AG's Yields Reduction Mod (AGYRM)

IMG-20230605-WA0002.jpg
From this screenshot I would think that maybe the AI is producing units way over supply limit. I pretty much maxed out mine and my units are upgraded.
 
I play on standard too, but this might explain it a bit, but the AI doesnt do better, maybe because they have more cities. I played Austria and had a decent but not too great start and was equal on policies the whole time and science after 150 turns or so. Science was slow in ancient and classical, I couldnt build any buildings while expanding heavily. These screenshots might be interesting too. (Turn 261)View attachment 664036View attachment 664035

It's quite possible that the difficulty changes I've made aren't good for the tech and policy penalties. I'll be sure to adjust those values for the next update and hopefully the AI will be more threatening on higher difficulties. I will revisit these screenshots when I work on the next update. I sometimes wonder if Gold is still too abundant as a whole.

View attachment 664037From this screenshot I would think that maybe the AI is producing units way over supply limit. I pretty much maxed out mine and my units are upgraded.
This is very good information for me. I'll probably drop their supply and make their units higher quality. Thanks for all of this info! I'll see if I can make higher difficulties actually tough.
 
6/7 AIs picked tradition. Only the Huns picked Authority. Also I have the feeling, that Orthodoxy range increase seems to be much greater than 25 % but I dont really know how its calculated and could be a VP problem too.
 
6/7 AIs picked tradition. Only the Huns picked Authority. Also I have the feeling, that Orthodoxy range increase seems to be much greater than 25 % but I dont really know how its calculated and could be a VP problem too.
I've noticed that as well. AIs pick Tradition a lot and I don't know why. Progress feels solid but that's just me. Authority is getting slight changes next version. I don't know how AIs pick the policy trees but I'll keep making minor tweaks to see if they can be picked more often.

As for Orthodoxy, that's definitely out of my control. I use what VP gives me there.
 
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Hi everyone! v0.14 of this mod is here! Changelog below. Mostly just balance changes. This modmod is now compatible with VP3.7.

Code:
Belief Changes:
Goddess of Renewal now gives +1 Faith for every 2 Jungle or 2 Forest worked by a City and +1 Culture from Herbalist.

Building Changes:
Aqueduct now has 10% (instead of 5%) Food carried over and provides +50 Food when completed.
Workshop leads to Cloth Mill
Cloth Mill leads to Factory
Scrivener's Office given 1 Civil Servant slot
Harbor gives Fish resources an additional +1 Production
Chancery loses yields for every CS Friend/Ally and gains an extra Civil Servant slot.

Civilization Changes:
Carthage UA Gold doubled but loses the free Lighthouse bonus.

GPTI Changes:
Academy gains +1 Science once Education is researched
Citadel gains +2 Border Growth once Military Strategy is researched and +2 Production when Gunpowder is researched
Holy Site gains +1 Faith once Theology is researched and +2 Tourism once Railroad is researched
Ordo no longer gained from Khan (Khans make Citadels now)
Town gains +1 Gold once Currency is researched, +2 Food once Guilds is researched and +2 Gold once Economics is researched

Improvement Changes:
Village base gold reduced from 2 to 1 and no longer gets gold from being on Road City connections. Gold bonus on Railroad city connections reduced from 2 to 1.

Misc Changes:
Settlers now only require 3 pop
Base Gold Yield from TR halved
Culture Policy Exponential increased from 1.85 to 2
Difficulty changed (to hopefully make difficulties at and above Prince difficulty harder)

Policy Changes:
Tradition Justice Royal Guardhouse now gives +4 Production (up from +3)
Tradition Ceremony Court Astrologer now gives +2 Science (down from +3)
Tradition Splendor Palace Garden now gives +5 Food (up from +2)
Tradition Majesty State Treasury now gives +5 Gold (up from +2)
Progress Opener gives 3 Culture when a Building is completed (up from 2).
Progress Opener gives +2 Gold in every City (up from 1)
Progress Equality now gives +1 Science in every City instead of Gold.
Progress Expertise now gives +1 Production in every City instead of Gold
Progress Fraternity now gives +2 Food and GAP (up from 1)
Authority Dominance Faith is increased from 5 to 10 when borders expand.
Authority Dominance given +1 Production in every City.
Authority 10 Science when borders expand moved to Militarism
Authority Militarism now gives +25% Production when training Melee Units (up from +15%)
Authority Military Unit Maintenance reduced by 25% (up from 15%)
Statecraft Opener Gold reduced from 3 to 2
Statecraft Scalar Gold reduced from 2 to 1

