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.

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
Faith generation for more
Science. Corruption provides more
Gold at the cost of
Production and
Food. Crime decreases
Gold,
Production,
GAP and
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.
Health affects
Food
Health can be positive (healthy) and negative (unhealthy). Healthy increases city growth by ensuring more
Food is added for growth while unhealthy decreases city growth by wasting more
Food.
Health will be affected by:
Food to the City when growing while each negative health consume an extra 1
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
Faith
Faith, +1
Food and +1
Science. 0 or negative Heresy will see no change in
Faith,
Food and
Science.
_____________
Corruption affects
Gold
Gold, -1
Production and -1
Food.
_____________
Crime affects everything.
Gold, -1
Food, -2
GAP and -1
Production.
_____________
___________________
Resource Changes:
Citrus Monopoly: +2 Health on Tile
Salt Monopoly: +2 Health on Tile
Ancient Era:
Barracks:
-1 Crime
Granary:
Nearby Wheat: +1 Health (No more
Food)
Nearby Maize: +1 Health (No more
Food)
Nearby Rice: +1 Health (No more
Food)
Nearby Bananas: +1 Health (No more
Food)
Herbalist:
+1 Health (No more
Food)
Ikanda:
+1
Culture and -1 Crime
Lodge:
Nearby Deer: +1 Health (No more
Food)
Nearby Bison: +1 Health (No more
Food)
Longhouse:
+1
Food, +1 Health, +1
Culture
Well:
+1 Health (No more
Food)
Classical Era:
Aqueduct:
+2 Health (No more
Food)
Baths:
+1
Culture and Health
Floating Garden:
+2
Food,
Production and Health
Forge:
+1
Production and -1 Health
Harappan Reservoir:
+2
Food and +3 Health
Seowon:
+1
Science and +1 Heresy
Siege Foundry:
+2
Production and -1 Health
Tavern:
+2 Crime
Water Mill:
+2
Food, +1
Production and +1 Health.
Medieval Era:
Candi:
+1 Health
Custom House:
-1 Corruption
Garden:
+1 Health
Hanse:
+2
Gold and -1 Corruption
University:
+1
Science and +1 Heresy
Wat:
-2 Crime and -2 Corruption
Renaissance Era:
Bank:
+2 Corruption
Coffee House:
+3
Food and +2 Health
Constabulary:
-2 Crime and -2 Corruption
Grocer:
+2
Food and +2 Health
Observatory:
+3
Science and +2 Heresy
Feedback and suggestions are appreciated!
Download:
Link Here.
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









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

Health can be positive (healthy) and negative (unhealthy). Healthy increases city growth by ensuring more


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


___________________
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

- +0.2 Heresy per Pop
Science buildings starting in Enlightenment Era increases Heresy
- Some Beliefs and Religious buildings decreases Heresy
- Palace provides -5 Heresy






_____________
Corruption affects

- +0.34 Corruption per Pop
- Policies and certain buildings produce Corruption.
- +3 Corruption per Pop in a Puppet



_____________
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




_____________
___________________
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

Nearby Maize: +1 Health (No more

Nearby Rice: +1 Health (No more

Nearby Bananas: +1 Health (No more

Herbalist:
+1 Health (No more

Ikanda:
+1

Lodge:
Nearby Deer: +1 Health (No more

Nearby Bison: +1 Health (No more

Longhouse:
+1


Well:
+1 Health (No more

Classical Era:
Aqueduct:
+2 Health (No more

Baths:
+1

Floating Garden:
+2


Forge:
+1

Harappan Reservoir:
+2

Seowon:
+1

Siege Foundry:
+2

Tavern:
+2 Crime
Water Mill:
+2


Medieval Era:
Candi:
+1 Health
Custom House:
-1 Corruption
Garden:
+1 Health
Hanse:
+2

University:
+1

Wat:
-2 Crime and -2 Corruption
Renaissance Era:
Bank:
+2 Corruption
Coffee House:
+3

Constabulary:
-2 Crime and -2 Corruption
Grocer:
+2

Observatory:
+3

Feedback and suggestions are appreciated!
Download:
Link Here.
Last edited: