Knasp

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Sep 10, 2011
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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.


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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...



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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:
Detailed list of changes as of 2.7.3 (excluding changes made by the Agricultural Revolution mod unless noted):

Vanilla = Civilization VI base game, without any mods
AgRev = Dunklosteus' Agricultural Revolution mod
CS = Combat Strength

Technologies
  • Entire tech tree revised. Items have been moved and prerequisites changed in order to force a more historical progression.
  • Science per population changed to 0.5 (was 0.7).
  • Medieval Era techs cost 1.8 times more Science points.
  • Renaissance Era techs cost 2.2 times more Science points.
  • Industrial Era techs cost 2.6 times more Science points.
  • Modern Era techs cost 3 times more Science points.
  • Atomic Era techs cost 3.4 times more Science points.
  • Information Era techs cost 3.8 times more Science points.
  • Future Era techs cost 4.0 times more Science points.
  • Boosts (Eurekas) now provide only 30% of total cost (was 40).
Civics
  • Code of Laws 50% more expensive (to make early Monuments more useful).
  • Classical Era civics cost 2.0 times more Culture points (was 1.15 in AgRev).
  • Medieval Era civics cost 2.4 times more Culture points (was 1.25 in AgRev).
  • Renaissance Era civics cost 2.8 times more Culture points (was 1.5 in AgRev).
  • Industrial Era civics cost 3.2 times more Culture points (was 1.75 in AgRev).
  • Modern Era civics cost 3.2 times more Culture points (was 1.75 in AgRev).
  • Atomic Era civics cost 3.2 times more Culture points (was 1.75 in AgRev).
  • Information Era civics cost 3.8 times more Culture points (was 1.85 in AgRev).
  • Future Era techs cost 3.8 times more Culture points.
  • Boosts (Inspirations) now provide only 30% of total cost (was 40).
Terrain
  • Coast/Lake yield 0 Food and Gold without Harbor (was 1).
  • Ocean tiles yield 0 Food and require 5 movement.
  • Hills gives +5 defense (was 3).Flat Desert tiles requires 2 movement (until Celestial Navigation is researched).
  • Desert hills requires 3 movement.
  • Tundra is renamed to Taiga.
  • Snow requires 2 movement and 3 for hills (unless you have the Alpine promotion).
Features
  • Reefs yield 1 food and culture (was food and production).
  • Desert floodplains yield 1 food and faith (was food).
  • Geothermal fissures cost +1 Movement.
  • Woods cost +4 Movement and gives +5 defense (was 1, 3).
  • Rainforests cost +5 Movement and gives +6 defense (was 1, 3).
  • Marshes cost +6 Movement and gives -2 defense (was 1, 0).
  • Cavalry units no longer get defensive bonuses from Woods and Rainforests against Melee, Anti-Cavalry, Recon and Siege class attackers.
Bonus and Luxury resources
  • Increased frequency of Deer placed on the map to 6 (was 4).
  • Increased frequency of Sheep placed on the map to 6 (was 4).
  • Increased frequency of Copper placed on the map to 6 (was 4).
  • Mercury is now revealed by Bronze Working tech (was Alchemy in AgRev).
  • Diamonds and Silk are now revealed by Currency tech (was Mining, Apprenticeship in AgRev).
  • Sugar is now revealed by Apprenticeship tech (was Irrigation in AgRev).
  • Coffee is now revealed by Medieval Faires civic (was Irrigation in AgRev).
  • Crabs are only placed adjacent to land, but can now be placed on Reefs.
  • Pearls are only placed adjacent to land, but can now be placed on Reefs.
  • Pearls yield +1 Culture and +2 Gold (was +1 Faith and Gold).
  • Turtles yield +1 Culture and Faith, and -1 Food (was +1 Science).
  • Turtles are only placed on Reefs adjacent to land (was Reefs).
Strategic resources
  • Increased frequency of Niter and Coal placed on the map.
