AG's Era Mod Collection

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,612
Hi everyone! I'm amateurgamer88. As I mentioned in another one of my threads, I am breaking up my big mod into smaller mods so people can try it and give feedback. I said collection because there will be a bunch of era mods that will be added here. Some of them must be used together while others can be on their own. I'll do my best to be clear about the requirements.

Note: Enlightenment Era may not be compatible with these mods. The modder of Enlightenment Era might have a different direction and, as a result, I won't be catering to that one mod.

The current plan is the following. I have four mods that are in the works: Modified Industrial Era, Modified Modern Era, Machine Era and Digital Era. The first two change the current tech tree while the other two will be new eras like Enlightenment Era (less polished of course until I can invest more free time in it)

I will be posting spoilers in this post regarding what's coming up. The different era mods will have their own post(s). Feel free to give feedback and/or suggestions. Good ideas that are within my abilities will be implemented. Those that are out of my abilities might be implemented on the grounds that someone more knowledgeable is willing to help. Also note that these can be buggy but I'll do my best to fix them. Thanks and I hope you enjoy! :)

Spoiler AG's Enlightenment Era Mod :


Spoiler Renaissance Era Changes :




Humanism:
Prereq Tech: Architecture, Economics

Spoiler Humanism unlocks :

Buildings Unlocked:
Academy



Sovereignty:
Prereq Tech: Architecture, Economics, Acoustics

Early Steam Power:
Prereq Tech: Economics, Acoustics, Navigation

Political Modernization:
Prereq Tech: Acoustics, Navigation, Metallurgy

Flintlock:
Prereq Tech: Navigation, Metallurgy

Empiricism:
Prereq Tech: Humanism, Sovereignty

Manufacturing:
Prereq Tech: Sovereignty, Early Steam Power

Warships:
Prereq Tech: Early Steam Power, Political Modernization

Natural Rights:
Prereq Tech: Political Modernization, Flintlock



Spoiler AG's Tweak for VP :


Spoiler Pantheon Changes :

Ancestor Worship
+1 :c5faith: Faith and :c5culture: Culture from Council. +1 :c5production: Production from Stones.

Earth Mother
+1 :c5faith: Faith from Mines on improved resources
+1 :c5production: Production and :c5gold: Gold in a City.

God of All Creation
+1 :c5culture: Culture in the :c5capital: Capital
+1 :c5food: Food, :c5production: Production and :c5gold: Gold in :c5capital:Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total).

God of Commerce
+1 :c5faith: Faith and +2 :c5gold: Gold in Cities with a :c5trade: City Connection, and in your :c5capital: Capital after gaining a second city.

God of Craftsmen
+1 :c5faith: Faith and +1 :c5production: Production from Quarries.
+1 :c5faith: Faith and :c5culture: Culture from Stone Works.

God of Expanse
+25% faster border growth, and gain 10 :c5faith: Faith and 15 :c5production: Production every time a City expands its borders naturally, scaling with Era and Gamespeed.

God of the Open Sky
+1 :c5faith: Faith and +2 :c5gold: Gold from Pastures.

God of the Sea
+1 :c5faith: Faith and +1 :c5food: Food from Fishing Boats.
+1 :c5faith: Faith and +1 :c5production: Production from Atolls.

God of Stars and Sky
+1 :c5faith:Faith and :c5food: Food from Tundra and Snow tiles with resources.

God of the Sun
+1 :c5faith: Faith and :c5science: Science from Granaries. +1 :c5goldenage: GAP from Wheat.

God of War
+10% :c5production: Production towards Units.
Gain :c5faith: Faith from killing military units.

God-King
+1 :c5faith: Faith in :c5capital: Capital. +1 :c5faith: Faith, :c5gold: Gold and :c5science: Science in :c5capital: Capital for every 5 Followers of your Pantheon in owned cities.

