): Religious Buildings purchased with faith gain +2 :c5gold: Gold. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.

Religious Art (Tier 1): Great Works gain +1 :c5faith: Faith and :c5culture: Culture. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.

Meditation and Insight (Tier 1): Specialists generate +2 :c5science: Science. -10% Faith costs for purchasing Buildings, Missionaries and Inquisitors.

Fire Temples (Tier 1): Temple gain +3 :c5faith: Faith, :c5culture: Culture and :c5food: 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% :c5food: Food in all cities. All growth related buildings (Granary, Aqueduct, and Grocer) provide +1 :c5faith: Faith, :c5food: Food and :c5gold: Gold. Hospital provide +3 :c5faith: Faith, +3 :c5food: Food and +5 :c5gold: Gold.

Hachiman Shrines: +20 Global Experience. Military buildings and defense buildings provide +1 :c5faith: Faith, :c5culture: Culture and :c5production: Production.

Tenjin Shrines: +15% :c5science: Science in all cities. All science related buildings (Library, University, Public School, Research Lab) provide +1 :c5faith: Faith, :c5science: Science and :c5goldenage: GAP.

Sengen Shrines: Holy Sites gain +5 :c5faith: Faith and :c5culture: Culture. All Shrines and Temples provide +5 :c5faith: 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% :c5strength: CS when attacking, 33% to Withdraw from battle, +33% :c5strength: CS when in enemy territory)

"Shaman Blessing B" promotion (+1 Movement. Ignore ZoC. +33% :c5rangedstrength: RCS when attacking Units above 50 HP, 33% to Withdraw from battle, +33% :c5rangedstrength: 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 :tourism: bonus from Historic Events increased by 20%. +2 :c5culture: Culture from Great Works. Earn 50 Tourism :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 :c5culture: Culture and :c5goldenage: Golden Age points when your borders expand.
Citadel tile-acquisition radius doubled.

Military-Industrial Complex
-33% :c5gold: gold cost of purchasing units. +3 :c5science: science from :c5strength: Defense Buildings, Citadels, and Unique Improvements.

New World Order
Reduces :c5unhappy: Distress in all cities by 20%.
Constabularies, Forts and Citadels provide +3 :c5culture: culture and +5 :c5production: production.


Level 2:

Commerce Raiders
+10% :c5production: 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 :c5gold: Gold when you defeat an Enemy Unit. +20% :c5strength: CS vs Units at or below 50% HP)

Lightning Warfare
+3 :c5moves: Movement for Great Generals.
Gun units gain +15% attack and ignore enemy Zone of Control;
Armour units gain +15% attack and +1 :c5moves: 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 :c5happy: Happiness from every Courthouse, and +1 :c5happy: 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 :c5gold: Gold Maintenance Costs by 25%.

Total War
+25% :c5production: 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% :c5production: production when building air units.
Can build Zeros.

Cult of Personality
+50% Tourism :tourism: to civilizations fighting a common enemy.
50% of your highest Warscore counts as a :tourism: Tourism Modifier with all other civilizations.

Religious Purge
-80% :c5faith: Faith costs for purchasing Buildings, Missionaries, and Inquisitors.
Military Units Purchased with :c5gold: Receive full XP (instead of Half).

 

Attachments

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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
  • 2 for every Holy City you control.
  • 1 for your Reformation Wonder.
  • 1 for the following % world converted (50%/75%/100%)
  • Prosperity grants access to religious temples (limited 1 per civ) that give +1 relic each.
  • Devotion grants +1 relic per X Conquered Cities
  • Some Wonders
  • Additional buildings available to Devotion/Prosperity.
The Holy Relics will then be used to build the Wonder for a player to achieve the Religious Victory. The Wonder (TBD) will be unlocked after you build a National Wonder (completion of this will provide a notification to all players) unlocked at Satellites. The Wonder will require 25 (number is subjected to change) Holy Relics to be built and the civ to build it is declared victorious.

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 :c5production: Production
Unlocked through The Internet

Converts 100% of :c5gold: Gold into Production.

The cost of the Process can change as follows:
+5% :c5production: Production cost per Owned City. (Up to 100%)
-1% :c5production: Production cost for every 20 GPT
-1% :c5production: Production cost for every Corporate Franchise
-2% :c5production: Production cost for every Global Monopoly you control
Can only be constructed in your capital.



Spoiler VC Focus of Ideologies :

Freedom - :tourism:Cultural Victory, :c5faith:Religious Victory, :c5science:Science Victory

Autocracy - :tourism:Cultural Victory, :c5influence:Diplomatic Victory, :c5war:Domination Victory

Order - :c5gold:Economic Victory, :c5war:Domination Victory, :c5science:Science Victory

Devotion - :c5faith:Religious Victory, :c5war:Domination Victory, :tourism:Cultural Victory

Prosperity - :c5gold:Economic Victory, :c5science:Science Victory, :c5influence: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 :c5faith: 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 :c5faith: Faith, 1 :c5science: Science
Theology: +3 :c5faith: Faith
Astronomy: +2 :c5science: 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 :c5faith: 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 :c5production: Production, :c5food: Food and :c5culture: Culture for every Follower of your Religion (max 150 Followers). +1 Global :c5happy: Happiness for every 10 Followers in peaceful foreign Civilizations. (Removed influence gain and Tourism gained from spreading religion.)