  • Mines on Iron don't accumulate any Iron with Bronze Working. (But at least you can see where the deposits are).
  • Iron extraction start at 1 per turn from Iron Working, +1 from Engineering, +1 from Industrialization and +1 from Steel (total of +4 per turn).
  • Horse accumulation start at 1 per turn from The Wheel, +1 from Horseback Riding, +1 from Stirrups and +1 from Feudalism (total of +4 per turn).
  • Pastures on Cattle grant 1 Niter per turn, after researching Metal Casting.
  • Oil accumulates 1 per turn and gets +2 after researching Combustion.
  • Aluminium is revealed earlier, with the Refining tech (was Radio).
  • Aluminium accumulates 1 per turn and gets +1 from Flight and +1 from Advanced Flight (total of 3 per turn).
  • Uranium is revealed earlier, with the Refining tech (was Combined Arms).
  • Uranium only accumulates 1 per turn until Nuclear Fission, then 3 per turn (+2).
Improvements
  • Farms get +1 food for every 3 adjacent farms with Irrigation tech.
  • Farms get +1 Food for being adjacent to a River after Irrigation is researched. (Agrev).
  • Farms can be built on Desert with Irrigation.
  • Farms get +1 Food if adjacent to Oasis, after Irrigation is researched.
  • Farms get +1 production for every adjacent pasture, with Animal Husbandry tech.
  • Farms get +1 Gold with Early Empire (Agrev)
  • Farms can be built on flat Taiga (Tundra) terrain after researching Iron Working.
  • Farms can be built on Taiga Hills after researching Civil Engineering.
  • Fishing Boats can now be built on every Coast/Lake tile.
  • Fishing Boats gain +1 Production if Liang is in the city and has the Aquaculture promotion (was Fisheries).
  • Fishing Boats can now be built on Ocean tiles, after Cartography is researched, but they get -2 Gold compared to Coast tiles.
  • Fisheries no longer has a base yield of +1 Food, instead they get 1 Food for each adjacent Fish, Crabs and Whales resource. However they give +0.5 housing.
  • Fisheries yield +1 Gold if Liang is in the City and she has Aquaculture promotion (Production bonus moved to Fishing Boats in 1.9).
  • Quarries get +1 Gold for being adjacent to a River.
  • Quarries get +1 Gold for every adjacent Coast/Lake tile.
  • Quarries gives city +1 production towards buildings and wonders.
  • Stone quarries also gives city +1 production towards districts.
  • Lumber Mills get +1 Gold for being adjacent to a River.
  • Lumber Mills get +1 Gold per 2 adjacent Coast/Lake tiles.
  • Fort, Roman Fort, Great Wall, Maori Pa and Alcazar give +8 defense (was 4).
  • Missile Silos and Airstrips give +1 defense (was 0).
Routes / Roads
  • Builders can now build all roads, except Railroads.
  • Ancient Roads no longer cost any build charges and are unlocked by Animal Husbandry tech.
  • Classical Roads now require Ancient Roads on the tile in order to be built, and are unlocked by Construction tech.
  • Industrial Roads are unlocked by Economics tech.
  • Modern Roads are unlocked by Combustion tech.
  • Railroads now costs 1 build charge, and 4 iron (was 0, 2).
City center
  • Coastal Cities border expansion is 10% faster.
  • City-center or Harbors now gives adjacent Coast tiles +1 Food (no stacking).
  • Granary: Gives city +2% population growth for every Farm, Fishing Boats, Fishery, Plantation (Banana, Olives, Spices and Sugar), Polder and Terrace Farm. Also gives the city +5% to growth if Civilization has a Salt Mine.
  • Capturing a City no longer removes buildings, except for walls and Encampment district.
  • Captured Cities will start at 30% HP (was 50%).
  • Default Garrison HP is now 400 (was 200).
  • City Garrison heal 10 HP per turn (was 20).
    • Ancient Walls adds 150 Fortification HP (was +100) and +5 Outer Defense Strength.
    • Medieval and Renaissance walls each grant the city +5 Outer Defense Strength (was +3).
  • City Centers no longer have a free air slot (Aerodromes or Aistrips required).

