Knasp
Warlord
- Joined
- Sep 10, 2011
- Messages
- 266
STEAM WORKSHOP LINK: Agricultural Revolution Expanded
UPDATE: DISCONTINUED!
I'm no longer developing this mod and compatibilitty with Frontier Pass is dubious! If you want to take the code and use it for your own mod, feel free! But remember to mention me and the people who's work I've used, in your credits.
INTRO
A mod for all who enjoy more historical accuracy or historical resemblence for their Civilization experience. Basically this mod is a collection of fixes for annoyances and nitpicks, a revision of the entire tech tree and various gameplay changes. I've been changing and tweaking a lot of things without adding new content. The exceptions of course being the buildings and techs added by Dunklosteus for his Agricultural Revolution mod: Archive and Hospital.
Built upon but not compatible with Agricultural Revolution by Dunklosteus.
=============================================================================
CHANGES
I've recorded many of the initial changes in a detailed post below. Overall, most changes are recorded in the in-game descriptions, Civilopedia etc. I highly recommend accessing the Civilopedia in-game to learn more about the changes. NOTE: You can right-click items in the Tech tree, Unit portraits in the bottom-right corner or items in the City production list to directly open the Civilopedia.
Unfortuneately it's quite time consuming to log everything changed so I won't be keeping a fully detailed log anymore (2020-01-04).
=============================================================================
REQUIREMENTS
DLC
Requires both Expansions!
Other DLC's are optional. If enabled, this mod will make changes to those Unique units, buildings, wonders etc.
Not tested with NFP (New Frontier Pass). Compatibility and stability unknown!
=============================================================================
COMPATIBILITY
An add-on for integrating the units of Steel and Thunder: Unit Expansion (by Deliverator) is included in the zip-file, with the main mod.
Should also be compatible with:
Cosmetic/Graphics/UI mods
Better Civilopedia - by infixo
Real Strategy - by infixo
Jam's Difficulty Mod - by Jamifa (Recommended)
Settlers at Early Empire - by Knasp
This mod is built upon (and therefore includes) Dunklosteus' Agricultural Revolution mod. Don't try and start a game with both enabled!
Most likely not compatible with mods that changes Resource extraction or the Tech tree.
The following mods are built into this mod (at least partly), and are therefore NOT compatible:
TCS Free Walls for City-States - by thecrazyscotsman
Strategic Geography - by MR.PAT
Theater's Natural Wonders bonus - by Isukaci
Slower Pace - by DreamStates
Friends With Benefits - by Alfyn
Open Ranges - by JNR
Also not compatible with:
Better Tech Tree - since it requires the base game tech tree.
Extended Tech Tree
Better Coastal Cities and Water Tiles
=============================================================================
CURRENT MOD VERSION: 2.8.7 (2020-02-16)
2.8.6 (2020-01-19)
2.8.5 (2020-01-11)
2.8.4 (2020-01-11)
2.8.3 (2020-01-09)
2.8.2 (2020-01-07)
2.8.1 (2020-01-05)
2.8 (2020-01-04)
2.7.3 (2019-09-15)
2.7.2 (2019-09-11)
2.7.1 (2019-09-08)
2.7(2019-09-08)
2.6 (2019-08-17)
2.5.2 (2019-08-08)
2.5.1 (2019-08-08)
2.5 (2019-08-07)
2.4 (2019-07-16)
2.3 (2019-07-15)
2.2 (2019-07-13)
2.1 (2019-07-12)
2.0 (2019-07-08)
1.9 (2019-07-01)
1.8 (2019-06-26)
1.7 (2019-06-23)
=============================================================================
WHAT'S NEXT?
Development is currently paused, and unlikely to continue. Feel free to develop it further or use any part of the code for your own mod(s).
=============================================================================
UPDATE: DISCONTINUED!
I'm no longer developing this mod and compatibilitty with Frontier Pass is dubious! If you want to take the code and use it for your own mod, feel free! But remember to mention me and the people who's work I've used, in your credits.
INTRO
A mod for all who enjoy more historical accuracy or historical resemblence for their Civilization experience. Basically this mod is a collection of fixes for annoyances and nitpicks, a revision of the entire tech tree and various gameplay changes. I've been changing and tweaking a lot of things without adding new content. The exceptions of course being the buildings and techs added by Dunklosteus for his Agricultural Revolution mod: Archive and Hospital.
Built upon but not compatible with Agricultural Revolution by Dunklosteus.
=============================================================================
CHANGES
I've recorded many of the initial changes in a detailed post below. Overall, most changes are recorded in the in-game descriptions, Civilopedia etc. I highly recommend accessing the Civilopedia in-game to learn more about the changes. NOTE: You can right-click items in the Tech tree, Unit portraits in the bottom-right corner or items in the City production list to directly open the Civilopedia.
Unfortuneately it's quite time consuming to log everything changed so I won't be keeping a fully detailed log anymore (2020-01-04).
Spoiler HIGHLIGHTS :
- Techs and Civics are more expensive, progressively increasing with each era. The tech tree has been edited in order to force a more historical progression and to reduce the weird beelining that often occurs in Civ 6.
- Resource maintenance has been changed for many units. All horse-units require Horses as upkeep (no niter cavalry), otherwise Gunpowder units require Niter, some Ships require Coal and other vehicles require Oil. Without the resource, these units will generally be reduced to 1 movement point, 1 sight range and the standard -20 CS penalty.
- Sight range has been reduced to 1 for (almost) all units on flat ground, but units can see further upon hills. Settlers, Recon class and Flying units all start with 2 or more base sight range.
- All combat units suffer attrition damage of -2 HP per turn outside your borders and all but recon class suffer an additional -2 in enemy territory.
- All kills grant +4 Great General or +12 Great Admiral points, depending on the unit.
- Field Cannon, Machine Gun, AT-Crew and Modern AT now act as Support units, offering their escorting units a ranged attack and/or other combat bonuses, like improving City ranged strikes. (In order to make this work, all melee-oriented units now start with 1 ranged strength and 0 range).
- Naval movement has been scaled up to reflect the historical benefits of sea travel. Ocean tiles require more movement. Use your naval units to escort embarked units at their higher speed.
- Most units after the Ancient era now require Buildings, like Barracks and Stables, in order to produce them. Production and resource costs have been reduced overall but maintenance costs are increased.
- Builders can now build all roads, except railroad.
- Recon units have been improved in several ways and Military Engineers are now much more useful.
- Walls start with higher CS but cost more to build and maintain. City strike strength does not increase automatically after Medieval era. Cities with urban defenses (Steel tech) grant enemies full damage vs. outer defenses when adjacent, which means it should be possible to conquer cities in the later eras without Siege units.
- Ancient era lasts 60-100 turns, and all other eras will require 40-100 turns. World Congress starts in the Renaissance era, instead of the Medieval era. Difference between Dark and Golden age loyalty pressure reduced to 0.5 (was 1.0).
- Food yields have been reduced overall, and it should require a bit more planning and effort to get cities to grow. City Centers and Harbors grant neighboring water tiles +food. Fishing Boats can now be built on all Coast/Lake tiles, but water yields now depends a lot on having a Harbor district and its buildings. Fishing Boats can be built on Ocean tiles after Cartography is researched.
- Tundra has been renamed to Taiga (as it makes a lot more sense). Farms can now be built on flat Taiga terrain, after researching Bronze Working. Many other changes to resource and feature placement rules, yields etc.
- Campus now receives adjacency bonus from Resources instead of Mountains/Rainforest.
- All Civilizations' Trade Routes now yield +1 Science/Culture for every Tech/Civic that the sending Civ is behind the destination Civ and trade routes give the destination Civ approximately 50% of the amount of Gold that the sending Civ receives.
- Meeting City-states no longer grants free envoys and sending envoys no longer gives you bonuses to all Buildings in your entire Civilization, instead each level gives a flat bonus to the Capital. The unique Suzerain-bonuses have been left intact!
- And much more...
=============================================================================
REQUIREMENTS
DLC
Requires both Expansions!
Other DLC's are optional. If enabled, this mod will make changes to those Unique units, buildings, wonders etc.
Not tested with NFP (New Frontier Pass). Compatibility and stability unknown!
=============================================================================
COMPATIBILITY
Spoiler MODS :
An add-on for integrating the units of Steel and Thunder: Unit Expansion (by Deliverator) is included in the zip-file, with the main mod.
Should also be compatible with:
Cosmetic/Graphics/UI mods
Better Civilopedia - by infixo
Real Strategy - by infixo
Jam's Difficulty Mod - by Jamifa (Recommended)
Settlers at Early Empire - by Knasp
This mod is built upon (and therefore includes) Dunklosteus' Agricultural Revolution mod. Don't try and start a game with both enabled!
Most likely not compatible with mods that changes Resource extraction or the Tech tree.
The following mods are built into this mod (at least partly), and are therefore NOT compatible:
TCS Free Walls for City-States - by thecrazyscotsman
Strategic Geography - by MR.PAT
Theater's Natural Wonders bonus - by Isukaci
Slower Pace - by DreamStates
Friends With Benefits - by Alfyn
Open Ranges - by JNR
Also not compatible with:
Better Tech Tree - since it requires the base game tech tree.
Extended Tech Tree
Better Coastal Cities and Water Tiles
=============================================================================
CURRENT MOD VERSION: 2.8.7 (2020-02-16)
Spoiler PREVIOUS VERSIONS: :
2.8.6 (2020-01-19)
2.8.5 (2020-01-11)
2.8.4 (2020-01-11)
2.8.3 (2020-01-09)
2.8.2 (2020-01-07)
2.8.1 (2020-01-05)
2.8 (2020-01-04)
2.7.3 (2019-09-15)
2.7.2 (2019-09-11)
2.7.1 (2019-09-08)
2.7(2019-09-08)
2.6 (2019-08-17)
2.5.2 (2019-08-08)
2.5.1 (2019-08-08)
2.5 (2019-08-07)
2.4 (2019-07-16)
2.3 (2019-07-15)
2.2 (2019-07-13)
2.1 (2019-07-12)
2.0 (2019-07-08)
1.9 (2019-07-01)
1.8 (2019-06-26)
1.7 (2019-06-23)
=============================================================================
WHAT'S NEXT?
Development is currently paused, and unlikely to continue. Feel free to develop it further or use any part of the code for your own mod(s).
=============================================================================
Last edited: