thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

Update 1.2.3 should be compatible with patch 1.0.0.56 as well as both the Poland and Viking DLC. There were no log errors when starting the game with them active, and nothing in the patch notes should conflict.

Code:
Updates by User Settings and Ruleset.

User Settings:
-Added custom Eureka options (can now leave at default or set to 40%/25%/10%)
-Added higher Settler population cost option
-Added higher distance between cities option
---Includes balanced increases to effects tied to city distance as well (credit: qqqbbb)
-Added higher unit movement option (credit: isau)

Standard Ruleset:
-"Denounce" diplomacy option is now in red text to stand out more
-Egypt's Iteru ability now applies to Aqueducts, Neighborhoods, and Airports as well
-Redid policy updates to hopefully prevent problems where they were rarely not being correctly applied
-Removed base production yields from Encampment buildings and replaced them with higher bonuses towards unit production.

Enhanced Ruleset:
-All luxury and strategic resources are now harvestable within your territory

Complete Ruleset:
-BUGFIX: New district buildings are now correctly buffed by Rationalism, Free Market, and Grand Opera
-BUGFIX: Invention is no longer boosted by earning any Great Person
-Celestial Navigation is now boosted by killing a Quadrireme instead of a Galley
-All land units can now embark at Celestial Navigation instead of Shipbuilding
-Increased production bonuses towards buildings and districts from the Kiln, Brickyard, and Brickworks buildings. Brickyard also now increases Quarry production by 1.
A few quick notes:
  • I've added in several new User Settings options which are off by default. Some of them I felt would change up the game a bit too much if they were included in the base mod, and others are there because I wanted to give you options.
  • I want the Encampment to allow you to pump out units more quickly and to encourage specialization towards that I removed its buildings base production yields and replaced it with a higher production bonus towards units only.
  • In test games I felt that production times are still often too long, so I increased the Kiln/Brickyard/Brickworks production bonus towards buildings and districts even further. Additionally, the district production bonus has received a second buff so that it is now higher than the production buff towards buildings.
I will be unable to update further until after the new year as I will be out of town.

Merry Christmas all, and happy civving!
Updates by Ruleset:

Enhanced:
-Moved free recon promotion to Enhanced Ruleset from Complete Ruleset
-BUGFIX: Fixed Fort sight bonus expanding every time a new Fort is built

Complete:
-New Techs and Civics now have text quotes
-Reenabled Tech Eureka boosts
-Updated Sailing boost to "Build 2 Fishing Boats"
-Updated Celestial Navigation boost to "Kill a Galley"
-New Civic Eureka boosts seem to be entirely bugged, so until I can figure it out or Firaxis fixes it the Civics which do not have boosts (other than Ideology) have their cost reduced by 15%
-Moved Submarine to Electronics
-Moved Battleship to Physics
-Researching The Internet now gives +1 level of diplomatic visibility
-Resource Management policy now provides 1 free copy of each strategic resource other than Uranium.
-BALANCE: Reduced Opera House culture to +2 (was +3)
-BALANCE: Caravansary now only provides bonus gold to international trade routes
-BALANCE: Reduced Kumasi suzerain trade route bonus from +2 culture to +1 culture per district in the origin city
-BALANCE: Reduced Nan Madol's suzerain bonus to coastal districts from +2 culture to +1 culture
-BUGFIX: Uboat now unlocks at Electronics
-BUGFIX: Patronage and Prototyping policies now work correctly
-BUGFIX: Random audio quotes will no longer play when researching new techs or civics
-BUGFIX: Electronics Factory now correctly gets its culture bonus from Electronics
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Reactions: Lord Ecthelion
- disabled new Tech and Civic boosts in temporary fix to crashing issue
Updates by Ruleset.