Aerodrome
  • No longer requires population to build (like Aqueduct).
  • Can now be boosted by Military Engineer (10% per charge).
  • Gets +1 Gold per adjacent district, wonder and Resort improvement.
Campus
  • No longer gets Science adjacency from Rainforests nor Mountains.
  • Gets +1 Science for each adjacent Resource.
  • Gets +1 Science for each adjacent Spaceport.
  • Science adjacency bonus required for "Splendid Campus" (Era score) is now 4 (was 3).
Commercial Hub
  • Now gets +1 Gold for every adjacent Bonus resource.
Encampment
  • No longer yields Great General points, but buildings like Barracks still do. Instead points are generally gained from kills (see Great People section).
  • Yields +1 production and +1 culture.
  • Can now be boosted by Military Engineer (10% per charge).
Harbor
  • Gives adjacent Coast/Lake tiles +1 Food (does not stack with City-center bonus).
  • +1 Gold to all Fishing Boats and Reefs in city when built.
  • Gets +1 production for every adjacent Woods and Rainforest.
  • Gets +1 production for every adjacent Lumber Mill improvement.
  • Gets +1 production for every Taiga tile with Woods.
  • Yields 1 Merchant point instead of Admiral point (Buildings still yield Admiral points).
  • Royal navy dockyard yields 1 Merchant and 1 Admiral point. (was 2 admiral).
  • Lighthouse - no longer gives Coast/Lake tiles extra Food, instead gives +2 Gold (same as Market) and gives , Crabs Fishing Boats on Fish, Crabs and Whales +1 Food.
  • Shipyard - gives +1 Food for all Fishing Boats.
Industrial Zone
  • Gets +1 production if placed adjacent to river.
Theater Square
  • Gets +1 Culture from every adjacent Natural Wonder tile.
Wonders
  • Some wonders have been moved to later Techs, since they became available too early.
  • Some later wonders now cost Iron, like Eiffel Tower (Agrev).
City-states
  • Level 1, 2 and 3 of envoys give the same bonus to the Capital city. This means that you get +1 yield for each level (or +2 Gold from Trade-type).
  • Get a free special building called "City-State Military Center" that allows them to build Units that would otherwise require Districts and Buildings that they are likely to miss (see 'Building requirements for Units' section).
  • Get free Ancient Walls in the Classical Era, free Medieval Walls in the Medieval Era and free Renaissance Walls in the Renaissance Era.
  • Get free Gold to help them pay for unit maintenance and to help upgrade their Units.
Eras & Golden Ages
  • Ancient Era lasts 60-100 turns (was 40-60).
  • Modern Era now starts in 1850 (was 1900)
  • Atomic Era now starts in 1930 (was 1945).
  • Information Era now starts in 1970 (was 1995).
  • Golden Age dedication: "Reform the coinage" no longer gives plunder immunity to Traders. Instead it gives +2 trade route capacity and +5 gold per speciality district (was +3).
Great Persons
  • The cost for Great Persons has been doubled, to match the slower pace of tech and civic progression.
  • Every unit killed by a land unit or aircraft yields 4 Great General points.
  • Every unit killed by a naval unit yields 12 Great Admiral points (because naval kills probably won't be as common).
World Congress / Emergencies
  • World Congress now starts in the Renaissance Era (was Medieval)
  • Disaster Aid Emergency
    • Only lasts 10 turns, in order to limit the insane Gold gifting (was 30).
    • Send Aid project cost reduced to 1/3.
    • Civilizations that are at war with the target of a Send Aid emergency now start with -1000 emergency score.
Diplomacy
  • A.I. should now value Open Borders higher, meaning that they should ask for greater payment.