Specialist Changes:
+1 Gold to Merchant moved from Trade to Currency

Tech Changes:
Tech cost starting in Renaissance Era increased by 50%
 
There is something wrong on tobaccos resource tool tip (txt key bug). Idk if this is related to your mod or vp itself.
using v0.14

edit: jade, marble and wine too. For now... Tea,Gold and Gems...
edit 2:theres something wrong when i try to trade too other civs when im using one of your civ (the other greek one). I offer jade the civ offers me gold but the deal doesn't close cuz its unacceptable.
ps: gold iza pain to deal specially when you setup ragin barbs :crazyeye:
 
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There is something wrong on tobaccos resource tool tip (txt key bug). Idk if this is related to your mod or vp itself.
using v0.14

edit: jade, marble and wine too. For now... Tea,Gold and Gems...
edit 2:theres something wrong when i try to trade too other civs when im using one of your civ (the other greek one). I offer jade the civ offers me gold but the deal doesn't close cuz its unacceptable.
ps: gold iza pain to deal specially when you setup ragin barbs :crazyeye:

Regarding the txt key bug, are you referring the circled item below:
Spoiler :

1687572373166.png


If so, that's just dummy buildings from 4UC yet to be integrated into the civ mod. It doesn't affect the game and will eventually be addressed.

I didn't change anything with trades. Those are from VP itself. I don't even know where to start looking when it comes to trade logic.

I would love to get feedback on Gold. I've cut down on its sources so it's quite valuable. I am open to feedback and suggestions though. Thanks!
 
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Thank you very much for this mod. I was frustrated with yields and especially instant yield bloat in VP which was also the reason why I stopped playing VP almost alltogether and started looking for alternatives. Played a bit Old World recently which is in big contrast to Vox Populi (no instant yields and city specialization is present there). Sadly something similar happened in Civ IV C2C mod (infinite amount of buildings there) which used to be great and that I also stopped playing long time ago.

Now to the point. I see you changed wonder cost modifiers for WW built in current, previous and earlier eras but not second to previous era (BALANCE_CORE_WORLD_WONDER_SECOND_PREVIOUS_ERA_COST_MODIFIER).
Spoiler :

UPDATE Defines
SET Value = '125'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_SAME_ERA_COST_MODIFIER';

UPDATE Defines
SET Value = '100'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_PREVIOUS_ERA_COST_MODIFIER';

UPDATE Defines
SET Value = '25'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_EARLIER_ERA_COST_MODIFIER';


In default VP this is set to 10 which is what is used here as well. (I built 1 wonder from previous era and one from 2 eras behind and the cost is currently up by 110%)
I believe this means that when I progres to next era the cost modifier from now 2-era old wonder will actually go up from 10 to 25%.

Another thing I had to change was maintenance free units for AI. Given that they already pay only 35% maintenance for buildings and units on Emperor, to give them 20 or 30 free units means that they can quickly field large army without any maintenance costs. I give AI headstart with 2 settlers so this probably changes balance a bit but still.
Lastly given that there are very few options how to increase supply limit now, I would consider changing supply tech reducion modifiers as my supply limit goes sharply down as I progress and only way how to increase it is to build new cities with barracks. I mean I play epic speed and ending classical era with 3 cities I had supply limit 11 which was already decreased by 6 by tech progress.
I had to go over limit to 16 units to be able to invade Incas next to me. That cost me astronomical 40 gold per turn whereas Incas had 8 cities, 26 units and paid no maintenance.. But as I mentioned I gave AI free settler, warrior and worker on start.

Spoiler Consider some of this changes: :

UNIT_MAINTENANCE_GAME_MULTIPLIER from 8 to 5 ///This will decrease unit cost inflation for AI and player alike,
at the same time lower AIMaintenanceFreeUnits to just a few (for the units they got they only pay just a franction of players maintenance anyway)

Then maybe change some of these defines from (2) VP to slow down supply reduction from tech progress:
UPDATE Defines SET Value = '100' WHERE Name = 'UNIT_SUPPLY_BASE_TECH_REDUCTION_PER_ERA';
UPDATE Defines SET Value = '5' WHERE Name = 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_MULTIPLIER';
UPDATE Defines SET Value = '6' WHERE Name = 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_DIVISOR';
UPDATE Defines SET Value = '700' WHERE Name = 'UNIT_SUPPLY_POPULATION_TECH_REDUCTION_MULTIPLIER';

to something closer to (1) CP:
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_BASE_TECH_REDUCTION_PER_ERA', '0'; ///100 = 1
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_MULTIPLIER', '0';
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_DIVISOR', '1';
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_POPULATION_TECH_REDUCTION_MULTIPLIER', '0'; ///100 = 1
and maybe together with this lower AIUnitSupplyPopulationPercent to 10 so that AI don't actually get higher supply limit than before. Or If player can keep with their city count than perhaps keep it.

