GoldenAge

GoldenAge version 151

GoldenAge v151



Note: This is a actively developing mod. I will upgrade new version frequently but update the resource here every ~10 versions. If you play on steam, please subscribe the latest version: GoldenAge - Complete Edition.
Don't forget to click Rate and Favorited when you subscribe! Thanks for your support.



Introduction


In the original game, city with large population is meaningless. Crazy expansion of new cities (Wide play) with about only 10 citizens is believed as the best strategy to win deity difficulty. The most important goal of this mod is to let you pay your attention back to the development of city population by encouraging Tall play. Now you will find that ‘population is everything’.
GoldenAge also emphasizes the fun of urban planning. You will get super huge bonus when you put the same type of things together. For example, same districts from different cities (make a triangle or rhombus) will give you huge district adjacency bonus. You will also receive huge production bonus when you put mines or lumber mills together. I am pretty sure that you are going to love the new urban planning system.
The last aim of GoldenAge is to make the game more balanced and more interesting. This is accomplished by breaking the traditional way of gameplay and highlighting the characteristics of each civilization. All civilizations and leaders have been reworked and rebalanced.
Overall, the game has been overhauled and you will have a whole new experience when you play with this mod. Let’s build a great empire with GoldenAge~!!
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Compatibility


  • Now fully compatible with the latest game version!!
  • RISE & FALL and GATHERING STORM Expansions are required!
  • Compatible with mods that add new content to the game (new buildings, civilizations, leaders, and units etc.) However, some new content mods may also modify gameplay data, thus may be potentially incompatible with GoldenAge.
  • Highly incompatible with mods that modify gameplay data. If you are suffering from mod error, please try to disable other gameplay mods.
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Credits


GoldenAge has been developed for one years with more than 130 versions. I am trying to consider all possible factors to make the game more interesting. I believe a great and delicate balance comes from multiple gameplay changes. That’s why I am kind of putting everything together.
GoldenAge is a comprehensive gameplay rebalance mod. Thus, this mod inevitably contains some overlapped contents with other mods in the workshop community which modify gameplay data. Indeed, some of my ideas are come from the community. Special thanks for p0kiehl, Deliverator23, SeelingCat, JNR, Sukritact, and _Zee, authors with fantastic ideas.
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Mods Support


If you trust my taste, subscribe all in this collection: Play with GoldenAge
OR

The following mods support the final aim of GoldenAge (some of them have been modified), I would highly recommend you play with these mods:

Chat


Join for more discussions at New Discord Server for GoldenAge!
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Features



Core

a) Population bonus: Like science and culture, citizens can now yield production. Science, culture and production yield from each citizen increase with the city population. Science and culture from each citizen increase with your buildings in the Campus and Theater. Production from each citizen increases with era.
b) Small city debuff: cities with low populations will receive a debuff in science, culture, gold, and faith yields. This debuff is increased with the total number of cities you own.
c) Historic perspective: Civilizations now have their own golden age and dark age according to their true history. This is amazing because you can choose to stay longer in your specific golden age by planning your tech development!
d) Difficulty: AIs become stronger by cheating on their citizen yields. Now Ai is more flexible in the late game, you will no longer feel bored because you exceed AI on tech by far. Now even the high difficulty AI will start with one city, but they prefer expanding their civilizations than before. It is easier to survive in the ancient era, thus you will have a chance to experience the more challenging AI.
e) Appeal: The appeal system has been overhauled. Now appeal is so important as it affects housing and amenity. You will have to consider more on city planning and environmental conservation.
f) Even more…

1. Technologies and Civics.
a) More reasonable and smoother Technology tree and Civic tree.
b) Multiply the cost of techs and civics per era due to the higher science and culture yields.
c) Tweak the unlocking tech or civic for some units/districts/buildings/improvements.
d) Better organized techs in future era to simplify tech victory.
e) Optimize the boost for techs and civics.
f) Boost is decreased into 30%.

