AG's Ideology Mod

First draft of the new Ideologies, reworked Ideologies and a minor tweak for Autocracy.

Freedom is now weaker in wars while Order has been buffed for wars. Order, Freedom, Prosperity and Devotion are still subjected to change until the Extra Victories have been finalized. Autocracy has a very minor buff but I've restrained myself from changing it. As of this moment, I'm still using Guerilla for Order but I'm still not convinced about changing it with a tank.

Spoiler New Ideologies :

Spoiler Prosperity :

Level 1:
Covert Action
+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
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
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
Yields from Processes in all Cities are increased by 15%. All Cities get +50% :c5gold: Gold for 5 turns.

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

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

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

Level 2:

Treaty Organization
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
Receive 600 :c5gold: Gold instantly when you pass a proposal, scaling with era.

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

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

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

Technocapitalism
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
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
Can Purchase Votes for the World Congress with :c5gold: Gold

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

Private Enterprise
+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

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

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

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

Religious Media
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

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

Pilgrimage
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
Archery units gain +50% :c5rangedstrength: RCS and +25 Hit Points. +25% :c5production: Production when building Archery Units in all Cities.

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

Purity of Arms
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

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
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

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 :

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

Trade Agreement
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:

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

Civil Society
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
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


Level 3:
Spoiler Unchanged Tenets :

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

Space Procurement
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
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:

Spoiler Unchanged Tenets :

Guerrilla Warfare
+15% attack bonus and +50% Experience for Military Units in friendly territory. Can build Guerrilla Fighters.

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


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

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

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

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

Double Agents
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:
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
Farms gain +3 :c5food: Food and :c5production: Production. Manufactory gain +5 :c5production: Production and :c5science: Science.

Mandatory Military Service
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.


Resettlement
All cities (but the Capital) loses 1 :c5citizen: Citizen immediately.
+33% :c5gold: Gold and :c5production: Production in the Capital.

Level 3:
Iron Curtain

Free Courthouse upon city capture and immediate annexation. Capital City gains 5 of each Yield permanently when you conquer a City for the first time.

Spaceflight Pioneers
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
+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 To-do-list :

Extra Victories
Change existing Ideologies
New Ideologies.
 
Last edited:
Is this mod still being worked on or did it get dropped?

This has sadly been dropped. The people I've been collaborating with have lost interest. The rough ideas have been figured out but a lot of work needs to be done on the dll end for the new tenets.
 
Spoiler Harmony : Collaboration with @Hinin
Core themes: Multilateral action to constrain human technological and industrial progress in the face of climate change. Reactions and criticism of western political and cultural hegemony.
Examples: Various indigenous, anti-nuclear, and social justice movements such as Green Peace
Philosophy: Postmodernism, Post-colonialism, Materialism, and Environmental philosophy

So, the Harmony ideology looks pretty interesting. What's the ideal strategy for it? Devotion is for Religious Power, Prosperity is for Monopolies and Corporations, Autocracy War, Order Expansion, Freedom Great People+Peace, and Harmony... vassalize a bunch of players before Ideologies show up and then cripple the others when the Harmony policies come online?
 
Yeah, the idea behind Harmony is to run the clock down, and slow every civs' ability to pursue other victories.
- Devotion essentially revitalizes the religion game and supercharges it so it can still be used to pursue victories.
- Prosperity is a sort of tall, small empire ideology focused on leveraging gold. You'll notice that pretty much the entire ideology only gives bonuses to the capital
- Harmony is about getting a bloc of other civs, maybe vassals, and just slowing everyone else down. There's enough self-buffs in the tree that you could sort of pick around the stuff you don't want, but the idea is you make everything harder for everyone, and try to play a game that avoids the handicaps. Slowing the game gives you more time to work on conversions, or building up enough game score to win via time victory
 
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