 
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Thank you very much for this mod. I was frustrated with yields and especially instant yield bloat in VP which was also the reason why I stopped playing VP almost alltogether and started looking for alternatives. Played a bit Old World recently which is in big contrast to Vox Populi (no instant yields and city specialization is present there). Sadly something similar happened in Civ IV C2C mod (infinite amount of buildings there) which used to be great and that I also stopped playing long time ago.

Now to the point. I see you changed wonder cost modifiers for WW built in current, previous and earlier eras but not second to previous era (BALANCE_CORE_WORLD_WONDER_SECOND_PREVIOUS_ERA_COST_MODIFIER).
Spoiler :

UPDATE Defines
SET Value = '125'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_SAME_ERA_COST_MODIFIER';

UPDATE Defines
SET Value = '100'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_PREVIOUS_ERA_COST_MODIFIER';

UPDATE Defines
SET Value = '25'
WHERE Name = 'BALANCE_CORE_WORLD_WONDER_EARLIER_ERA_COST_MODIFIER';


In default VP this is set to 10 which is what is used here as well. (I built 1 wonder from previous era and one from 2 eras behind and the cost is currently up by 110%)
I believe this means that when I progres to next era the cost modifier from now 2-era old wonder will actually go up from 10 to 25%.

Another thing I had to change was maintenance free units for AI. Given that they already pay only 35% maintenance for buildings and units on Emperor, to give them 20 or 30 free units means that they can quickly field large army without any maintenance costs. I give AI headstart with 2 settlers so this probably changes balance a bit but still.
Lastly given that there are very few options how to increase supply limit now, I would consider changing supply tech reducion modifiers as my supply limit goes sharply down as I progress and only way how to increase it is to build new cities with barracks. I mean I play epic speed and ending classical era with 3 cities I had supply limit 11 which was already decreased by 6 by tech progress.
I had to go over limit to 16 units to be able to invade Incas next to me. That cost me astronomical 40 gold per turn whereas Incas had 8 cities, 26 units and paid no maintenance.. But as I mentioned I gave AI free settler, warrior and worker on start.

Spoiler Consider some of this changes: :

UNIT_MAINTENANCE_GAME_MULTIPLIER from 8 to 5 ///This will decrease unit cost inflation for AI and player alike,
at the same time lower AIMaintenanceFreeUnits to just a few (for the units they got they only pay just a franction of players maintenance anyway)

Then maybe change some of these defines from (2) VP to slow down supply reduction from tech progress:
UPDATE Defines SET Value = '100' WHERE Name = 'UNIT_SUPPLY_BASE_TECH_REDUCTION_PER_ERA';
UPDATE Defines SET Value = '5' WHERE Name = 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_MULTIPLIER';
UPDATE Defines SET Value = '6' WHERE Name = 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_DIVISOR';
UPDATE Defines SET Value = '700' WHERE Name = 'UNIT_SUPPLY_POPULATION_TECH_REDUCTION_MULTIPLIER';

to something closer to (1) CP:
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_BASE_TECH_REDUCTION_PER_ERA', '0'; ///100 = 1
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_MULTIPLIER', '0';
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_CITIES_TECH_REDUCTION_DIVISOR', '1';
INSERT INTO Defines (Name, Value) SELECT 'UNIT_SUPPLY_POPULATION_TECH_REDUCTION_MULTIPLIER', '0'; ///100 = 1
and maybe together with this lower AIUnitSupplyPopulationPercent to 10 so that AI don't actually get higher supply limit than before. Or If player can keep with their city count than perhaps keep it.


Thank you for trying the mod! It's definitely still a work in progress!

I do intend to rework the Wonder cost, possibly for the next update when I get to it. The goal is to avoid one civ from hogging all the Wonders and I believe the 125 modifier for same Era does that. I may just lower the other two to reward those who are doing well on science.

I also appreciate the feedback on the unit supply changes. It's definitely one that's harder to figure out just by looking at the numbers. I'll revisit those values for sure. I'll also look at the supply reduction. In some ways, it doesn't make much sense to me as it's too many levers controlling the same thing. If the base numbers and scaling are fine, I don't even think reduction is really needed. The AI will definitely be getting fewer free units. I might have went too far there. Thanks once again for the feedback!
 
Hi everyone! v0.15 of this mod is here. It's a small update addressing a few concerns of mine and some from player feedback.