  • Open borders now requires that both Civilizations have the Writing technology and the target Civilization needs to have the Foreign Trade Civic.
  • A.I.'s that are Declared Friends will not complain about having troops on the border.
  • Grievances decay by 2 points less per turn, for every Era (to match the slower tech/civic pace).
  • Diplomatic Actions:
    • Offer Trade now requires that both Civilizations have the Writing technology and the Foreign Trade Civic.
    • Demand Tribute now requires that both Civilizations have the Writing technology and the Foreign Trade Civic.
    • Joint War now requires that both Civilizations have the Writing technology and the Foreign Trade Civic.
    • Join Ongoing War now requires that both Civilizations have the Writing technology and the Foreign Trade Civic.
Espionage
  • The Spy Capacity granted by Techs, Civics and Government buildings have been doubled.
Trade
  • All trade routes now gives the destination Civilization approximately 50% or less of the Gold amount that the sending Civilization gets (it's based on the number of districts).
  • Trade routes land range refuel is now 10 (was 15).
  • Trade routes water range refuel is now 45 (was 30).
  • Trade route turn duration is now 0 (was 20), which means that a trade route is finished as soon as the trader unit returns to your city.
  • Trade route duration is no longer added to depending on the Era (should work).
Governments
  • All Governments now grant the bonus:
    • Trade routes to Civilizations that are ahead of you in Tech/Civics yield +1 Science/Culture for every one that you're lacking.
Religion
  • Religious pressure from adjacent city is now 2 per turn (was 1).
  • Religious pressure from a trade route for the Destination city is now 1 per turn (was 2 in 2.5).
  • Religious pressure from a trade route for the Origin city is now 1 per turn (was 0.5).
Barbarians
  • Barbarian Outposts minimum distance to other camps is now 3 tiles (was 7).
  • Barbarian Outposts should no longer appear in Snow terrain.
  • Barbarian Outposts require horses within 2 tiles to produce cavalry units (was 1 in AgRev).
  • Barbarian Outposts gives +4 defense (was 0).
  • Barbarian Horse Archer now has 4 moves, 20 CS and 20 Ranged Strength (was 3, 10, 15).
  • Barbarian Horse Archer now get +CS from Bronze- and Iron Working, and Construction.
  • Barbarian Hose Archer now requires Horseback Riding and upgrades to Crossbowman.
  • Barbarian Horseman now has 4 moves and 36 CS (was 3, 20).
  • Barbarian Horseman now requires Horseback Riding and upgrades to Courser.
  • Barbarian Raider now upgrades to Ironclad.
Combat & Healing
  • Embarked units in Ancient Era have 25 CS (was 15).
  • Embarked units in Medieval Era have 30 CS (was 15).
  • Embarked units in Renaissance Era have 35 CS (was 30).
  • Galley and Quadrireme get +5 CS with Shipbuilding/Mathematics.
  • Flanking bonus is now +4 CS per unit (was 2).
  • Musketman, Infantry, Field Cannon, Machine Gun get +5 CS vs. Anti-Cavalry units (was all melee class units in Vanilla, and removed completely in AgRev).
  • Cavalry units no longer get defensive bonuses from Woods and Rainforests against Melee, Anti-Cavalry, Recon and Siege class attackers.
  • Settlers become Workers when captured.
  • Support units can now be captured (except for Drones).
  • Land Units heal 20 HP per turn in Friendly territory (was 15).
  • Naval Units heal 25 HP per turn in friendly territory (was 20).
  • Units heal 25 HP per turn in a district (was 20).
  • All kills (by units) grant Great General and Admiral points (see Great People section).
Ranged Strikes (City Centers & Encampments)