Enhancer Beliefs:
Abode of Peace: +2 :c5gold: Gold to Sanctuary

Inquisition: 25 :c5gold: Gold and 10 :c5faith: Faith generated per converted :c5citizen: Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities. +2 :c5happy: Happiness if stationed in a foreign City. (Removed cheaper Inquisitors and Spies exert Pressure)
+1 :c5gold: Gold and :c5faith: Faith to Sanctuary

Mendicancy: +1 :c5culture: Culture and :c5faith: Faith to Sanctuary

Orthodoxy: +2 :c5faith: Faith and :c5science: Science to Temples and Faith Purchased Buildings. (Removed improved spread and pressure from Trade Routes)
+2 :c5food: Food to Sanctuary

Prophecy: +2 :c5faith: Faith to Sanctuary

Sacred Calendar: +33% :c5greatperson: Great Person rate during a :c5goldenage: GA. +3 :c5goldenage: GAP and :c5gold: Gold in Holy City for every City following this Religion. (Removed stronger Missionaries)
+1 :c5goldenage: GAP and :c5gold: Gold to Sanctuary

Symbolism: +2 :c5goldenage: GAP to Sanctuary

Syncretism: +1 :c5science: Science and :c5production: Production to Sanctuary

Zealotry: May spend :c5faith: 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 :c5production: Production to Sanctuary

Reformation Beliefs:
Crusader Spirit: +2 :c5culture: Culture and :c5gold: Gold to Sanctuary

Defender of the Faith: +2 :c5food: Food and :c5production: Production to Sanctuary

Divine Teachings: +2 :c5faith: Faith and :c5science: Science to Sanctuary

Faith of the Masses: +2 :c5faith: Faith and :c5culture: Culture to Sanctuary

Global Commandments: +10 :c5science: Science, :c5culture: Culture, :c5gold: Gold, :c5faith: Faith, and :c5goldenage: 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 :c5faith: Faith, :c5science: Science, :c5culture: Culture and :c5goldenage: GAP to Sanctuary

Holy Land: +2 :c5food: Food and :tourism: Tourism to Sanctuary

Inspired Work: +2 :c5culture: Culture and :c5science: Science to Sanctuary

Sacred Sites: +2 :c5culture: Culture and :tourism: Tourism to Sanctuary

To the Glory of God: +1 :c5science: Science, +1 :c5culture: Culture and +2 :c5gold: Gold to Sanctuary



Spoiler Tasks :

-Create Monk Specialists and Great Monk Great Person.
-Create Holy Relic and code so you get them from controlling Holy City and converting 50/75/100% of the world
-Create Sanctuary GPTI
 
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Spoiler New Ideologies :

Spoiler Prosperity :

Level 1:
Surveillance Capitalism (SV)
+1% :c5science: Science in the capital from every 15 :c5citizen: Citizens in Cities that have your Spy, Corporate Franchise or Corporate Office.

Peacekeeping Mission (DV)
Unit gifts to City-States generate 100 :c5influence: Influence. Other civilizations experience a 25% influence reduction to diplomatic missions performed on your Allied City-States.

Corporate Espionage (SV)
Franchises gain -10% :c5science: Science and each Franchise gives Capital +2 :c5science: Science.

Stimulus Package (EV)
Yields from Processes in all Cities are increased by 15%. All Cities get +100% :c5gold: Gold for 10 turns.

Commodities Exchanges (EV)
Free Stock Exchange in all Cities. +1 :c5gold: Gold in every City for every Luxury Resources owned or imported.

Research Grants (SV)
Receive one free Technology. University gain +3 :c5science: Science.

Tourism Industry (EV)
+2 :tourism: Tourism to Hotels, Stadiums, Airports and Great Person Tile Improvements. 20% of :tourism: Tourism in Cities is converted into :c5gold: Gold.

Level 2:
Treaty Organization (DV)

Gain 3 more :c5influence: 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 :c5gold: Gold instantly when you pass a proposal, scaling with era.

Economic Globalization (EV)
External Trade Routes generates +10 :c5gold: Gold. Each active Trade Route gives +2 :c5gold: Gold and :c5production: Production to the Capital. Can build the Flower Class

Spoiler Flower Class :

Flower Class (Destroyer)
Unlocked at Ballistics
Can be purchased in any coastal city (no building requirement)
1300 :c5production: Production (300 :c5production: Production less than Destroyer)
78 :c5strength: CS (up from 75)
6 :c5moves: Move (up from 4)
Interceptor I
Bonus vs Cities (33)
Can Pillage Improved Tiles
Intercept :c5rangedstrength: 3 (Up from 2)
Air Strike Defense: 30


Shareholder Dividends (EV)
Markets, Customs Houses, Banks, and Stock Exchanges generate +5% :c5gold: Gold each. +2 :c5gold: Gold from Corporate Offices.

Patent Office (SV)
Specialists gain +2 :c5science: Science. Research Lab, Medical Lab, Corporation Offices and Power Plants gain +2:c5science: Science and :c5gold: Gold.

Indigo Era (SV)
When you unlock a Policy, gain 200 :c5science: Science, scaling with Era. +50 :c5production: 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 :c5production: Production. +2 :c5gold: Gold from Corporate Offices.

Level 3:
Foreign Direct Investment (DV)
Can Purchase Votes for the World Congress with :c5gold: Gold

Horizontal Integration (EV)
All Improved Luxury Resource tiles provide 1 additional Resource copy. Luxuries obtained through Great Admiral can be used to obtain Global Monopoly too.

Private Spaceflight (SV)
Global Franchise maximum doubled. +2% :c5production: Production towards Spaceship Parts in your :c5capital: Capital for every Corporate Franchise you control and -1% :c5science: Science cost for all Technologies per every 2 Corporate Franchise.



Spoiler Devotion :

Level 1:
Religious Art (CV)

Great Works gain +1 :c5faith: Faith and :tourism: Tourism. Inquisitors are 25% cheaper.

Charitable Works (RV)
Each Public Works project provide +10% :c5greatperson: Great Person Rate in the City and +20% :c5greatperson: Great Person Rate in the Holy City.