Regarding the ones from player feedback, Wonders cost from same Era is increased slightly while decreased drastically for previous Era. This should reward those who get ahead in tech. As for difficulties, VP values are restored. I have plans on making a difficulty modmod for AGYRM which would add more challenging difficulties but that's for the future. Thank you!

Code:
Building Changes:
Harappan Reservoir gains +50 Food when completed.
Stone Works no longer allow Internal Production TRs.
Garden no longer has prerequisite building (It was Aqueduct before and it was entirely possible to access Garden before Aqueducts)
Monuments gain a Great Work of Literature Slot (for situations where Great Work of Literature is accessible but there are no slots)
Shrines gain a Great Work of Music Slot (for situations where Great Work of Music is accessible but there are no slots)

Civilization Changes:
Spanish Inquisitor removed due to not used.

Misc Changes:
Revert the changes made to difficulties back to VP values (will make separate modmod for difficulties).
Discover Civ Quest removed
Public Works Project Base Production reduced from 300 to 100 :c5production: Production.
Wonders :c5production: Cost changed to 150% for same Era, 25% for previous Era and 25% for two Eras earlier.

Unit Changes:
Emissary Base Cost increased from 50 to 75 and Base Influence decreased from 40 to 20.
Envoy Base Cost increased from 75 to 105 and Base Influence decreased from 50 to 30.
 
Hi everyone! v0.16 of this mod is here. This update makes the modmod compatible with VP 3.9.1. If there are still lingering bugs or issues, please comment here and I'll resolve them. Due to the size of the VP update and the implementation of certain changes, the update for AGYRM took longer than expected. Thank you for your patience!

Code:
Belief Changes:
-Apostolic Tradition changes reverted.
-Syncretism changes reverted.
-Transcendent Thoughts changes reverted.
-Way of Noble Truths changes reverted.
-God of Expanse Yields buffed to 15 Faith and 10 Production (up from 10 Faith and 5 Production)
-Divine Teachings gives +1 Science to Library

Building/National Wonder/Wonder Changes:
-New Gallery removed (due to one already added through the EE components)
-Museum changes reverted (Archaeologist still unlocked through Public School)
-Stadium still provides Golden Age Points when completed.
-Royal Collection changed reverted (still using Opera House as prerequisite)
-Slater Mill provides yields to all Factories, Stock Exchanges and World Wonders and all other changes are reverted/removed
-Museum of Modern Art changes reverted
-West Point change reverted
-Chichen Itza change reverted
-Uffizi change reverted

Civilization Changes:
-Carthaginian Quinquereme become Galley replacement and keeps its original stats
-Danish UA Viking (Land) changed to: Base CS increased by 25% while on Pillaged Tiles. Pillage costs no Movement. +1 Movement.
-Danish UA Viking (Sea) changed to: +25% CS when attacking or defending Coast Tiles. Pillaging costs no Movement. Recover Hit Points Twice as quickly while healing on Coast Tiles.
-French UA changes reverted
-Hunnic UA and Eki changes reverted
-Hunnic Horse Archers Horse requirements kept but promotion removed
-Indian UA changes reverted
-Japanese Dojo changed reverted
-Mongolian UA and Ger changes reverted
-Netherland Polder changes reverted
-Polynesian Moai changes reverted
-Portuguese Feitoria changes reverted except for Canal change
-Spanish Hacienda changes reverted
-Swedish Skola changes reverted
-Venetian Arsenale di Venezia keeps 2 Engineer slots but all other changes reverted
-Venetian Murano Glassworks keeps 2 Artist slots but other change is reverted
-Venetian Rialto District changes reverted

Misc Changes:
-Great Work Tourism change reverted
-The new Propaganda process is unlocked through Corporations as opposed to Socialist Realism

Policies or Ideology Changes:
-Socialist Realism tourism from Great Works increased to 2 (from 1) and becomes T3 tenet but all other changes reverted
-Great Leap Forward moved to T2 but other changes reverted
-Artistry Scaler changes reverted
-Cultural Exchange change reverted
-Heritage change reverted
-Humanism change reverted
-Organization change reverted
-Rationalist Opener change reverted
-Statecraft Opener change reverted
-Ceremony change reverted
-Majesty changes reverted
-Splendor change reverted

Resource Changes:
-Porcelain Monopoly change reverted

Unit Changes:
-Great Artist GAP Points change reverted
 
what about recent vp updates ? its compatible at the moment? tnx!

It should be compatible because recent VP updates are largely bugfixes and quality of life improvements. If anything isn't right, please let me know. Thanks!
 
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