Ranged Strikes were previously all but disabled but have now been changed to the following:
  • Cities with walls will start out with a minimum Ranged Strike Strength of 5 (was 3).
  • Building an Archer should increase the strength to 15.
  • Building a Crossbowman should increase the strength to 20.
  • Completing the first Tech/Civic of the Industrial Era should increase the strength to 30.
  • Building a Field Cannon should increase the strength to 32.
  • Completing the first Tech/Civic of the Atomic Era should increase the strength to 42.
  • Building a Machine Gun should increase the strength to 45.
Naval Units
  • All naval and embarked units lose 1 HP every turn (naval attrition).
  • Naval movement has been scaled up relative to land units.
  • All naval units except Carriers can now do Coastal Raids.
  • All naval units can now escort embarked units at their higher speed.
  • All naval units now protect adjacent Traders from being plundered (except for submarines).
  • Caravel, Frigate, Privateer and their Unique unit replacements gets minus moves when adjacent to land or Ice.
  • Caravels and later naval units can ignore the extra cost of Oceans, which includes any escorted unit.
  • Great Admirals movement now scales up with new Technologies.
  • Gold maintenance costs for Battleship, Aircraft Carrier, Destroyer and Missile Cruiser have been doubled.
  • Combat strength of Modern and later era Naval units have been increased by 10-15 points compared to land units.
  • Submarines now get +10 CS when defending against land unit.
  • Submarines will deal minimum damage when attacking land units.
Embarked Units
  • Embarking/Disembarking now requires an entire turn, unless it's done via Coastal city/Harbor.
  • Embarked movement now scales up with new Technology if you have a surplus of Coal (Steam power), as well as a surplus of Oil (Combustion).
  • Embarked units have +100% maintenance cost if they're not adjacent to fertile land (Taiga, Plains, Grass, Desert, incl. Hills)
  • Embarked units are reduced to a sight range of 1.
Land Units
  • All civilian land units are reduced to 2 Movement (no more fast scouting with GP).
  • All units' Base sight range have been reduced to 1, except for Settlers, Recon class units, and a few units in the Modern and later eras.
  • Most units gain +1 sight range when standing on a hill.
  • Gold maintenance cost for units is doubled when they are in enemy territory, except for Recon units.
  • Gold maintenance cost for all units has been increased by 1, except for Settlers, Builders and Traders.
  • Pillaging now costs all of your movement points, unless units have the promotions reducing this.
  • Most siege and support units, like Battering rams and Catapults for e.g. are reduced to 1 Movement. Better embark them whenever you can...
  • All Support Units, except Drones, can now be captured. Drones retreat!
  • Land melee and anti-cavalry units now require any level 2 promotion to exert Zone of Control. Except for Infantry and later land units.
  • Recon class units:
    • Get +10 CS when defending vs. Ranged and City Attacks (Skirmishing).
  • Military Engineer:
    • Start with 8 build charges (was 2), England starts with 12 (was 4).
    • Can now boost production of Encampments, Aerodromes and related Buildings (10% boost per charge).
    • Can be captured by enemies and become a Builder.
  • Cuirassier and the Cavalry unit now requires 2 horses per turn (was 1).
  • Ancient, Classical and Medieval era units now become obsolete after researching one of the following:
    • Military Tactics, Metal Casting, Ballistics, Military Science, Steam Power or Rifling (except for Unique Units).
  • Some Renaissance and Industrial Era units become obsolete after researching on of the following:
    • Steel, Combustion, Combined Arms, Advanced Ballistics.
