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AG Local Devt Mod for AGYRM

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! This is amateurgamer! With the foundation modmod, AGYRM, mostly complete, I've started on the modular modmods. This will be the first modular modmod and it's inspired by JFD's Cities in Development. There are some similar concepts but the direction will be different. In order to play this modmod, you will need to enable AGYRM.

You might be wondering what this modmod is all about. The picture below will give you the main idea behind the modmod.
Spoiler :



The modmod adds a bunch of new yields. The ones that are currently used are Health, Heresy, Corruption, Crime and Loyalty. Health affects City Growth. Heresy kicks in mid-game where it lowers your :c5faith: Faith generation for more :c5science: Science. Corruption provides more :c5gold: Gold at the cost of :c5production: Production and :c5food: Food. Crime decreases :c5gold: Gold, :c5production: Production, :c5goldenage: GAP and :c5food: Food. Loyalty makes it harder to keep captured Cities. For more details, you can go down to the Details for v0.1 below.

Intelligence and Fervor may or may not be in the modmod in the future. It depends heavily on where the modmod goes and how ambitious I am. At the moment, those two yields don't do anything other than take up space in the UI. If they aren't used, it's possible they get replaced by other yields.

Spoiler Details for v0.1 :

Spoiler New Yield Types :

Health affects :c5food: Food

Health can be positive (healthy) and negative (unhealthy). Healthy increases city growth by ensuring more :c5food: Food is added for growth while unhealthy decreases city growth by wasting more :c5food: Food.

Health will be affected by:
  • +1 Health for Oasis
  • +1 Health in City with Fresh Water
  • Harbor: +1 Health to Fish
  • Grocer: +1 Health to Banana
  • Modern building for cattle, deer and sheep (Might extend these extra health to some luxury resources too)
  • Forest, Jungles, Floodplains and Marshes produce -1 Health
  • Some buildings (aqueduct, hospital, etc) will provide health as flat yields or to resources while others (factories, forge, etc) will reduce health as flat yields or to resources
  • -2 Health per pop
  • Policies can either provide Health to the Capital or a building in all Cities
  • Palace provides +4 Health
Each positive health provides +1 :c5food: Food to the City when growing while each negative health consume an extra 1 :c5food: Food.
___________________
Loyalty affects a city's willingness to stay with the empire. It can be broken down into the following thresholds and effects:

Loyal: 70%-100% (Cities heal more per turn with scaling to how much loyalty you have above 70)
Neutral: 40%-70%
Disloyal: 10%-40% (City spawns rebel units in tiles adjacent to city. City will take steady HP damage.)
Separatist: 0-10% (City spawns rebel units in tiles adjacent to city. City has a 5% chance to fall into Barbarian hands.)

Sources of Loyalty:
Capital Cities: +40% Loyalty
Founded Cities: +80% Loyalty
Occupied Cities: 0% Loyalty
Occupied Cities with Courthouse: +70% Loyalty
Occupied Cities with Original Owner Alive: -20% Loyalty
Puppet City: +70% Loyalty
Occupied/Puppet Cities: -1%/-0.5% Loyalty per Population
City with Garrison: +10% Loyalty
-0.5% Loyalty per Crime/Heresy/Corruption
___________________

Heresy mainly affects :c5faith: Faith
  • +0.2 Heresy per Pop
  • :c5science: Science buildings starting in Enlightenment Era increases Heresy
  • Some Beliefs and Religious buildings decreases Heresy
  • Palace provides -5 Heresy
Each Heresy produces -3 :c5faith: Faith, +1 :c5food: Food and +1 :c5science: Science. 0 or negative Heresy will see no change in :c5faith: Faith, :c5food: Food and :c5science: Science.
_____________
Corruption affects :c5gold: Gold
  • +0.34 Corruption per Pop
  • Policies and certain buildings produce Corruption.
  • +3 Corruption per Pop in a Puppet
Each Corruption produces +4 :c5gold: Gold, -1 :c5production: Production and -1 :c5food: Food.
_____________
Crime affects everything.
  • +1 Crime per Pop
  • Policies, buildings, beliefs, etc... reduces/increases Crime
  • +3 Crime per Pop in a Puppet
  • Palace provides -3 Crime
Each Crime produces -1 :c5gold: Gold, -1 :c5food: Food, -2 :c5goldenage: GAP and -1 :c5production: Production.
_____________