Goddess of Beauty
+1 :c5faith: Faith from Palace. +1:c5faith: Faith from World Wonders,
+1 Great Artist and Great Engineer Points in your :c5capital: Capital.

Goddess of Festivals
+1 :c5culture: Culture and :c5faith: Faith for every unique Luxury Resource owned or imported.

Goddess of Nature
+1 :c5faith: Faith and :c5gold: Gold for every 2 Mountains within 3 tiles of a City (capping at the City's population). Natural Wonders gain +1 :c5faith: Faith and +1 :c5culture: Culture.

God of Protection
+10 HP healed per turn in friendly territory.
+1 :c5faith: Faith from Palace.
+1 :c5faith: Faith and +1 :c5culture: Culture from Barracks.

Goddess of Purity
+1 :c5faith: Faith from Lakes, +1 :c5production: Production from Marshes. +1 :c5happy: Happiness from Cities on rivers.

Goddess of Renewal
+1 :c5faith: Faith for every 2 Jungle or 2 Forest tiles worked by a City. +1 :c5science: Science from Markets.

Goddess of Springtime
+1 :c5faith: Faith and +1 :c5gold: Gold from Plantations. +1 :c5science: Science and :c5faith: Faith from Herbalists.

Goddess of the Home
+1 :c5food: Food and +1 :c5faith: Faith from Shrines. + 25% faster :c5food: Growth Rate.

Goddess of the Hunt
+1 :c5faith: Faith and :c5food: Food from Camps.

Goddess of the Wisdom
+1 :c5faith: Faith, and :c5goldenage: Golden Age Points in every City. +2 :c5science: Science and +1 :c5faith: Faith from Palace.

Spirit of the Desert
+1 :c5faith: Faith, :c5production: Production, and :c5gold: Gold from Desert tiles with resources.

Tutleary Gods
+10% increase in City Ranged Combat Strength
+2 :c5faith: Faith and +1 :c5production: Production from Walls.


Spoiler Misc Changes :

Workers and Military Units (Up to Industry Era) reduce City's Population by 1 when completed.






Spoiler Digital Era Mod :


Spoiler Digital Era :


New Strategic Resources:
Nano Core
Prism Disc
Tesla Component

Telecommunication:
Communications Array (NW)
National Visitor Center (NW)
CN Tower (W)
Combat Cycle [Mounted] (U)
Landmark: +2 :c5culture: Culture
Embassy: +1 :c5culture: Culture

Satellites:
Airbase (B)
Video Rental (B)
Sydney Opera House (W)
Overlord Tank [Melee] (U)
MIG [Fighter] (U)
Reveals the entire map
Musicians: +2 :c5culture: Culture
Landmark: +2 :c5culture: Culture
No longer unlocks the Apollo Program Project

Lasers:
Electric Grid (B)
Laser Tank [Armor] (U)
Engineer: +3 :c5production: Production
Manufactories: +4 :c5production: Production
Academies: +4 :c5science: Science

Advanced Ballistics:
Nuclear Submarine (U)
Heavy Destroyer (U)
Naval Attack Helicopter (U)
Assault Helix [Helicopter] (U)

Mobile Tactics:
Biofuel Refinery (B)
Toxin Soldier [Gun] (U)
Scud Launcher [Siege] (U)
Faster Movement on Railroads

Robotics:
Hubble Space Telescope (W)
Sentry Drone [Archer] (U)
Mine: +3 :c5production: Production
Pasture: +3 :c5food: Food
Terrace Farm: +3 :c5food:
Eki: +3 :c5production: Production

The Internet:
Drive-in Theater (B)
Great Firewall (W)
Greatly increases empire-wide :tourism: Tourism output
Writers: +2 :c5culture: Culture
Merchants: +3 :c5gold: Gold
Civil Servants: +1 :c5culture: Culture

Nanotechnology:
Nano Core Revealed
Prism Disc Nano Core Revealed
Tesla Component Nano Core Revealed
Secret Tech Lab (NW)
Nano Lab (NW)
Prism Lab (NW)
Tesla Lab (NW)
Allow Fallout Immunity

Stealth:
Aurora Alpha (stealth) [Bomber]
Fort: +3 :c5science: Science
Citadel: +4 :c5science: Science

Particle Physics:
Enrichment Facility (B)
CERN (W)


Spoiler Digital Buildings and Units :


Airbase (B):
unlocked at Satellites
2750 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
Energy: -4
-6 :c5food: Food
Air Units gain +15 XP.
Air Capacity increased by 3.
+20 to Air :c5strength: Defense

Video Rental (B):
unlocked at Satellites
2750 :c5production: Production cost
No Maintenance
Energy: -4
-4 :c5food: Food
+3 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Electric Grid (B):
unlocked at Lasers
2750 :c5production: Production cost
No Maintenance
Energy: +4
+4 :c5gold: Gold

Biofuel Refinery (B):
unlocked at Mobile Tactics
2750 :c5production: Production cost
No Maintenance
Fuel: +4
-4 :c5food: Food
+4 :c5gold: Gold

Drive-in Theater (B):
unlocked at The Internet
3000 :c5production: Production cost
No Maintenance
Energy: -4
+4 :c5gold: Gold
+5 :c5culture: Culture
+5 :tourism: Tourism

Enrichment Facility (B):
unlocked at Particle Physics
3000 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Uranium: +4
+4 :c5science: Science

Communications Array (NW):
unlocked at Telecommunication
125 :c5production: Production cost
No Maintenance
All units gain the promotion: Communication(+15% :c5strength: CS, +1 :c5moves: Movement)


Secret Tech Lab (NW):
unlocked at Nanotechnology
125 :c5production: Production cost
No Maintenance
+2 :c5science: Science

Nano Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Nano Core: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Tesla Lab.

Prism Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Prism Disc: +4
+2 :c5science: Science
Mutually Exclusive to: Nano Lab and Tesla Lab.

Tesla Lab (NW):
unlocked at Nanotechnology
Requires Secret Tech Lab.
125 :c5production: Production cost
No Maintenance
Tesla Component: +4
+2 :c5science: Science
Mutually Exclusive to: Prism Lab and Nano Lab.


Combat Cycle [Mounted] (U):
unlocked at Mobile Tactics
2000 :c5production: Production cost

72 :c5strength: CS
No Defensive Terrain Bonuses
Can Move after Attacking
Can Pillage Improved Tiles
Granted promotion All Terrain (can traverse in Mountain and Ice)

Overlord Tank [Melee] (U):
Explosive: -1
unlocked at Lasers
2400 :c5production: Production cost
80 :c5strength: CS

Granted promotion Overlord (+200 Hit Points. +25% :c5strength: CS when attacking.)
Has access to the following promotions (mutually exclusive):
Battle Bunker: +50% :c5strength: CS vs. Armor, Helicopter and Melee
Gatling Cannon: +50% :c5strength: CS vs. Gun, Archer, Fighter and Bomber
Propaganda Tower: Adjacent units can heal an extra 10 HP per turn. This unit heals every turn regardless of action.

MIG [Fighter] (U):
unlocked at Stealth
2000 :c5production: Production cost

65 :c5rangedstrength: RCS 10 Range
Air Sweep
Air Recon
Air Skirmisher
Air Unit Cap 1
Intercept :c5rangedstrength: 10
Granted promotion Black Napalm (Applies Burn status on enemies that reduces max HP by 25 for 5 turns)

Laser Tank [Armor] (U):
Energy: -1
unlocked at Lasers
2400 :c5production: Production cost
80 :c5strength: CS
80 :c5rangedstrength: RCS 0 Range
No Defensive Terrain Bonuses
Armor Plating I
Can Move after Attacking
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Laser Weapon (+33% :c5strength: CS when attacking)
Has access to the following promotions (mutually exclusive):
Scout Drone: +2 Sight, +1 Range
Battle Drone: +25% :c5strength: CS vs. Gun, +10 HP healed per turn
Hellfire Drone: +50% :c5strength: CS vs Armor and Melee

Assault Helix [Helicopter] (U):
Aluminum: -1
unlocked at Advanced Ballistics
2400 :c5production: Production cost
70 :c5strength: CS / 75 :c5rangedstrength: RCS 1 Range
Can Move After Attacking
May Not Melee Attack
No Defensive Terrain Bonuses
Land Hovering
Granted promotion Bunker (+15% :c5strength: CS vs. Gun, Archer, Armor and Melee)

Toxin Soldier [Gun] (U):
Ammunition: -1
unlocked at Mobile Tactics
2000 :c5production: Production cost

70 :c5strength: CS
DFPs
Hold The Line II (+15 HP. +15% :c5strength: CS against all Ranged Attacks)
Can Pillage Improved Tiles
Granted promotion Toxin (Applies Toxic status on enemies that reduces max HP by 50 for 2 turns)

Scud Launcher [Siege] (U):
Explosives: -1
unlocked at Advanced Ballistics
2400 :c5production: Production cost
60 :c5strength: CS / 70 :c5rangedstrength: RCS 3 Range
Indirect Fire
May Not melee Attack
No Defensive Terrain Bonuses
Moves at half-speed in enemy territory
Limited Visibility
Cover I
Bonus vs Cities (100)
Granted promotion High Explosive Warhead (+25% :c5strength: CS when attacking. Deals 10 damage to all enemy units adjacent to targeted unit [within range])

Sentry Drone [Archer] (U):
Ammunition: -1
unlocked at Mobile Tactics
2000 :c5production: Production cost

60 :c5strength: CS / 70 :c5rangedstrength: RCS 2 Range
May Not Melee Attack
Covering Fire II
Can Pillage Improved Tiles
Granted promotion Stealth Mode (+30% :c5strength: CS when defending, +25 Hit Points)
Has access to the following promotions:
Scout Drone: +2 Sight, +1 Range
Drone Gun: +33% :c5strength: CS vs. Gun and Archer

Aurora Alpha (stealth) [Bomber] (U):
unlocked at Stealth
2000 :c5production: Production cost

75 :c5rangedstrength: RCS 10 Range
Air Unit Cap 1
Granted promotion Countermeasures (Reduces damage taken from interception by 75%. +50 Hit Points)

 

Attachments

  • 20210215120455_1.jpg
    20210215120455_1.jpg
    301.5 KB · Views: 164
Last edited:
Spoiler Modified Industrial Era Mod :

Spoiler Tech Tree Screenshot :

20210215120455_1.jpg



Spoiler Buildings and Resources :

Spoiler New Strategic Resources :

Energy:
Revealed at Steam Power.

Steel:
Revealed at Steam Power.

Ammunition:
Revealed at Rifling.

Explosives:
Revealed at Dynamite.


Spoiler New Militaristic Buildings :

Small Ammunition Factory:
unlocked at Rifling
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+3 :c5gold: Gold
Ammunition: +4
Iron: -1
Gunpowder Units: +5 XP
Archer Units: +5 XP

Small Explosive Factory:
unlocked at Dynamite
1250 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
-1 :c5food: Food
Explosives: +4
Energy: -2
Siege Units: +5 XP

Industrial Shipyards:
unlocked at Industrialization
1250 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
-2 :c5food: Food
Steel: +10
Iron: -4
Naval Units: +5 XP


Spoiler New Civilian Buildings :

Industrial Steel Mill:
unlocked at Industrialization
1250 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
-2 :c5food: Food
Steel: +8
Iron: -4

Steam Plant:
unlocked at Steam Power
900 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
Energy: +3
Coal: -1

Industrial Steam Plant:
unlocked at Steam Power
Requires Steam Plant.
1250 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
Energy: +7
Coal: -3