Standard Ruleset:
- Reduced Theater resource culture bonus to 1 (was 2)
- Added an option to turn on Raging Barbarians in the new UserSettings.sql file located in the mod folder
- Over a dozen minor text fixes
- Minor text changes to the City Details panel to make Amenity and Housing sources clearer - compatible with all UI mods
Spoiler :
citydetails.jpg


Enhanced Ruleset:
- Standard Ruleset updates
- Unique districts now require population to build
- No Goody Huts and No Barbarians advanced options re-enabled for the Enhanced and Complete Rulesets

Complete Ruleset:
- Standard and Enhanced Ruleset updates
- Complete Technology, Civic, and Policy overhaul
- Civic and Tech trees have been completely redesigned -- 16 new Technologies and 19 new Civics
Spoiler Tech Tree :
techtree.jpg

Spoiler Civic Tree :
civictree.jpg

- 38 Policies have been updated and 7 new ones have been added
- 21 new buildings added to flesh out the new Tech and Civic trees
- Each district now has 4 building tiers
- Many of the new buildings are mutually exclusive options to give the player more strategic choices

New buildings:
Spoiler :
AGORA: +1 Culture and +1 Science.
APOTHECARY: +10% city growth. +1 from Forest tiles.
AQUAFARMS: +10% city growth. +1 from Sea tiles.
ARSENAL: Raises the strength of your outer defenses. +2 when building Units.
BASILICA: +2 Culture. +15% Faith in this city. Cannot be built in the same city as the Reliquary.
BRICKWORKS: +5 Production when constructing Buildings and Districts.
BRICKYARD: +3 Production when constructing Buildings and Districts.
CARAVANSARY: +3 Gold. +1 Gold from city Trade Routes per bonus resource owned by city. Cannot be built in the same city as the Guild Hall.
CONFECTIONARY: +2 Gold and +2 Culture. +1 Amenities.
FOUNDRY: +2 Production. +1 Gold from Mine and Quarry improvements. Cannot be built in the same city as the Gristmill.
GRISTMILL: +2 Production. Provides Food equal to the Industrial Zone's Production adjacency bonus. Cannot be built in the same city as the Foundry.
GROCER: +2 Food. +1 Food from Farm improvements.
GUILD HALL: +4 Gold. +1 Gold and +1 Production from Plantation improvements. Cannot be built in the same city as the Caravansary.
HOSPITAL: +20% city growth. +1 Amenities and Housing.
KILN: +2 Production when constructing Buildings and Districts.
MILITARY BASE: Raises the strength of your outer defenses. +4 when building Units.
OBSERVATORY: +2 Science. Provides the Campus with an additional standard adjacency bonus from Mountains. Cannot be built in the same city as the Printer.
OPERA HOUSE: +3 Culture. Bonus is extended to all cities within 6 tiles.
PRINTER: +2 Science and +1 Culture. +2 Science from Great Works of Writing in this city. Cannot be built in the same city as the Observatory.
RELIQUARY: +2 Faith. +2 Gold and +1 Culture from Relics in this city. Cannot be built in the same city as the Basilica. +1 Amenities.
SUPERMARKET: +4 Food. +1 Food from Farm improvements. +1 Housing.

New policies:
Spoiler :
ANCESTRAL HOMELAND: Infantry units receive +4 Combat Strength when in friendly territory.
DEVOTION: Religious units receive +1 spread charge.
FREEDOM FIGHTERS: Units receive +4 Combat Strength when in friendly territory.
IMAGINARIUMS: +3 Amenities from Research Labs.
PATRONAGE: Theater districts provide Production equal to their adjacency bonus.
POLITICAL SCIENCE: Campus and Theater districts provide +1 Influence Point per turn.
PROTOTYPING: Campus districts provide Production equal to their adjacency bonus.