___________________
Resource Changes:
Citrus Monopoly: +2 Health on Tile
Salt Monopoly: +2 Health on Tile



Spoiler Buildings Changes with New Yields :

Ancient Era:
Barracks:
-1 Crime

Granary:
Nearby Wheat: +1 Health (No more :c5food: Food)
Nearby Maize: +1 Health (No more :c5food: Food)
Nearby Rice: +1 Health (No more :c5food: Food)
Nearby Bananas: +1 Health (No more :c5food: Food)

Herbalist:
+1 Health (No more :c5food: Food)

Ikanda:
+1 :c5culture: Culture and -1 Crime

Lodge:
Nearby Deer: +1 Health (No more :c5food: Food)
Nearby Bison: +1 Health (No more :c5food: Food)

Longhouse:
+1 :c5food: Food, +1 Health, +1 :c5culture: Culture

Well:
+1 Health (No more :c5food: Food)

Classical Era:
Aqueduct:
+2 Health (No more :c5food: Food)

Baths:
+1 :c5culture: Culture and Health

Floating Garden:
+2 :c5food: Food, :c5production: Production and Health

Forge:
+1 :c5production: Production and -1 Health

Harappan Reservoir:
+2 :c5food: Food and +3 Health

Seowon:
+1 :c5science: Science and +1 Heresy

Siege Foundry:
+2 :c5production: Production and -1 Health

Tavern:
+2 Crime

Water Mill:
+2 :c5food: Food, +1 :c5production: Production and +1 Health.

Medieval Era:
Candi:
+1 Health

Custom House:
-1 Corruption

Garden:
+1 Health

Hanse:
+2 :c5gold: Gold and -1 Corruption

University:
+1 :c5science: Science and +1 Heresy

Wat:
-2 Crime and -2 Corruption

Renaissance Era:
Bank:
+2 Corruption

Coffee House:
+3 :c5food: Food and +2 Health

Constabulary:
-2 Crime and -2 Corruption

Grocer:
+2 :c5food: Food and +2 Health

Observatory:
+3 :c5science: Science and +2 Heresy



Feedback and suggestions are appreciated!

Download:
Link Here.
 
Last edited:
Joined
Jan 30, 2016
Messages
627
Location
Hungary, Earth, M.W. Galaxy
Forests providing -1 Health is... weird :)

In my modmod, I've made it so that Unrest (which could be loosely translated here to Loyalty) depends on local happiness as well, making it more dynamic. I don't know how crime and corruption scales here, so maybe that'd be too much, just an idea.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Forests providing -1 Health is... weird :)

In my modmod, I've made it so that Unrest (which could be loosely translated here to Loyalty) depends on local happiness as well, making it more dynamic. I don't know how crime and corruption scales here, so maybe that'd be too much, just an idea.
The -1 health for Forest is meant to balance the -1 health for Jungle. Otherwise, one start is just much better than the other.

I actually don't like linking Loyalty to Distress, Poverty, Illiteracy and Boredom because it's too dynamic to my taste. It's harder to overcome at times (and yield reduction makes it harder to work with) so you either lose game to it or it doesn't have much of an impact. I would rather use things like Crime and Corruption which are more predictable and I can better balance around from the grounds up. If it's too much, I can also tweak some numbers which are within my control and pretty straightforward. :)
 
Joined
Jan 30, 2016
Messages
627
Location
Hungary, Earth, M.W. Galaxy
The -1 health for Forest is meant to balance the -1 health for Jungle. Otherwise, one start is just much better than the other.