Racetrack:
unlocked at Fertilizer
Horses: -3
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-2 :c5food: Food
+3 :c5happy: Happiness
+2 :c5culture: Culture
+2 :tourism: Tourism

School of Equestrian Art:
unlocked at Fertilizer
Horses: -3
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-2 :c5food: Food
+5 :c5happy: Happiness
+4 :c5science: Science

Machine Parts Factory:
unlocked at Industrialization
Steel: -2
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+6 :c5production: Production
Industrial Steel Mill in City gains +4 :c5production: Production

Industrial Glass Factory:
unlocked at Industrialization
Requires Factory.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+4 :c5culture: Culture
Museum in City gains +4 :c5culture: Culture

Industrial Dye Factory:
unlocked at Industrialization
Requires Factory.
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+2 :c5gold: Gold

Industrial Fabric Factory:
unlocked at Industrialization
Requires Industrial Dye Factory.
1250 :c5production: Production cost
No Maintenance
-2 :c5food: Food
+4 :c5gold: Gold
Factory in City gains +4 :c5gold: Gold

Spoiler Changed Buildings :

Industrial Era:

Train Station
:
Energy: -1
:c5production: Production Lowered from 25% to 10%.
Doesn't require Coal anymore

Seaport:
Energy: -1
Doesn't require Coal anymore

Museum:
Energy: -1

Agribusiness:
Food increased to +10 from +5
Farms and Pastures worked by the City only gain +2 :c5gold: Gold (no more :c5production: Production)

Factory:
Energy: -3
-3 :c5food: Food
Each Factory no longer give other Factory +2 :c5production: Production.
Doesn't require Coal anymore



 

Attachments

  • AG's Modified Industrial Era Mod.zip
    19.2 MB · Views: 76
Details of the Machine Era Mod are below. Machine Era Mod requires the Modified Industrial Era mod to run (both files are below).

Note: Don't use other versions of Modified Industrial Era mod. I will do my best updating so each post has its own files and people won't get confused.

Spoiler Machine Era Mod :

Spoiler Tech Tree Screenshot :

20210221173210_1.jpg



Spoiler Resources :

Oil:
Revealed at Petroleum


Spoiler Machine Era Techs :

Motion Pictures:
Prereq Tech:Archaeology, Industrialization
Theme Park (B)
Cinema (B)
Artists: +1 :c5gold: Gold
Musicians: +1 :c5gold: Gold

Early Public Works
:
Prereq Tech: Industrialization, Fertilizer
Sewer System (B)
Wastewater Treatment Plant (B)
Fire Department (B)
Correctional Facility (B)

Steel Production:
Prereq Tech: Industrialization, Dynamite
Industrial Chemical Plant (B)
Industrial Fertilizer Plant (B)
Industrial Cement Factory (B)
Early Munition Factory (B)
Manufactory gain +1 :c5production: Production.

Assembly Line
:
Prereq Tech: Industrialization, Military Science
Civilian Weapons Factory I (B)
Civilian Weapons Factory II (B)
Civilian Weapons Factory III (B)

Propaganda:
Prereq Tech: Military Science
Newspaper Company (B)
Advertisement Company (B)
Radio Factory (B)

Modern Art:
Prereq Tech: Motion Pictures, Early Public Works
Conservatory (B)
Art Exhibitions (B)
Art Gallery (B)

Electrification:
Prereq Tech: Early Public Works, Steel Production
Modern Steam Plant (B)
Early Power Stations (B)

Mass Market:
Prereq Tech: Steel Production, Assembly Line, Early Public Works
Fishery (B)
Department Store (B)

Rail Transportation:
Prereq Tech: Steel Production, Assembly Line, Propaganda
Coal Mines (B)
Deep Coal Mines (B)
Train Terminal (B)
More Movements on Rail

Petroleum:
Prereq Tech: Propaganda
Fuel Refinery (B)
Oil Well (I)
Filling Station (B)