  • Supply convoy gives adjacent units +6 Movement bonus (was 1), but only with access to Oil.
  • Artillery now requires 1 Niter per turn (was Oil).
  • Aircraft have scaled up movement and range, relative to land unit movement.
  • Spec Ops now requires access to Oil in order to use its Paradrop ability.
  • Nuclear Submarine requires 1 Uranium per turn (was Oil after latest patch).
Promotions
  • Recon
    • Alpine: Lets the unit ignore extra movement cost from Hills and Snow terrain, and grants +3 CS when defending there.
    • Ranger: Lets the unit ignore extra movement cost from Woods and Rainforest, and grants +3 CS when defending there.
  • Siege:
    • Expert Crew: Gives the unit +1 Movement and ability to Move & Shoot.
Building requirements for Units (only 1 required):
  • Barracks or Stables: Catapult, Military Engineer, Knight, Musketman, Pike and shot
  • Lighthouse: Caravel, Privateer, Frigate, Jong, Sea Dog, De Zeven Provincien, Barbary Corsair
  • Workshop: Catapult, Bombard, Field Cannon, Ranger
  • Armory: Bombard, Field Cannon, Ranger, Cavalry, Cuirassier
  • University: Medic
  • Shipyard: Ironclad
  • Military Academy: Medic, Infantry, Machine Gun, Spec Ops, AT-Crew
  • Seaport: Battleship, Submarine, Aircraft Carrier, Destroyer, Nuclear Submarine, Missile Cruiser
  • Factory: Infantry, Artillery, Supply Convoy, Machine Gun, Observation Balloon, Biplane, Fighter, Bomber, Anti-Air Gun, Tank, AT-Crew, Helicopter, Drone, Modern AT, Mobile SAM, Mechanized Infantry, Rocket Artillery, Modern Armor, Jet Fighter, Jet Bomber, GDR
  • War Department: Infantry, Artillery, Supply Convoy, Machine Gun, Observation Balloon, Biplane, Fighter, Bomber, Anti-Air Gun, Tank, AT-Crew, Helicopter, Drone, Modern AT, Mobile SAM, Mechanized Infantry, Rocket Artillery, Modern Armor, Jet Fighter, Jet Bomber, GDR, Spec Ops
  • Hangar: Observation Balloon, Biplane
  • Airport: Fighter, Bomber, Helicopter, Drone, Jet Fighter, Jet Bomber
  • National History Museum: Archaeologist
  • Royal Society: Archaeologist
  • Broadcast Center: Rock Band
  • Sydney Opera House: Rock Band
Civilizations - Traits, Unique units etc.
  • All Civilizations' Unique Units that replace units mentioned above are also affected by the same changes:
    • For e.g. Norwegian 'Viking Longboat' protects adjacent Traders, Suleiman's Janissaries get +5 CS vs. Anti-Cavalry units and +1 sight on hills, and a Seaport is required to build a German U-boat.
  • Russia
    • Peter's: The Grand Embassy trait has been changed to yielding 1 Science and Culture per international trade route.
  • Phoenicia
    • Embarked settlers only get +1 Sight range. (was +2).
  • Maori
    • Start with Celestial Navigation instead of Shipbuilding.
    • Maori no longer culture bomb when building Fishing Boats, but instead get +10% border expansion rate in Coastal cities (+20% in total).
    • Maori get no extra embarked movement since naval movement speed starts out high already. (was +2).
    • Maori units can now ignore extra cost of Oceans until you settle your first city (in order to reduce early era circumnavigation and exploration).
  • India
    • Indian Varu now costs 10 Iron to build (was 0) and cost 3 Gold in maintenance (was 2).
  • Mapuche
    • Malon Raider now costs 10 Horses to build and requires 1 Horse per turn (was 0, 0).
  • Ottomans
    • Janissary now cost 10 Iron and 1 Niter per turn.
  • Norway
    • Now has a moderate start bias towards Taiga terrain.
    • Embarked units get a maintenance discount of 1 Gold per turn (needs verification).
    • Berserker unit doesn't have an increased maintenance cost when embarked.
  • Sweden
    • Now has a moderate start bias towards Taiga terrain.
  • Sumer (Sumeria)
    • War Cart now replaces Heavy Chariot, gets the same CS and requires Horses, but with cheaper production cost, gold maintenance, resource cost and maintenance.
    • Gets a start bias for Horses.
 