Worship Services (RV/DomV)
+2 :c5happy: Happiness in all Cities. 10% of the :c5faith: Faith Purchase is converted into :c5food: Food and :c5production: Production.

Religious Media (DomV/CV)
Holy City gains +2% :c5gold: Gold and :tourism: Tourism for every owned City following your religion. (Capped at 30%)

Faith-Based Organizations
Sanctuary, Manufactory and Town gain +3 :c5food: Food, :c5faith: Faith and :c5gold: Gold.

Fifth Column
2 Additional Spies. Foreign Cities with your Spies suffer 5 :c5unhappy: Unhappiness, -10% :c5culture: Culture and -10% :c5production: Production.

Reincarnation
When you expend a :c5greatperson: Great Person, increase the progress of that :c5greatperson: Great Person by 10% in the Holy City.

Level 2:
State Religion (CV)

Cities that Follow your Majority Religion +4 :c5science: Science, :c5faith: Faith, :c5production: Production and :c5culture: Culture.
Holy Sites gain 4 :c5gold: Gold and :tourism: Tourism.

Blessing of Dalai Lama (CV)
+2 :c5faith: Faith from Corporate Offices. The Tourism modifier for Shared Religion is increased by [10 + (number of franchises)]%

Pilgrimage (RV)
A :c5goldenage: Golden Age begins. During Golden Age, Holy City gains +50% :c5gold: Gold, :c5faith: Faith and :c5greatperson: Great Monk Points per turn.

Hachiman Shrine (DomV)
+25% :c5production: Production when building Archery Units in all Cities.
Archer units gain the 'Dove' Promotion [+50% :c5rangedstrength: RCS. When this unit gets a kill, +1 :c5faith: Faith and :c5gold: Gold to the Holy City permanently (Capped at 50)]

Ritual Purification (RV)
50 :c5culture: Culture, :c5faith: Faith and :tourism: Tourism generated per converted :c5citizen: Citizen when Removing Heresy.

Purity of Arms (DomV)
Yield penalties in :c5puppet: Puppeted Cities reduced by 30%. Can build the M22 Locust.

Spoiler M22 Locust :

M22 Locust (Light Tank):
Unlocked at Replaceable Parts
1000 :c5production: (200 less than Light Tank)
55 :c5strength: CS, 57 :c5rangedstrength: RCS (2 range) (up from 52/52)
15 Air Strike Defense (up from 5)
6 :c5moves: 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



Televangelism
Free Stadium in all Cities. Holy City gain +1 :c5gold: Gold for every 10 :c5citizen: Citizens in your empire.

Level 3:
Moksha (RV)

Gain 1 Relic for every Holy City you control. Every 5 Owned Cities following your religion provides +1 :c5greatperson: Great Monk Points per turn to the Holy City.

Vaisakhi (CV)
Convert 25% of :c5food: Food into :tourism: Tourism in all Cities. During "We Love the King Day", +25% :c5culture: Culture and :tourism: Tourism and +33% :c5greatperson: Great Artist and Great Musician Points.

Heavenly Host (DomV)
Can purchase Air units with :c5faith: Faith. Carriers gets "Blessed Airspace" Promotion (Can carry 5 extra air unit. +100 HP. +50 :c5strength: CS when defending).



Spoiler Rework Existing Ideologies (in planning stages) :

Spoiler Rework Freedom :


Level 1:

Spoiler Unchanged Tenets :

Avante Garde
The rate at which :c5greatperson: Great People are born in increased by 33%.
Unhappiness :c5unhappy: Needs from Boredom :c5culture: reduced by 20%.

Universal Suffrage
A :c5goldenage: Golden Age Begins; :c5goldenage: Golden Ages last 50% longer.
Cities produce +1 :c5happy: happiness.

Their Finest Hour
All Cities get +1 Air Unit Slot, +33% :c5strength: CS and +500 HP. Units in Cities heal 25 HP per turn whether or not they take an action.
Can build B17 Bombers.

Universal Healthcare (SV)
Receive a free Hospital in every City. +50 :c5science: Science when a Citizen is born in any City, scaling with Era.

Trade Agreement (RV)
Receive two additional :trade: Trade Routes. Pressure tripled to friendly City-States and foreign Cities connected via :trade: Trade Routes. Missionary Spread always improves relations with the civilization.

Refugee Programs
All Cities gain +1 :c5citizen: Citizen immediately and +20% :c5food: Growth.

Equal Opportunity
Specialists generate +1 of their primary Yield ( :c5science:/:c5gold:/:c5production:/:c5culture:/:c5faith: )

Level 2:

Spoiler Unchanged Tenets :

Creative Expression
+3 Tourism :tourism: from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +3 :c5goldenage: Golden Age Points and :c5culture: Culture

New Deal
Landmarks and Great Person improvements produce +6 of the appropriate yield, and +2 :tourism: Tourism.

Capitalism
3 :c5citizen: Specialists in each of your cities generate :c5happy: Happiness instead of creating :c5unhappy: Unhappiness. Specialists generate +1 :c5gold: 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 :c5culture: Culture from Corporate Offices.

Urbanization (SV)
Farms, Plantations, Camps and all Unique Improvements produce +4 :c5food: Food.
Specialists generate +1 :c5science: Science.

Civil Society (SV)
Specialists consume 2 :c5food: Food less than normal (minimum 1 :c5food: Food). 50% of :c5happy: Happiness produced in each City is added to the City's :c5science: Science, :c5production: Production and :c5gold: Gold per Turn.

Freedom of Religion (RV)
May faith purchase Tenjin Shrine, Fire Temple and Hof in the Holy City. All Faith Purchase costs reduced by 10%.