I actually don't like linking Loyalty to Distress, Poverty, Illiteracy and Boredom because it's too dynamic to my taste. It's harder to overcome at times (and yield reduction makes it harder to work with) so you either lose game to it or it doesn't have much of an impact. I would rather use things like Crime and Corruption which are more predictable and I can better balance around from the grounds up. If it's too much, I can also tweak some numbers which are within my control and pretty straightforward. :)
Yeah I know it's for balancing reasons, I'm just saying that it really destroys "lore", "theme", "reality", or however we want to call it. Usually, a possible solution in such cases is that there is a building that offsets the discrepancy, or it remains, but it's balanced otherwise (e.g. jungle tiles are unhealthy but get another buff to compensate).

Yeah, I perfectly understand that. :)

I hope you know that I'm not trying to "interfere", it's your mod, just trying to give some ideas that you'll may or may not like. I'm really curious where are you going with your project, good luck! :)
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Yeah I know it's for balancing reasons, I'm just saying that it really destroys "lore", "theme", "reality", or however we want to call it. Usually, a possible solution in such cases is that there is a building that offsets the discrepancy, or it remains, but it's balanced otherwise (e.g. jungle tiles are unhealthy but get another buff to compensate).

Yeah, I perfectly understand that. :)

I hope you know that I'm not trying to "interfere", it's your mod, just trying to give some ideas that you'll may or may not like. I'm really curious where are you going with your project, good luck! :)
I don't think it destroys the "theme" that much. One perception is that forests are rich ecosystems like jungles so there's an equally high chance for disease passed from animals to humans. Given that deforestation can see the spread of pathogens, those pathogens must have existed somewhere beforehand and make forests good candidate for the "unhealthiness." That's probably the furthest I'll go to justify it. Otherwise, I do emphasize balance more in my mods. :)

I don't see you as "interfering." I have no issues hearing thoughts and ideas because they can help me better develop my mod if any good ideas come up. :)
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.2 is now out! Just made some changes to policies and added pseudo policies in the form of buildings along with a couple of other changes/bugfixes.

Code:
Ancient and Medieval Era Policies modified to accommodate new yields like Crime, Corruption, Health, etc...
Pseudo Policies in the form of buildings added to Ancient and Classical Era.
Spies from Eras removed
Bugfixes

Spoiler Details for v0.2 :

Spoiler Yield Changes :

Each Heresy produces -2 :c5faith: Faith, +1 :c5food: Food and +1 :c5science: Science.

Each Fervor produces +1 :c5faith: Faith.

Spoiler Policy Changes :

Spoiler Ancient Policy Changes :

Tradition:
Tradition focuses on the construction of an impressive Capital early game with emphasis on :c5food: Food, :c5production: Production, :c5gold: Gold and Health.

Opener:
+1 :c5culture: Culture in the :c5capital: Capital.
+2 :c5happy: Happiness in the :c5capital: Capital

Scalar:
+1 Health in the :c5capital: Capital

Justice:
Royal Guardhouse built in :c5capital: Capital (1 Engineer Slot, +3 Defense, +50 Hit Points, +2 :c5production: Production and -3 Crime)

Sovereignty:
Palace Garden built in :c5capital: Capital (1 Writer Slot, 1 Great Work of Writing slot, +2 :c5food: Food)

Ceremony:
+1 :c5culture: Culture in the :c5capital: Capital

Splendor:
+1 :c5citizen: Population in the :c5capital: Capital

Majesty:
State Treasury built in :c5capital: Capital (1 Merchant Slot, +2 :c5gold: Gold and -3 Corruption)

Finisher:
Unlocks building the University of Sankore.
Allows for the purchase of Great Engineers with :c5faith: Faith starting in the Industrial Era.

Progress:
Progress focuses on Infrastructure Early Game with emphasis on :c5production: Production, :c5science: Science, Corruption and :c5gold: Gold.

Opener:
Cities gain +4 :c5culture: Culture when they construct Buildings, scaling with Era and Gamespeed.

Scalar:
+3% :c5production: Production towards buildings in all Cities.

Liberty:
A Worker appears near the :c5capital: Capital. +1 Health in every City.

Organization:
+1 :c5production: Production in every City. +1 Health in every City.

Expertise:
+1 :c5production: Production and -2 Crime in every City.