Updated policies:
Spoiler :
GOD KING: +3 Gold, +1 Faith, +1 Amenities in the Capital.
LAND SURVEYORS: +10% Growth in all cities. Reduce the cost of purchasing tiles by 20%.
INSPIRATION: Shrines produce +1 Science. +2 Great Scientist points per turn.
STRATEGOS: Military units receive +20% experience in combat. +2 Great General points per turn.
SURVEY: Double experience and +4 Combat Strength for Recon units.
URBAN PLANNING: +1 Production and +1 Housing in all cities.
INSULAE: Cities with an Aqueduct receive +1 Housing and +1 Amenities.
LITERARY TRADITION: Great Works of Writing produce +1 Culture. +2 Great Writer points per turn.
BASTIONS: +6 City Defense Strength. +5 City Ranged Strength. +100% Production toward defensive buildings.
VETERANCY: Military units heal in neutral and hostile territory as if they were in friendly territory.
LIMES: +4 City Ranged Strength. +50% roduction towards Encampment districts and buildings.
RAID: Melee and Anti-Cavalry units receive +1 Movement. Yields from pillaging improvements are doubled.
NATURAL PHILOSOPHY: +50% Campus district adjacency bonuses.
NAVIGATION: Naval units receive +1 Movement. +2 Great Admiral points per turn.
RETAINERS: +1 [ICON Gold] Gold and +1 Amenities for cities with a garrisoned unit.
MERITOCRACY: +4 Culture, +4 Science, +4 Production in the Capital.
AESTHETICS: +50% Theater Square adjacency bonuses.
CRAFTSMEN: +50% Industrial Zone adjacency bonuses.
MEDINA QUARTER: +2 Housing in all cities with a least 2 specialty districts. +4 City Defense Strength.
TOWN CHARTERS: +50% Commercial Hub adjacency bonuses.
LOGISTICS: +1 Movement when starting turn in friendly territory.
TRAVELING MERCHANTS: +2 Gold from Trade Routes. +2 Great Merchant points per turn.
INVENTION: Workshops produce +2 Science. +2 Great Engineer points per turn.
FRESCOES: Great Works of Art produce +1 Culture. +2 Great Artist points per turn.
LIBERALISM: +15% Tourism to civilizations to which you have a Trade Route.
EXPROPRIATION: Settler cost reduced by 60%. Plot purchase cost reduced by 30%.
MILITARY ORGANIZATION: Military units receive +20% experience in combat. +4 Great General points per turn.
MILITARY RESEARCH: Military Academies and Seaports generate +5% City Science each.
SYMPHONIES: Great Works of Music produce +1 Culture. +4 Great Musician points per turn.
TOTAL WAR: Accumulate 25% less war weariness than usual. Yields from pillaging are doubled.
ECONOMIC UNION: +50% Commercial Hub adjacency bonuses and +100% Harbor adjacency bonuses.
FIVE YEAR PLAN: +50% Campus and Industrial Zone adjacency bonuses.
LAISSEZ FAIRE: +4 Gold from [ICON TradeRoute] Trade Routes. +4 Great Merchant Points per turn.
MARTIAL LAW: +1 Amenities for cities with a garrisoned unit. Accumulate 25% less War Weariness than usual.
NEW DEAL: +4 Housing, +2 Amenities, -6 Gold to all cities with at least 3 specialty districts.
NOBEL PRIZE: Research Labs produce +10% City Science. +4 Great Scientist points per turn.
PROPAGANDA: Accumulate 40% less war weariness than usual.
SPORTS MEDIA: +50% Theater Square adjacency bonuses, and Stadiums generate +1 Amenities.
This is a minor update. Changes listed by ruleset.

Standard:
-Bug Fix: Aqueducts no longer irrigate the sea
-Under the hood optimizations

Enhanced:
-Forts are unlocked at Military Engineering instead of Siege Tactics
-Defensive Improvements (Fort, Great Wall, Roman Fort) are now all buildable in Forests

Complete:
-Bug Fix: Modern Armor text correctly reflects bonus from Uranium
-Horseman cost increased to 100
-Knight base strength reduced to 38, now receives +5 strength bonus from both Iron and Horses
-Under the hood optimizations
Updates by ruleset:
  • Standard
    • Cistern is granted for free when starting in the Industrial era or later.
    • BUG FIX: strategic resource tiles are not buffed by districts or buildings until after the correct technology is researched.
    • VANILLA TEXT FIX: Ruhr Valley text now correctly shows 20% production bonus instead of 30%
  • Enhanced
    • Military Engineers now allow units in formation with them to scale cliffs.
    • Military Engineer charges increased to 4 by default.
    • Settlers now turn into Builders when captured.
    • 8 Ages of Pace has been integrated entirely (credit to Olleus).
    • BUG FIX: Broadway great work slots changed to all Music slots in order to make the theming bonuses work correctly.
  • Complete
    • Scouts and Rangers now start with 1 free promotion.
    • BUG FIX: Modern Armor no longer requires Uranium and is integrated correctly into the new strategic resource combat system.
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