Spoiler Tenjin Shrine, Fire Temple and Hof :

Tenjin Shrine:
4 :c5science: Science, 3 :c5production: Production
Universities, Public Schools and Research Labs gain +5 :c5science: Science and :c5culture: Culture.
+1 Holy Relic

Fire Temple:
3 :c5faith: 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 :c5gold: Gold, 3 :c5food: Food
+2 :c5faith: Faith, :c5culture: Culture and :c5science: Science from animal bonus resources (Bison, Cattle, Deer and Sheep).
+1 Holy Relic


Level 3:
Spoiler Unchanged Tenets :

Media Culture (CV)
+25% :tourism: Tourism and +1 :c5happy: Happiness generated by cities with a Broadcast Tower.
+20% :c5culture: Culture from Stadiums.

Space Procurement (SV)
May invest in Spaceship parts with :c5gold: gold.
Allows you to build Spaceship Factories in half the usual time.
+10% :c5science: 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 :c5science: Science and :c5faith: Faith in your Holy City, scaling with the number of Cities following your Religion (bonus caps at 40 Cities).



Spoiler Rework Order :

Level 1:
Spoiler Unchanged Tenets :

Hero of the People
:c5greatperson: Great Person rate increases by 25%. A :c5greatperson: Great Person of your choice appears near your Capital.

Workers Faculties (SV)
Factories increase City :c5science: Science by 10%.Receive 5 Free Factories immediately, and build all other Factories in half the usual time.

Guerrilla Warfare
+50% combat bonus for Military Units in friendly territory. Can build Guerrilla Fighters.

Spoiler Reworked Guerrilla Fighters :

Guerrilla Fighters (Machine Gun):
Unlocked at Ballistics
1200 :c5production: (250 more than Machine Gun)
60 :c5strength: CS, 65 :c5rangedstrength: RCS (1 range) (up from 45/58)
15 Air Strike Defense (up from 10)
3 :c5moves: Moves
Naval Target Penalty
May Not Melee Attack
Ignore Terrain Cost
Papasha (+100% :c5rangedstrength: RCS vs Archer and Gun units; Ignores Zone of Control)


Peace, Land, Bread (EV)
:c5unhappy: Poverty reduced by 25% and Building Maintenance reduced by 25%.

Rapid Industrialization (EV)
+5 :c5production: Production :c5gold: Gold to Manufactory, Academy and Town. -1% :c5production: Production cost for every Manufactory and Town you built (up to -10%) for the EV process.

Double Agents (SV)
Receive 2 additional Spies. +75 :c5science: Science when you complete a City-State Coup or Election Rigging or kill a foreign Spy (+25 :c5science: for Spy Events), all scaling with Era.

Mandatory Military Service (DomV)
Allows for the construction of Recruitment Center in all Cities. -25% :c5gold: Gold cost of purchasing units.

Spoiler Recruitment Center :

Recruitment Center:
Unlocked at Replaceable Parts
1600:c5production:
No Maintenance.
+15 XP for all Units. Increased the Military Unit Supply Cap by 2.
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.


Level 2:
Spoiler Unchanged Tenets :

Academy of Sciences
Reduces :c5unhappy: Illiteracy Needs by 20% in all cities.
+100% :c5production: Production towards Research Labs
Receive 5 free Research Labs immediately.
Research Labs generate +2 :c5science: Science.

Five Year Plan
+20% :c5production: Production towards Buildings in all Cities.
+3 :c5production: Production on every Mine, Quarry, Lumbermill, and Unique Improvement.

Nationalization
Each Corporate Office counts as 1 Franchise, and Corporate :trade: 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 :c5science: from Corporate Offices.

Party Leadership
+7 :c5food: Food, :c5production: Production, :c5science: Science, :c5gold: Gold, and :c5culture: Culture per city.


Communism (SV)
Farms gain +3 :c5food: Food and :c5production: Production. Manufactory gain +5 :c5production: Production and :c5science: Science. :c5gold: Gold cost of purchasing buildings reduced by 15%.

People's Army (DomV)
Military Units purchased with :c5gold: Gold receive full XP. Free Barracks, Armory and Military Academy upon city capture.

Resettlement
All cities (but the Capital) loses 1 :c5citizen: Citizen immediately.
+100% :c5gold: Gold and :c5production: Production in the Capital.

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 two free technology. May finish Spaceship parts with Great Engineers, and expending a Great Person grants 100 :c5science: Science, scaling with era.

Great Leap Forward (EV)
+200% :c5food: Food or :c5production: production from internal trade routes. :c5trade: City connections generate +5 :c5gold: Gold and :c5production: Production. Yields from Processes in all Cities are increased by 10%.


Spoiler Tweaked Autocracy :

Military-Industrial Complex
-40% :c5gold: Gold cost of upgrading units. +3 :c5science: Science from :c5strength: Defense Buildings, Citadels, Forts and Unique Improvements.

Air Supremacy
Free Airport upon city capture. +25% :c5production: Production when building Aircraft. Can build Zeroes.



Spoiler Potential Ideas :

Spoiler Mod Concepts :

First 100 turns:
Nations will be limited to one "City" for the early game
Nations won't have access to Settlers until they researched a tech
The "City" will slowly develop through projects as Workers are unlocked later (to show that much of the development happened in a very local setting)
Culture will develop very slowly
Civics will be enough for the early game projects
Training will be non-existent since early military units won't need it and promotions are acquired through combat only.
Early military units use growth to build and they aren't cheap either.