Equality:
+1 :c5happy: Happiness and :c5science: Science in every City. +5 Loyalty in every City.

Fraternity:
Cities gain +4 :c5gold: Gold when they construct Buildings, scaling with Era and Gamespeed. -2 Corruption in every City.

Finisher:
Unlocks building the Forbidden Palace.
Allows for the purchase of Great Writers with :c5faith: Faith starting in the Industrial Era.

Authority:
Authority focuses on Border Expansion and Barbarian Defense with emphasis on :c5production: Production, :c5faith: Faith and Crime

Opener:
Cities gain 5 :c5culture: Culture when their borders expand.
+25% combat bonus VS barbarians.
+1 :c5production: Production in every City.

Scalar:
+2 Border Growth Points in every City.
-1 Crime in every City.

Dominance:
Cities gain 5 :c5faith: Faith and 5 :c5science: Science when their borders expand.

Tribute:
Cities gain 10 :c5gold: Gold when their borders expand. +1 :c5production: Production in every City.

Imperium:
+1 :c5production: Production and +15 Loyalty in every City.

Militarism:
+15% :c5production: Production when training Melee units. :c5gold: Gold maintenance for units reduced by 15%.

Honor:
:c5culture: Culture cost of acquiring new tiles reduced by 20% (exponentially) in all Cities.

Finisher:
Unlocks building the Alhambra
Allows for the purchase of Great Generals with :c5faith: Faith starting in the Industrial Era.


Spoiler Medieval Policy Changes :

Fealty:
Opener:
-25% :c5faith: Faith costs for purchasing Buildings, Missionaries, and Inquisitors.

Scalar:
+1 :c5food: Food and +3 Strength in every City

Finisher:
Unlocks building the Red Fort.
Cities that follow your Majority Religion generate +1 :c5science: Science, +1 :c5faith: Faith, +1 :c5production: Production, +1 :c5culture: Culture and +1 Fervor.
Allows for the purchase of Great Artists with Faith starting in the Industrial Era.

Nobility:
Can purchase Monasteries with :c5faith: Faith (+1 :c5faith: Faith, +1 Health)
+100% :c5production: construction rate of Castles and Armories.

Divine Right:
+1 :c5gold: Gold and -1 Crime from Castles and Armories.
+1 Health to Monastery

Serfdom:
Pastures generate +2 :c5production: Production and +1 :c5gold: Gold.
+1 :c5food: Food to Monastery

Organized Religion:
+50% Pressure in all nearby Cities without your majority Religion
+1 Fervor to Monastery and all Science buildings that produce Heresy.

Fiefdoms:
+15% :c5production: Production and City Border Growth doubled during "We Love the King Day."
+1 :c5science: Science to Monastery

Statecraft:
Opener:
+10% Influence from Trade Missions
+3 :c5gold: Gold and -1 Corruption in every City

Scalar:
+2 :c5gold: Gold and -1 Corruption in every City

Finisher:
Unlocks building the Palace of Westminster
World Wonders require 1 less unlocked Policy for every 3 City-State alliances you maintain.
Allows for the purchase of Great Diplomats with Faith starting in the Industrial Era.

Foreign Service:
Gain a Free Great Diplomat. Earn Great Diplomat 25% faster.

Trade Confederacy:
Trade Routes to City-States generate +1 Influence per turn (with the target City-State) per each owned City-State Trade Route (up to +5). +25% Yields for Trade Routes.

Shadow Networks:
+1 :c5science: Science and -1 Crime from Civil Servants. +1 :c5science: Science from Merchant Specialists. +20% Influence from Trade Missions

Consulates:
+1 Delegates in the World Congress for every 8 City-States originally in the World.
+20% Influence from Trade Missions

Exchange markets:
Resources from City-States count towards Global Monopolies. +1 Trade Route.

Artistry:
Opener:
+100% :c5production: construction rate of All Guilds.

Scalar:
+1 :c5goldenage: GAP and -1 Crime in every City.
Earn Great Writers, Great Artists, and Great Musician 5% faster

Finisher:
Unlocks building the Louvre
Allows you to see Hidden Antiquity Sites.
Allows for the purchase of Great Musician with Faith starting in the Industrial Era.

Humanism:
The amount of :c5goldenage: GAP needed to trigger a :c5goldenage: Golden Age reduced by 15%.

Refinement:
Great Works of Art gain +1 :c5culture: Culture. 2 Specialist in all Cities does not produce Unhappiness from Urbanization.

Heritage:
Great Works of Music gain +2 :c5gold: Gold. +2 :tourism: Tourism, +10 Loyalty and +2 :c5goldenage: GAP from Universities.

National Treasure:
Artifacts gain +1 :c5science: Science. A Great Person of your choice appears near your Capital.

Cultural Exchange:
Great Works of Writing gain +2 :c5goldenage: GAP. +1 :c5culture: Culture and :c5production: Production from Amphitheaters and Opera Houses.



Spoiler New Beliefs :

God of Medicine:
+1 :c5faith: Faith and +1 Health from Wells.

Goddess of Law:
+2 :c5faith: Faith and -2 Crime from Herbalist.



Spoiler Ancient Era Pseudo Policies :

Early Trade Route Policy:
Early Market:
unlocked at Agriculture
Required Building: Palace
Mutually Exclusive with: Early Lodge, Early Council
20 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5gold: Gold
+1 Gold to Merchant Specialist in this City. +1 Merchant Specialist Slot.

State Granary:
unlocked at Pottery
Required Building in empire: Early Market
20 :c5production: Production cost
No :c5gold: Maintenance
+1 Health
Internal Trade Routes to and from this City generate 2 :c5food: Food in their Origin City.

State Forge:
unlocked at Iron Working
Required Building: State Granary
20 :c5production: Production cost
No :c5gold: Maintenance
Internal Trade Routes to and from this City generate 1 :c5production: Production in their Origin City.
Allows :c5production: Production to be moved from this City along Trade Routes inside your civilization.

Trade Post:
unlocked at Currency
Required Building: State Forge
20 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5gold: Gold
Gain 1 Additional Trade Route slot.

Improved Capital Policy:
Early Lodge:
unlocked at Agriculture
Required Building: Palace
Mutually Exclusive with: Early Market, Early Council
20 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5food: Food
+1 :c5food: Food and Health from Granary in all Cities

Improved Herbalist:
unlocked at Calendar
Required Building: Early Lodge
20 :c5production: Production cost
No :c5gold: Maintenance
+2 Health
10% of :c5food: Food is carried over after a new :c5citizen: Citizen is born in this City

Improved Watermill:
unlocked at Masonry
Required Building: Early Herbalist
20 :c5production: Production cost
No :c5gold: Maintenance
+2 :c5production: Production
10% of :c5food: Food is carried over after a new :c5citizen: Citizen is born in this City

Improved Amphitheatre:
unlocked at Drama and Poetry
Required Building: Early Watermill
20 :c5production: Production cost
No :c5gold: Maintenance
+2 :c5culture: Culture and +10% :c5food: Food
10% of :c5food: Food is carried over after a new :c5citizen: Citizen is born in this City

Improved Infrastructure Policy:
Early Council:
unlocked at Agriculture
Required Building: Palace
Mutually Exclusive with: Early Market, Early Lodge
20 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5science: Science to the Council in this City.

Improved Well:
unlocked at Mining
Required Building in Empire: Early Council
20 :c5production: Production cost
No :c5gold: Maintenance
+1 Health
+5% :c5production: Production when constructing buildings.

Improved Arena:
unlocked at Masonry
Required Building: Early Well
20 :c5production: Production cost
No :c5gold: Maintenance
-1 Crime
+5% :c5production: Production when constructing buildings.

Improved Temple:
unlocked at Philosophy
Required Building: Early Arena
20 :c5production: Production cost
No :c5gold: Maintenance
+1 :c5faith: Faith
+5% :c5production: Production when constructing buildings.


Spoiler Misc :

Remove -1 Health from Flood Plains
Remove all spies gained from Renaissance Era or later.

 
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