2. Buildings and Districts
a) Tweak the yields, cost, and maintenance fee of some buildings and districts.
i. All UB cost half now, just like UD.
ii. Second level buildings (Bank, College and Museum) provide extra yield with electric power.
iii. The yields of Specialists are increased with the development of buildings in the district.
iv. Sewer unlocks in Aqueduct. Aqueduct, Sewer, and Neighborhood provide extra city growth rate in addition to housing.
v. Aqueduct provides extra food for farms in the city; Dam provides extra food and production for adjacent tiles.
vi. Buildings in (Water) Entertainment district provide more amenity and provide tourism.
vii. Buildings in Harbor district will provide extra yields for ocean tiles after unlocking electricity tech.
viii. Buff some wonders (such as adding nationwide effect).
b) More complex city
i. Dam and Canal also provide fresh water (Mod “Fresh Water Works” required). If the city already has fresh water, +3 housing instead.
ii. Government district doesn’t require population. Optimize buildings in the government district to specify development strategy.
iii. Encampment district and its buildings are now focus on food and housing.
iv. Bank and stock-exchange provide extra trade route when city populations reach 10 and 20.
v. Allows building districts (except Industrial Zone, Encampment, Airport, Spaceport) on Forests and Jungles without removing them.
c) Optimize districts adjacencies yields
i. City center has the standard district adjacency yield as government.
ii. Canal and Airdrome provide major adjacency bonus because of logistics transportation.
iii. Nerf some initial district adjacency bonus, require unlocking techs and civics for more bonus.
iv. If the same type of districts (from different cities) are adjacent to each other, there will be huge adjacency bonus! (Plan and design to get maximum adjacency yields!)

3. Resources and Improvements
a) Fishing boats/Pasture/Camp/Plantation provides 1 housing instead of 0.5.
b) Adjust the yields and the frequency of some resources.
c) Sea resource can appear on ocean tiles.
d) Luxury resources and strategic resources can be harvested, yield a large amount of gold or production at one time.
e) Improvements yield increase with the advance in technologies and civics.
f) New projects: you can now convert redundant strategy resources into gold.
g) Fishery and city park become universal improvement and are available after unlocking related tech and civic.
h) Add movement limit to all kinds of fort.
i) Allows building unique improvements on Forest and Jungle tiles

4. Terrains and Features
a) Increase yield for all types of flat terrain, including coast and ocean. Now all tiles have initial yields of 3.
b) Remove the yield from forest and jungle features.
c) Buff natural wonder yields to match the crazy natural disaster yields in GS.

5. Governments, Governors and Policies
a) Overhaul all kinds of governments. Each government has its own weakness.
b) Overhaul governor abilities.
c) More government specific policies, all wildcard type.
d) Convert industrial zone and harbor district related policies into military type.
e) Convert trade route related policies into diplomatic type.
f) Delete policies with instant effect (unit upgrade discount, tiles purchase)
g) Detail:
i. Production bonus (30%) policies for all districts and buildings in those districts.
ii. Each 10 population in the city brings 50% extra buildings yield in the specific districts (maximum 200%)
iii. Each 10 population in the city 10% specific yield for the cities (maximum 40%).
iv. Better great person policies. (+100% instead of +2)
v. Better policies upgrade and obsolete series. (Strategic resources, city defense, units experience, garrison related)
vi. Production bonus policy for sieges units.
vii. Optimize diplomatic policies.

6. Civilizations and Leaders (More work will be done for this part later)
a) Great ancient civilizations: CHINA, INDIA, EGYPT.
b) Rise of great powers: AMERICA, FRANCE, JAPAN, ENGLAND, GERMAN, NETHERLANDS.
c) Others:GEORGIA, BRAZIL, INDONESIA, KOREA, SCOTLAND.

7. Units
a) Pre-industrial units require strategic resource for maintenance.
b) Cheaper naturalist, more expensive rock band. More cost progression rate for Settlers.
c) Military engineer can build road without taking a charge. Increase movement and charge for military engineer. Military engineer can boost the progress of Aqueduct/ Dam/ Canal/ Neighborhood districts.
d) Better recon type unit = Higher sight range = Strategic significance
e) Perfectly compatible with Mod ‘Warfare Expanded Complete Edition’.

8. Pantheons and Religions
a) Pantheons only yield faith, remove other types of yields and bonus.
b) Combine some weak Religions and make them more powerful.

9. Others but also important:
a) City tile allows two citizens working on it.
b) The number of populations needed for 1 point of Amenity is increased from 2 to 3. But the free initial amenity from each new city is removed.
c) Great works can be transferred immediately.
d) Shorten governor transition time to 3 turns.
e) More tourism from wonders and great works, but more tourism needed for cultural victory.
f) More and better Goody huts.
g) Optimize the points of strength in the new era.
h) Diplomatic victory agenda begins in the industrial era.
i) Nobel Prize in every game, even without Sweden.
j) War can be declared on the pretext of war after 3 rounds of condemnation.
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Author
pauljinyong
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Views
2,125
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