The 1.2.0 patch gave me a push to do some play testing, and make some adjustments that I have been planning to make for a few weeks. And a chance to write down some
Future Plans for this mod. Please feel free to skip directly to that section!
I hope you enjoy!
Feedback is welcome.
Ratings are not expected, and are gratefully accepted.
What's New
- The Combat Bonus Vs Fortifications card now applies to all combat units.
- The Conquest, and Expansion Overwhelming cards now cost one Militaristic point each.
- Happiness Overwhelming now costs an Economic point.
Bug Fixes
- Fixed: Augustus can build Unique Quarters in towns, if one of the member buildings is a culture building. It's been a while since a played Augustus. The previous code worked only when another, unpublished, mod of mine was running.
- Fixed: AI players no longer accidentally get card bonuses. My data on the cause(s) is limited, but an explicit "player is human" constraint added to all cards fixed it like a sledgehammer.
Text/UI Tweaks
- Clarified ranged unit card description, and customized it for Antiquity. The Antiquity card now reads "Ranged unit in every Settlement". The Exploration, and Modern cards now read "Ranged unit in conquered Settlements."
- "Statutes of Liberty" card name reverted to its original, pre-release text: "Fuld Donpum Track". Because I'm disabled, and angry that the fascists are in charge again. It's my miniscule, if petty, form of resistance.

- Corrected punctuation, capitalization, whitespace, and puns.
Compatibility
- Version 1.5.0 has been verified to work with game patch versions 1.1.1, and 1.2.0. It has not been tested against prior game versions.
- Version 1.4.4 has been verified to work with game patch versions 1.1.0, 1.1.1, and 1.2.0.
- I have not tested any versions of this mod prior to 1.4.4, with game patch version 1.2.0. I don't expect problems, as I have had to make zero changes in response to the patches thus far. But I haven't tested those combinations, so I cannot assert that they are verified to work.

Future Plans: Multiple Smaller Mods
This is a
tentative outline of my
current thoughts. I'm thinking about breaking each existing card with "Overwhelming" the name, into its own mod. Plus the applicable attribute points, or maybe make the "Overwhelming" cards cost 0 attribute points.
Why? Testing has become cumbersome and time-consuming. If I make a change to one card, I still need to test every card, because they all share the same source repository, and accidents happen. Also, it'll be a lot easier to communicate what the mod does when it doesn't do 40 things.
That said, below is an outline of what the future
might look like.
- Diplomacy Overwhelming
- Espionage Overwhelming
- Happiness Overwhelming
- Expansion Overwhelming
- The existing card of the same name
- The Capital Settler card
- The Free Migrant card
- New card: Build Unique Districts in towns. A derivitave of the existing hack-patch for Augustus, but available for any leader.
- Conquest Overwhelming
- The existing card of the same name
- The Army XP card
- The Ranged Unit card
- The Combat Vs Fortification card
- Power Overwhelming
- The Antiquity Army card
- The Free Scouts card
- The Free Civics card
- The Free Techs cards
- Attributes Overwhelming?
- Add a player-configurable number of Wildcard Attribute Points to Advanced Start or Age Transition.
- Cursory research leads me to believe that a solution is going to be hacky at best, and infeasible at worst. That is, until Firaxis gives modders a first-class way to interact with Game Setup Options. How hacky? Something like modifying a text file on your machine, before running the game
.