AG Local Devt Mod for AGYRM

amateurgamer88

Emperor
Joined
Aug 24, 2018
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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:
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.
 
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. :)
 
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! :)
 
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. :)
 
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:
+25% Yields for Trade Routes. Earn Great Diplomat 50% 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).

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.

 
Last edited:
Hi everyone! It's been awhile but v0.3 is now out! Mostly bugfixes and three new policy tree added to the game. Existing policy trees were also reworked a bit.

V0.3 Changelog
Code:
Added flavor to the new buildings from v0.2.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Heresy now produces -3 Faith and +2 Food (no longer lowers Science).
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Each Crime produces -1 Gold, -1 Food and -1 Production.
All yield changes occur at the start of the turn as "instant yields" but they won't be shown up in the UI.
Known Bug: Underworld Policy Tree may appear locked but can be adopted once all requirements are met.

Spoiler Details for v0.3 :

Spoiler Ancient Era Policy Trees :


Spoiler Tradition :

Tradition focuses on the construction of an impressive Capital early game with main emphasis on :c5culture: Culture and :c5production: Production.

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 -1 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 -1 Corruption)

Finisher:
Unlocks building the University of Sankore.
+1 :c5culture: Culture and :c5production: Production in the :c5capital: Capital


Spoiler Progress :

Progress focuses on Infrastructure Early Game with main emphasis on :c5science: Science 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 :c5gold: Gold in every City.

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

Expertise:
A Settler appears near the :c5capital: Capital.

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

Fraternity:
Cities gain +4 :c5gold: Gold when they construct Buildings, scaling with Era and Gamespeed. +1 :c5gold: Gold in every City.

Finisher:
Unlocks building the Forbidden Palace.
+1 :c5science: Science in every City.


Spoiler Authority :

Authority focuses on Border Expansion and Barbarian Defense with main emphasis on Border Growth Points and Crime.

Opener:
Cities gain 5 :c5culture: Culture when their borders expand.
+25% combat bonus VS barbarians.

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

Dominance:
Cities gain 5 :c5science: Science when their borders expand. +15% :c5production: Production when training Melee units.

Tribute:
Cities gain 5 :c5gold: Gold when their borders expand. +1 :c5production: Production in every City.

Imperium:
A Settler appears near the :c5capital: Capital.

Militarism:
: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
+15 Loyalty in every City.


Spoiler Ritual :

Ritual focuses on early religion and growth with main emphasis on :c5faith: Faith and :health: Health.

Opener:
Receive 10 :c5faith: Faith when a :c5citizen: Citizen is born in your :c5capital: Capital, and 10 :c5faith: Faith for every :c5citizen: already in your :c5capital: Capital, scaling with Era.

Scalar:
+3% :c5food: Growth in every City.

Harvest:
Settlers and Workers are trained 25% faster. +1 :c5food: Food in every City.

Rituals:
Court Chapel built in :c5capital: Capital (1 Artist Slot, 1 Great Work of Art slot, +2 :c5faith: Faith)

Megaliths:
+1 :c5goldenage: GAP and :health: Health from :c5trade: City Connections. :c5gold: Gold maintenance for Routes reduced by 75%.

Worship:
+1 :c5production: Production and :health: Health in every City.

Burial:
All Shrines gain -1 Crime and +1 :health: Health.

Finisher:
Unlocks building the Karlstejn
+1 :c5food: Food from all GPTI



Spoiler Medieval Era Policy Trees :

Spoiler Fealty :

Fealty focuses on religion spread and city defense with main emphasis on :c5faith: Faith and Loyalty.

Opener:
-50% :c5faith: Faith costs for purchasing Buildings, Missionaries and Inquisitors.

Scalar:
+5 Loyalty and +3 Strength in every City

Nobility:
Can purchase Monasteries with :c5faith: Faith (+1 :c5faith: Faith. Boosts Pressure of Religious Majority emanating from this city by 25%, and increases the city's resistance to conversion by 10%.)
+100% :c5production: construction rate of Castles and Armories.

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

Serfdom:
Pastures generate +2 :c5production: Production and +1 :c5gold: Gold.

Organized Religion:
+50% Pressure in all nearby Cities without your majority Religion
+2 Fervor to Monastery and all Science buildings that produce Heresy.

Fiefdoms:
+1 :c5science: Science and :c5faith: Faith to Monastery

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.


Spoiler Statecraft :

Statecraft focuses on World Congress and City-States with main emphasis on Votes and Corruption.

Opener:
+25% Influence from Trade Missions

Scalar:
-1 Corruption in every City
+5% Influence from Trade Missions

Foreign Service:
Earn Great Diplomat 50% faster. +50% :c5production: Production towards Diplomatic Units.

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).

Shadow Networks:
+2 :c5science: Science and :c5gold: Gold from Civil Servants.

Consulates:
+2 Delegates in the World Congress for every 8 City-States originally in the World.

Exchange markets:
Resources from City-States count towards Global Monopolies. -1 Crime from Civil Servants.

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.


Spoiler Artistry :

Artistry focuses on Great People and Golden Age with main emphasis on :c5goldenage: Golden Age Points and Crime.

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

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 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. +2 :c5culture: Culture from Amphitheaters and Opera Houses.

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.


Spoiler Commerce :

Commerce focuses on Trade Routes and Technology with main emphasis on :c5science: Science and :c5gold: Gold.

Opener:
+1 :c5gold: Gold to Merchants.
+2 :c5gold: Gold to every City.

Scalar:
+2 :c5gold: Gold to every City.
+1 :c5science: Science in the Capital.

Traveling Merchants:
+25% Yields for Trade Routes. Receive 10 :c5gold: Gold when a Citizen is born in any City, scaling with Era.

Trade Guilds:
+4 :c5gold: Gold from International Trade Routes. Towns gain +3 :c5goldenage: Golden Age Points and :c5culture: Culture.

Trade Unions:
+1 :c5science: Science and :c5gold: Gold to Merchants.

Trade League:
+25% Yields when you expend Great Merchants. Great Merchants are earned 50% faster.

Foreign Trade:
+25% Yields for Trade Routes. +1 Trade Routes.

Finisher:
Unlocks building Empire State Building
+2 Trade Routes.
Allows for the purchase of Great Merchant with Faith starting in the Industrial Era





Spoiler Enlightenment Era Policy Trees :

Spoiler Industry :

Industry focuses on infrastructure and production with main emphasis on :c5production: Production and :c5gold: Building Maintenance.

Opener:
+100% :c5production: Production speed of Train Stations and Seaports.

Scalar:
Building maintenance reduced by 10%.

Free Trade:
One Additional Trade Route. +2 :c5production: Production in all Cities.

Division of Labor:
+2% :c5production: Production generated by Forges, Windmills, Workshops, Cloth Mills, Factories, Train Stations and Seaports.

Entrepreneurship:
Great Engineer are earned 50% faster. Manufactories gain +3 :c5production: Production and :c5science: Science.

Mercantilism:
Markets, Caravansaries, Customs Houses, Banks, Weigh Houses, and Stock Exchanges generate +2% :c5science: Science.

Protectionism:
:c5gold: Gold investments in Buildings reduce their :c5production: Production cost by an additional 10%. Cities earn +10 :c5food: Food when they construct Buildings, scaling with Era.

Finisher:
Unlocks building Broadway
Specialists gain -2 Corruption.
Allows for the purchase of Great Engineer with Faith starting in the Industrial Era



Spoiler Imperialism :

Imperialism focuses on expansions and puppets with main emphasis on Puppet :c5production: Production and Monopolies.

Opener:
+25% :c5production: Production for Military Units.

Scalar:
-5% :c5gold: Gold required for upgrades. Yield penalties in puppet cities reduced by 7%.

Martial Law:
+1 Movement for Naval units, Embarked units and Great Generals. :c5gold: Gold maintenance for units reduced by 25%.

Colonialism:
Each unique Global Monopoly modifier is increased by an additional 5% if it's percentage based, or +2 otherwise. +1 Sight for Naval Melee and Land Melee Units.

Exploitation:
Military Buildings (Barracks, Armor, etc.) produce -1 Crime. Military Units can be upgraded in territory owned by Vassals and friendly City-States.

Regimental System:
Earn Great Generals and Great Admirals 33% more quickly. The Great General and Great Admiral Combat Bonus aura is increased by 10% and its radius by 1 Tile.

Civilizing Mission:
Puppet Cities and Cities with a Courthouse gain +10% :c5production: Production towards buildings, with an additional 10% :c5production: Production per Era difference between your current Era and the building's Era.

Finisher:
Unlocks building the Pentagon
All Naval Units gain the Ironsides Promotion.
Allows for the purchase of Great General with Faith starting in the Industrial Era


Spoiler Rationalism :

Rationalism focuses on specialists and science with main emphasis on :c5science: Science and :c5food: Food.

Opener:
+2 :c5food: Food from all Strategic Resources

Scalar:
+3% :c5science: Science

Scientific Revolution:
Allows for the construction of Observatories in all Cities.

Enlightenment:
Receive one free Technology. +2 :c5culture: Culture from Observatories.

Empiricism:
Specialists consume 2 less :c5food: Food than normal (minimum 1).

Free Thought:
+25% Yields for Great Scientists. +2 :c5science: Science from Observatories.

Rights of Man:
+2 :c5production: Production and :c5food: Food from Villages. +2 :c5gold: Gold from Observatories.

Finisher:
Unlocks building the Bletchley Park
+33% Great Scientist rate in all Cities
Allows for the purchase of Great Scientists with Faith starting in the Industrial Era


Spoiler Underworld :

Underworld focuses on growth and culture with main emphasis on Crime and Corruption.

Opener:
+3 Corruption to all Cities.
+3 Crime in the Capital.

Scaler:
+1 Crime and Corruption in all Cities.
+5% :c5gold: Gold in the Capital.

Protection Money:
+2 :c5gold: Gold and Corruption from all Specialists.

Money Laundering:
+2 Corruption and :c5gold: Gold to all Cities.

Gang Recruitment:
Allows for the construction of Gang Hotspots in all Cities (Gang Hotspots:200% of the City's Crime is converted into :c5gold: Gold, :c5food: Food and :c5production: Production)

Organized Crime:
Allows for the construction of Crime Syndicate in all Cities (Crime Syndicate: 200% of the City's Corruption is converted into :c5gold: Gold, :c5food: Food and :c5production: Production)

Film Investments:
Great Works gain +1 Corruption, Crime and :c5culture: Culture.

Finisher:
+1 Crime and Corruption in your Capital for every 20 Citizens in your Empire.
Allows for the purchase of Great Writers with Faith starting in the Industrial Era





 
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