Last edited:
Interesting mod, I'm going to try it out! :) (Will give feedback ofc, whenever I will have any)

I'd have two small observations already, if I may:

- what was the motivation behind the City-State bonuses change? It feels quite weak compared to the vanilla one (which strengthens Wide much more)
- I personally increased the Great Person points so that they align better with the increased tech and civics costs (in theory, will see in practice). Maybe it's something that was left out? :)
 
Interesting mod, I'm going to try it out! :) (Will give feedback ofc, whenever I will have any)

I'd have two small observations already, if I may:

- what was the motivation behind the City-State bonuses change? It feels quite weak compared to the vanilla one (which strengthens Wide much more)

Personally, I didn't like how much City-state type bonuses boosted all your cities. I want tech and civic progression to depend less on having city-state envoys, since most envoys are just awarded automatically and you don't have to put much effort into getting them. Envoys boosting the capital makes sense to me. In any case, I got the idea and motivation from Elhoim, commenting the june patch:

Cool. I expected a bigger bump, but that's not bad. The main problem for me about the tech pace are the city states, and the bonuses to buildings. What's more, except for production, the bonuses they give to every building really unbalances everything, as they reinforce the snowballing and ICS. They can add anything they want to the T3 buildings, but as long as they keep the cities state bonuses, is better to plop down more cities and get bigger yields.

I understand they wanted them to scale better into the lategame, but the stacking of bonuses of 2-3 city states really throws the balance out of the window. They should give a +1 for science and culture (and maybe less to the others as well). Personally I went for a flat +2 to your capital for all tiers, as I dislike the huge power they give and this philosophy of "magical yields" that come out of nowhere. I understand the CS giving some resources, but the abilities related to them are practically magical, creating yields and resources out of nowhere. Flat yields, access to resources and the suzerain bonus is enough.

Secondly,

- I personally increased the Great Person points so that they align better with the increased tech and civics costs (in theory, will see in practice). Maybe it's something that was left out? :)
I'm not sure what you mean, and it might be because I'm ignorant of the Great People game mechanics. Does the increased tech and civic costs affect the amount of GPP's needed to recruit Great people? In my current game, Civs have recruited all Great Writers before the Modern Era ones, and we were only in the Renaissance.

Or do you mean that the number of points required (i.e. cost) should be increased?
 
Personally, I didn't like how much City-state type bonuses boosted all your cities. I want tech and civic progression to depend less on having city-state envoys, since most envoys are just awarded automatically and you don't have to put much effort into getting them. Envoys boosting the capital makes sense to me. In any case, I got the idea and motivation from Elhoim, commenting the june patch:
Sounds reasonable to me. I was just curious :)

I'm not sure what you mean, and it might be because I'm ignorant of the Great People game mechanics. Does the increased tech and civic costs affect the amount of GPP's needed to recruit Great people? In my current game, Civs have recruited all Great Writers before the Modern Era ones, and we were only in the Renaissance.

Or do you mean that the number of points required (i.e. cost) should be increased?
Yeah basically. Slower game pace -> more time to get Great Persons. It creates that weird experience that all Great Persons are recruited ages before they "should be", like what you described.

I think that tech/civic and GP points aren't correlated but not sure. I increased GPP just in case like this :D
Spoiler code :

Code:
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_ANCIENT';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_MODERN';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_ATOMIC';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_INFORMATION';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_FUTURE';


Just an idea / feedback, you don't have to add it if you feel like it's fine, I just thought I will mention :)
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

Fixes and changes

======================
Fixes:

Future Era techs and civics that were unlocked ahead of time should now be fixed.
Iron working text should now be fixed
Removed text from Celestial Navigation about moving faster on Desert terrain.

======================
Eras and pacing:

Ancient Era can now last 60-100 turns (Thanks R2D2 3!)
Golden Age dedication: "Reform the coinage" no longer gives Traders plunder immunity. Instead it gives +2 trade route capacity and +5 gold per speciality district (was...

Read the rest of this update entry...
 
Sounds reasonable to me. I was just curious :)


Yeah basically. Slower game pace -> more time to get Great Persons. It creates that weird experience that all Great Persons are recruited ages before they "should be", like what you described.

I think that tech/civic and GP points aren't correlated but not sure. I increased GPP just in case like this :D
Spoiler code :

Code:
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_ANCIENT';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_CLASSICAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_MEDIEVAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_RENAISSANCE';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_INDUSTRIAL';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_MODERN';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_ATOMIC';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_INFORMATION';
UPDATE Eras SET GreatPersonBaseCost = GreatPersonBaseCost*2 WHERE EraType = 'ERA_FUTURE';


Just an idea / feedback, you don't have to add it if you feel like it's fine, I just thought I will mention :)
Thanks for the great suggestion! I've included your code in the new update today. Also added your username to the credits list.
 
Thanks for the great suggestion! I've included your code in the new update today. Also added your username to the credits list.
Hehe, thanks! I deserve no such credit tho! :D

I almost forgot about it, but since I'm messing with my own mod left and right (but never finishing...) I had the idea maybe it's something that would be useful! I'm glad I could help! :)

Keep up the good work!
 
I am playing as Greece and from very begining i can build City-State Military Center in my capital city. I think that is a bug.
 
I am playing as Greece and from very begining i can build City-State Military Center in my capital city. I think that is a bug.
Thanks for reporting but it's actually working as intended.

The problem is that if I try and make the building exclusive to city-states via a trait, then the code that gives them the building for free stops working.

So the compromise has so far been to increase the production cost to an impossible amount.
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

More fixes

======================
Fixes:
Extra Horse accumulation from The Wheel Technology wasn't working.
Engineering boost wasn't updated (now it matches the text).
Goddess of the Hunt text had an outdated and incorrect text description.
Corrected text for Archers and combat bonuses again (iron working only gives +2).
Ziggurat improvement had an outdated and incorrect civilopedia description.
Added text to Hospital to describe its healing ability.
Moved Incan Unique Unit Warak'aq to Military Tactics...

Read the rest of this update entry...
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

Combat fixes

======================
Fixes:

Corrected text for Anti-cavalry units to make it clear that their Strength bonus only applies when defending against light and heavy cavalry.
Archers received a general strength increase instead of just ranged strength (from Bronze Working, Iron Working and Construction).

======================
Combat:

Cavalry units no longer get defensive bonuses from Forests and Rainforests against melee, anti-cavalry, recon and siege class attackers.
Swordsman no longer...

Read the rest of this update entry...
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

Big update

======================
Fixes:

Supply Convoys exceeded the intended movement (since it gets its own bonus). It should now function as intended.
Several descriptions updated, for e.g. building descriptions now list the units that they can recruit.

======================
Strategic resources:

Horses extraction rates adjusted. Starts at 1 and gets +1 from Horseback riding, +1 from Stirrups and +1 from Feudalism (total of +4 per turn).
Iron extraction rates adjusted. Starts at 0 and gets +1...

Read the rest of this update entry...
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

Quick fixes

======================
Fixes:

Added text for new Commercial Hub adjacencies.
Updated text for Traders (which still said they had land range 12).
Added text to Fishing Boats that they can be built on Oceans, with Combustion.
City-state Military Center building can no longer be built in 1 turn (caused by me putting too many digits for the 'Cost' attribute).
China's Dynastic Cycle trait now has the correct description.

======================
Units:

Military Engineers can now be captured by...

Read the rest of this update entry...
 
Knasp updated Agricultural Revolution - Expanded with a new update entry:

Lots of changes!

Fixes:

Descriptions for Caravel, Frigate and Privateer now show correct movement adjustment for Coast/Lake terrain.
Description for Machu Picchu updated to reflect earlier changes.
Pastures no longer give food to adjcent Districts.
Farm bonus from River is now accomplished via the adjacencies system, rather than Modifiers. This could help the A.I. realise the importance of Farms on Rivers.
Overfishing penalty is now accomplished via the adjacencies system, rather than Modifiers. This could...

Read the rest of this update entry...
 
Modding,lua and database logs
 

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