Spoiler Difficulty Changes :

The Able:
Starts with 300 Civics, 300 Food
Extra Scout
+10 Civics, +2 Science, +3 Order/Turn
[All Cities] +5 Money/Turn

The Just:
Starts with 250 Civics, 250 Food
+8 Civics, +1 Science, +2.5 Order/Turn
[All Cities] +2 Money/Turn

The Good:
Starts with 200 Civics, 200 Food
+2 Order/Turn
[All Cities] +1 Discontent/Turn

The Strong:
Starts with 150 Civics, 150 Food
+1.5 Order/Turn
[All Cities] +2 Discontent/Turn

The Noble:
Starts with 100 Civics, 100 Food
+1 Order/Turn
[All Cities] +3 Discontent/Turn

The Glorious:
Starts with 50 Civics, 50 Food
+1 Order/Turn
[All Cities] +4 Discontent/Turn

The Magnificent:
Starts with 25 Civics, 25 Food
+1 Order/Turn
[All Cities] +5 Discontent/Turn

The Great:
+1 Order/Turn
[All Cities] +6 Discontent/Turn


Spoiler Family Class Changes :

Artisans:
[Family Cities] +1 Culture/Year
[Family Seat] -2 Years to Build Urban Improvements
[On Seat Founded] +1 Citizen

Champions:
[Family Cities] New Units start with Steadfast
[Family Seat] +20 Max HP, +50 City Defense, -1 Discontent/Year if Family Military Defending
[On Seat Founded] Gain Militia

Clerics:
[Family Cities] +1 Faith/Year
[Family Seat] +50% Faith
[On Seat Founded] +20 Faith

Hunters:
[Family Cities] +2 Food/Year
[Family Seat] Unlocks Hunt
[On Seat Founded] +100 Food

Landowners:
[Family Cities] +1 Growth/Year
[Family Seat] -75% Rural Specialist Production Time
[On Seat Founded] +8 Border Tiles

Patrons:
[Family Cities] +1 Civics/Year
[Family Seat] -2 Discontent per Culture Level
[On Seat Founded] +20 Culture

Riders:
[Family Cities] Cities Always Connected
[Family Seat] Can build Units that require Horses, Camels or Elephants
[On Seat Founded] Gain a Horse Resource

Sages:
[Family Cities] -1 Discontent/Year
[Family Seat] +50% Science
[On Seat Founded] +5 Science

Statesmen:
[Family Cities] +1 Order/Year
[Family Seat] +1 Civics per Culture Level
[On Seat Founded] +100 Civics

Traders:
[Family Cities] -10 Upgrade Years for Hamlet Improvements
[Family Seat] +25% Money
[On Seat Founded] +200 Money


Spoiler City Basics :

Growth (+1):
Warrior (U)
Training (0):
None
Civics (+1):
Farming I (P)
Manpower (+3)


Spoiler New Yields :

Manpower:
-1 Manpower per Improvement

Faith:


Spoiler Unit Changes or Additions :

Militia:
Can be promoted and earn XP
Costs: 10 Manpower
Consumes -1 Food and -1 Manpower
Production: 10 Growth

Worker:
No longer can Harvest Resource
Costs: 50 Manpower
Consumes -5 Food
Production: 20 Growth
No Upgrades from or to.
Requires Tech: Advanced Farming



Spoiler Nation Changes or Additions :

All Nation lose their unique units.

Assyria:
[All Units] +3 Order per Military Unit killed

Babylonia:
[All Cities] +25% Growth

Carthage:
New Cities: +200 Civics

Egypt:
On Start: +500 Food

Greece:
[All Cities] +1 Culture/Turn

Hatti:
[Capital] +50% Civics

Persia:
+100% Harvest Production

Rome:
[All Units] +1 Fatigue Limit



Spoiler Rating Changes or Additions :

Courage:
Leaders: increases Manpower

Discipline:
Leaders: increases Order

Wisdom:
Leaders: increases Food


Spoiler Project Changes or Additions :

Basic Housing (Repeatable):
Unlocked through Construction tech
On Completion:

Council (Repeatable):
Unlocked through Administration tech
On Completion: +10 Civics
Add Council: +1 Civics/Year
Production: 20 Civics

Early Camp I (Repeatable):
Unlocked through Trapping tech
On Completion: +1 Manpower and +25 Food
Costs: 10 Manpower
Production: 3 Civics

Festival (Repeatable):
Unlocked through Calendar tech
On Completion: +20 Growth and -20 Discontent
Add Festival: +1 Culture/Year
Production: 20 Civics

Fishing I (Repeatable):
Unlocked through Fishing tech
Coastal City Only
On Completion: +3 Growth and +10 Food
Production: 2 Civics

Foraging (Repeatable):
On Completion: +1 Growth and +5 Food
Production: 5 Civics

Grazing Field I (Repeatable):
Unlocked through Husbandry tech
On Completion: +1 Growth and +100 Food
Production: 5 Civics

Harvest I (Repeatable):
Unlocked through Agriculture tech
On Completion: +2 Growth and +50 Food
Costs: 25 Manpower
Production: 3 Civics

Hunt I (Repeatable):
On Completion: +1 Growth and +25 Food
Costs: 5 Manpower
Production: 2 Civics

Hunt II (Repeatable):
On Completion: +1 Growth and +50 Food
Costs: 10 Manpower
Production: 3 Civics

Hunt III (Repeatable):
On Completion: +1 Growth and +100 Food
Costs: 15 Manpower
Production: 4 Civics

Hunt IV (Repeatable):
On Completion: +1 Growth and +200 Food
Costs: 20 Manpower
Production: 5 Civics

Mining I (Repeatable):
Unlocked through Mining tech
On Completion: +25 Civics
Costs: 15 Manpower
Production: 2 Civics

Stone Carving I (Repeatable):
Unlocked through Carving tech
On Completion: +25 Culture
Costs: 40 Civics
Production: 1 Civics

Stone Quarry I (Repeatable):
Unlocked through Stonecutting tech
On Completion: +45 Civics
Costs: 25 Manpower
Production: 3 Civics


Spoiler Improvement Changes or Additions :

Basic Farm:
Output: +2 Food/Year
Develops into Small Farm in 20 Years
Costs 50 Manpower, -1 Order (for 6 Years)

Potential Bonuses:
Wheat: +1 Food
Barley: +1 Food
Sorghum: +1 Food
Fresh Water: +10% Food

Requires Advanced Farming
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum

Small Farm:
Output: +3 Food/Year
Develops into Farm in 20 Years

Potential Bonuses:
Wheat: +1 Food
Barley: +1 Food
Sorghum: +1 Food
Fresh Water: +10% Food

Requires Advanced Farming
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum

Farm:
Output: +4 Food/Year
Develops into Small Farm in 20 Years

Potential Bonuses:
Wheat: +1 Food
Barley: +1 Food
Sorghum: +1 Food
Fresh Water: +15% Food

Requires Advanced Farming
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum


Spoiler Transition Techs :

Transition techs are needed to go one major tech column to the next. They require all the techs from the previous major tech column and unlocks all the next major tech column.

Advanced Farming:
Links Column One to Column Two techs
Unlocks Workers (U)
Unlocks Basic Farm (I)

Early Ritual:
Links Column Two to Column Three techs
Unlocks Shrine Foundation (P)

Early Metallurgy:
Links Column Three to Column Four techs
Unlocks Early Copper Mine (P)


Spoiler Column One Techs :

These techs cost 10 Science. They unlock projects that help stockpiling Food and Civics or speed up the growth of the City.

Agriculture:
Harvest I (P)
Food Boost (T)

Fishing:
Fishing I (P)

Food Boost:
Cost: 2 Science
[Discover Boost] +50 Food

Husbandry:
Grazing Field I (P)
Unlocks Basic Pastures (I)

Mining:
Mining I (P)

Stonecutting:
Stone Quarry I (P)

Trapping:
Early Camp I (P)



Spoiler Column Two Techs :

These techs cost 15 Science. They unlock projects that make use of Food, Civics and Citizens to produce Culture and other yields.

Carving:
Stone Carving (P)

Construction:
Basic Housing (P)

Copper Weapons:
Warrior (U)

Megaliths:
Stonehenge (P)

Settlement:
Slinger (U)
Scout (U)

Stone Boost:
Cost: 3 Science
[Discover Boost] +50 Stone

Stone Housing:
Stone House (P)



Spoiler Column Three Techs :

These techs cost 25 Science.

Administration:
Council (P)

Calendar:
Festival (P)

Copper Tools:

Divination:

Labor Force:
Can Add Road
Axeman (U)
Free Worker (T)


Polis:
Archer (U)



Spoiler Column Four Techs :

These techs cost 40 Science.

Artisans:

Copper Mining
:
Copper Mine (P)

Copper Smelter:


Irrigation:

Migration:
Hamlet (I)
Walls (P)

Pottery:



Spoiler Misc Changes :

Capital no longer gets a free Garrison


 
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The alpha version of the mod is out! The Theocracy ideology is completed. I checked what I could and the yields, promotions and buildings are all showing up as expected. However, I sadly lack the time to test the balance of this ideology as it requires full games given how a good portion of the ideology is tied to spreading religion, pressure and tourism through sharing the same religion. This ideology is mainly focused on domination victory and cultural victory with some tools for science victory. At least, that was my intention. I hope there will be some people willing to give this a try and give me some feedback!
 

Attachments

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Theocracy Tenats don't make sense. They are from all sorts of different religions. They should be generic religious stuff, while the specific references would be for the religious beliefs.

Anyway, theocracies and Monarchy don't make sense as ideologies. They weren't new ideas introduced by industrialism. They are the old ideas that got tossed out. And are essentially already represented by social policies.
 
I really like the idea, i will make a try for our next multiplayer game

Thanks! I hope it works and brings a new experience to your games.

A big thank you for this wonderful mod, will try to complete a game with it. Been a long time since I ever reached modern era though...

I understand that games can take awhile. I appreciate even feedback about level 1 tenets if you don't get too far as this needs quite a bit of balancing.

Theocracy Tenats don't make sense. They are from all sorts of different religions. They should be generic religious stuff, while the specific references would be for the religious beliefs.

Anyway, theocracies and Monarchy don't make sense as ideologies. They weren't new ideas introduced by industrialism. They are the old ideas that got tossed out. And are essentially already represented by social policies.

First, I agree that my naming conventions don't work. It's something that will hopefully be fleshed out in time that would still be in tuned with the ideas I put out. As for religious beliefs. part of the problem is that we already have plenty of pantheons, founders, enhancers, followers and reformation beliefs. Adding more beliefs just make it tougher to make decisions while also making balancing a nightmare. In addition, modding tenets is a bit easier than beliefs due to more tools being available.

Regarding ideologies needing to be new ideas introduced by industrialism, I have to disagree with that. There are plenty of tenets in our current ideologies that existed long before industrialism. The Urbanization in Freedom can be argued to have started with agriculture as more people headed to cities. While this has accelerated with industrialization, it certainly wasn't a new phenomenon. The democratic ideas also weren't new either as they were just refined over time. For Order, was Guerrilla Warfare only something invented after industrialism? Isn't Autocracy another form of Monarchy or vice versa?

I think we can agree that there are many modern ideas that had their roots in ideas of the past. Am I aiming for realism? Absolutely not! There can be endless discussion of what is considered ideologies and tenets. My goal with this mod is to introduce what hopefully are fun ideas to add a new experience. The goal of Theology is to make Holy Sites more relevant while testing to see if spreading religion in the late game is viable or not. It's meant to be fun and a testing ground for ideas. I didn't create a mod to go into deep discussion of ideologies and other questions that are still in heated debate between people. Monarchy will just another testing ground for new ideas.

Since you mentioned social policies, we have to realize that each social policy tree are representing different aspects and each tree have 7 parts to them (opener, 5 policies and finisher). Comparing that to a total 17 tenets of a ideology, it's clear that one can help let imagination go further while the other is a bit more limited due to how many ideas you can incorporate without overfilling one policy. From a modder's perspective, I like ideologies a bit more since I have more space to work with. I also created this as a modmod so people can choose if they want play with it or not. It's all about choices for people and I personally know that I don't mind playing the mods I make or else it just doesn't make sense for me to start them.
 
I like the proposal very much, but I'm gonna be frank with you: late game is generally not polished or balanced still, even in basic things like buildings, most of which are completely redundant past industrial, and adding two very generic ideologies into equation is not gonna improve anything.
Also I do not think ideology based around a religion makes any sense from any point of view. By this point in the game it is mostly a settled matter and yields from it (which very essential in early game) are completely sidelined by basic yields explosion in industrial onward. Purchasing GP is not enough to substantiate whole ideology.
Furthermore, many people simply do not play past industrial era, as most of the games tends to be resolved by that time.

Having said that, I really like the idea itself, and I am willing to help you with ideas for tenets, names, and balancing. But I really think you should cut it down for one ideology, which may include theocratic and monarchic elements and boost some yields and play styles neglected by other ideologies.
 
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I like the proposal very much, but I'm gonna be frank with you: late game is generally not polished or balanced still, even in basic things like buildings, most of which are completely redundant past industrial, and adding two very generic ideologies into equation is not gonna improve anything.
Also I do not think ideology based around a religion makes any sense from any point of view. By this point in the game it is mostly a settled matter and yields from it (which very essential in early game) are completely sidelined by basic yields explosion in industrial onward. Purchasing GP is not enough to substantiate whole ideology.
Furthermore, many people simply do not play past industrial era, as most of the games tends to be resolved by that time.

Having said that, I really like the idea itself, and I am willing to help you with ideas for tenets, names, and balancing. But I really think you should cut it down for one ideology, which may include theocratic and monarchic elements and boost some yields and play styles neglected by other ideologies.

To a certain extent, I do agree with your view of the late game. There's definitely a lot to be desired as it doesn't have the same feel as the early and mid game. My goal was never to improve the late other than giving more choices. I also recognize that there needs to be a big incentive for someone to pick the new ideologies over the other ones. You are right about the yields explosion as it's accelerated very quickly nearing the end of the game.

I disagree that most games are resolved by Industrial Era. It's possible that people get bored and think they are ahead enough. I used to play a lot on Marathon speed and I know the feeling of the turns dragging on for simply too long after awhile. We also have to remember that Epic and Marathon speeds aren't very well balanced compared to Standard speeds. This is especially true for warmongers as there's a larger window for use your advantages in technology and players generally will outperform AI if there are more turns involved. I can see how a more exciting late game can encourage people to keep going until they get a victory screen. I also try to balance everything to Standard speed so, until I play test it myself, it's really hard to tell if this is over or underwhelming.

I definitely appreciate any help. I'll wait until I hear about your ideas before deciding if I'll have only one new ideology. There are some ideas I have with monarchic elements and I can always change things in the theocratic to make it more alluring for certain players. It's still alpha version with lots of room for improvement.
 
My goal was never to improve the late other than giving more choices.

I understand what you mean, I had probably written it too harshly. But I strongly believe that in providing a new fresh, thought-out ideology you absolutely can provide both more choice and improve a late game feeling a bit.

I disagree about some of your points, but won't respond to them, as I don't want to pollute your thread, which should be kept tidy for mod feedback, help and development. I am guilty of serious off-topic discussions already. Anyway, I do not think we just a have a room for two additional ideologies. I suggest we switch to messages.
 
I understand what you mean, I had probably written it too harshly. But I strongly believe that in providing a new fresh, thought-out ideology you absolutely can provide both more choice and improve a late game feeling a bit.

I disagree about some of your points, but won't respond to them, as I don't want to pollute your thread, which should be kept tidy for mod feedback, help and development. I am guilty of serious off-topic discussions already. Anyway, I do not think we just a have a room for two additional ideologies. I suggest we switch to messages.

If you have ideas or want to discuss why there's no room for two ideologies, I'd prefer all that to be posted here. It might spark discussions from others and also give those interested an idea of how certain ideas were developed.
 
This might sounds a bit weird, but... what about eschatology as the main basis for the religious ideology?

If you think about what the political and ideological landscape looks like today, Communism hasn't really disappeared as an idea, fascism is still creeping on the outside, but the main ideological challenger to neoliberalism is theocratic states and inside actors that very much believe religion, specifically aspects of religion surrounding the end times, is core to their political identity.

As examples, look to zionists, end-times evangelicals, islamic extremist groups, Iran and its allies, ISIS, etc.

Focus on gameplay which give asymmetric bonuses, rather than pure upgrades. Ways of harrassing and agitating other civs without outright war. Some way of empowering and re-seeding the world with barbarians, partisans, and non-state actors.
 
This might sounds a bit weird, but... what about eschatology as the main basis for the religious ideology?

If you think about what the political and ideological landscape looks like today, Communism hasn't really disappeared as an idea, fascism is still creeping on the outside, but the main ideological challenger to neoliberalism is theocratic states and inside actors that very much believe religion, specifically aspects of religion surrounding the end times, is core to their political identity.

As examples, look to zionists, end-times evangelicals, islamic extremist groups, Iran and its allies, ISIS, etc.

Focus on gameplay which give asymmetric bonuses, rather than pure upgrades. Ways of harrassing and agitating other civs without outright war. Some way of empowering and re-seeding the world with barbarians, partisans, and non-state actors.

I get where you're coming from and I wouldn't mind if I can mod those. The reason why there are pure upgrades is due to the fact that those tools are readily available. Something like spawning barbarians, partisans and all that cool stuff likely need new code, though I haven't checked existing codes to know for certain. I will look into those to see what can be done with my current modding abilities.
 
@pineappledan

I was thinking a bit of your suggestion. However, my question is what victory condition are you going for if you are harassing and agitating other civs? It seems silly that someone would pick a ideology if it doesn't help them in achieving some victory. I can also see spawning barbarians and partisans become less and less useful as you move up difficulties due to the AI control massive forces that can crush these upstarts with relative ease.
 
I wonder if 2 new ideologies might be a good excuse to incorporate Stephen's Extra Victory Conditions mod?\

I would just call the ideology "Devotion" or something, similar to how Liberal ideology is called "Freedom", and Communism is "Order".

Devotion could focus on 3 victory types: Religious (have a certain % of the world population following your religion), Cultural, and Domination

Off the top of my head, here are some ideas for beliefs (not the full 7/7/3 complement):
Spoiler :

Tier 1:
Ribat
+3:c5science: and 2:c5faith: to all Defensive and military training buildings. Can build Mujahideen (unique ranged scout unit, unlocked at Rocketry)

Divine Wind
Can purchase Air units with Faith. Air Units have +25% vs land and sea units.

Charitable Works
+25%:c5greatperson: Great Person Rate in all Cities. 100:c5gold: Gold when a Great Person is Expended, scaling with Era.

Memorial to the Fallen
Cities can purchase Cenotaphs with Faith (3:c5faith:, 3:c5culture:, 3:c5gold:, +100% Religious Pressure). Faith Purchase costs reduced by 25%.

Religious Art
+3:c5faith: to :greatwork:Great Works. +25%:tourism: Tourism during :c5goldenage:Golden Ages.

Not-For-Profit Organization
+2:c5faith: to Corporate Offices. Corporate Franchises in Foreign cities exert +50 Religious pressure (standard speed).

Tier 2:
Graveyard of Empire
Enemy units in your land take 5 damage each turn. Civilizations at war with you suffer 25% more Unit Maintenance and War Weariness.

Televangelism
Free Stadium in all Cities. +100% Pressure in all nearby Cities without your majority Religion.

Administration of Savagery
Followers of your religion in Foreign Cities generate 1:c5unhappy: Religious Unrest in that City. 1 Additional Spy, and Spies in Enemy cities are much more likely to trigger rebellion.

One World, One Faith
:tourism:Tourism Modifier for shared Religion increased by 34%. Missionaries do not suffer Attrition in foreign territory, and are 100% more powerful. 5 Missionaries appear at your :c5capital:Capital.

State Religion
A Free Great Prophet is Born. Holy Sites and Landmarks gain +4:tourism::c5gold::c5culture::c5goldenage:, and claim adjacent tiles.

Tier 3:
Millenarianism
A Great Prophet is born and a Permanent :c5goldenage: Golden Age Begins (crank the golden age length modifier to something ridiculous).

Armageddon
+100% :c5war:Military Supply from :c5citizen:Population and a Free Military Unit appears in every city every 10 turns. War is declared on every Civilization not following your ideology. Peace is Disabled.

The Will of God
All :c5citizen:Citizens in your Empire are instantly converted to your Faith (one time, can convert them back after). 1:c5faith: for every :c5citizen: follower of your religion in Foreign Cities.

I recognize this is a major undertaking, but I think that an entirely new ideology would deserve to have some rather nice new toys. Maybe some people who can edit the DLL could help you implement more ambitious changes. For my part, I would be happy to contribute art assets and lua code, or help with research and pedia entries.
 
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You're thinking about adding 2 ideologies? Will the last one be some sort of dystopic late-stage capitalism / Corporate Statism?
 
I wonder if 2 new ideologies might be a good excuse to incorporate Stephen's Extra Victory Conditions mod?\

I would just call the ideology "Devotion" or something, similar to how Liberal ideology is called "Freedom", and Communism is "Order".

Devotion could focus on 3 victory types: Religious (have a certain % of the world population following your religion), Cultural, and Domination

I recognize this is a major undertaking, but I think that an entirely new ideology would deserve to have some rather nice new toys. Maybe some people who can edit the DLL could help you implement more ambitious changes. For my part, I would be happy to contribute art assets and lua code, or help with research and pedia entries.

Thanks for the support! I will definitely need all the help I can get! Regarding what changes we'll have, it does depend on a couple of things.

You're thinking about adding 2 ideologies? Will the last one be some sort of dystopic late-stage capitalism / Corporate Statism?

My current plan is 2 ideologies but we'll see how that goes. The Theology one will need work as I'm still not happy with it. However, I'm waiting for some feedback regarding the feel and if it's heading in the right direction.

I also made a list in my first post about potential ideas that can be implemented which are somewhat covered in existing ideologies or isn't in use at all. These exist in the game (vanilla or otherwise) but I feel that they can add some interesting dynamics if done properly. As for the focus, we'll see what happens. It's highly possible that some tenets are modded, tested and moved around to where they fit. I don't think I want to be too tied up on what specific ideologies we are going for. If certain tenets do fit a certain criteria, we can then fill in the rest with more ambitious changes to complete those ideologies.
 
IMO I don't think you'll be able to differentiate monarchy from Theocracy/Autocracy, as those are both strongly authoritarian, centralized ideologies. I also notice that your name choices have a lot of overlap with existing Tradition/Fealty policies.

I would suggest you take a look at corporate statism as an option instead. I think you'll find it's fertile ground for lampooning a lot of dystopic literature, libertarian and utilitarian philosophy, and weird realities in our current political systems where money enters politics, etc.

You could really blow the top off corporations as a tier 3 policy as well.
 
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