Spoiler Military Buildings :

Early Munition Factory:
unlocked at Steel Production
1450 :c5production: Production cost
Maintenance: -8 :c5gold: Gold
-1 :c5food: Food
Ammunition: +6
Explosives: +2
Energy: -3

Fuel Refinery:
unlocked at Petroleum
1600 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
-2 :c5food: Food
Fuel: +12
Oil: -6
Armor Units: +5 XP
Air Units: +5 XP

Civilian Weapons Factory I:
unlocked at Assembly Line
Requires Factory.
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Iron: -1

Civilian Weapons Factory II:
unlocked at Assembly Line
Requires Civilian Weapons Factory I.
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Explosives: +2
Iron: -1

Civilian Weapons Factory III:
unlocked at Assembly Line
Requires Civilian Weapons Factory II.
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+2 :c5production: Production
Ammunition: +2
Explosives: +2
Iron: -1


Spoiler New Civilian Buildings :

Modern Steam Plant:
unlocked at Electrification
Requires Industrial Steam Plant.
1600 :c5production: Production cost
Maintenance: -10 :c5gold: Gold
Energy: +8
Coal: -3

Coal Mines:
unlocked at Rail Transportation
600 :c5production: Production cost
No Maintenance
Coal: +3
-1 :c5food: Food
+2 :c5gold: Gold

Deep Coal Mines:
unlocked at Rail Transportation
900 :c5production: Production cost
No Maintenance
Coal: +4
-2 :c5food: Food
+1 :c5gold: Gold

Industrial Chemical Plant:
unlocked at Steel Production
Requires Industrial Steel Mill.
Steel: -4
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-2 :c5food: Food
+4 :c5science: Science
Research Lab in City gains +4 :c5science: Science

Industrial Fertilizer Plant:
unlocked at Steel Production
Requires Industrial Chemical Plant.
1250 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
+6 :c5food: Food to Farms

Industrial Cement Factory:
unlocked at Steel Production
Requires Industrial Chemical Plant.
1250 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
-4 :c5food: Food
+4 :c5production: Production
+10% :c5production: Production when constructing buildings.

Theme Park:
unlocked at Motions Pictures
1450 :c5production: Production cost
No Maintenance
-3 :c5food: Food
+3 :c5culture: Culture
+3 :tourism: Tourism
Energy: -2

Cinema:
unlocked at Motions Pictures
1450 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Great Works gain +1 :c5gold: Gold and :c5culture: Culture.
+2 :c5gold: Gold to Theme Park in the City
Energy: -1

Sewer System:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5production: Production

Wastewater Treatment Plant:
unlocked at Early Public Works
Requires Sewer System.
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+5 :c5food: Food
+2 :c5science: Science
+3 :c5food: Food to Sewer System in the City
Energy: -2

Fire Department:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
+1 :c5food: Food
+1 :c5science: Science
+1 :c5production: Production
+5 :c5happy: Happiness
Energy: -2

Correctional Facility:
unlocked at Early Public Works
1450 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
-4 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Poverty and Distress
Energy: -2

Newspaper Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -1
-2 :c5food: Food
+2 :c5production: Production
+2 :c5happy: Happiness
+4 :c5gold: Gold
-1 :c5unhappy: Unhappiness from Boredom

Advertisement Company:
unlocked at Propaganda
1450 :c5production: Production cost
No Maintenance
Paper: -2
-6 :c5food: Food
+2 :c5production: Production
+4 :c5happy: Happiness
+8 :c5gold: Gold

Radio Factory:
unlocked at Propaganda
1450 :c5production: Production cost
Maintenance: -6 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5production: Production
+3 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Armor Units: +5 XP

Conservatory:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+3 :c5culture: Culture
+1 :c5science: Science
+1 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5gold: Gold

Art Exhibitions:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+1 :c5happy: Happiness
Great Works gain +1 :tourism: Tourism

Art Gallery:
unlocked at Modern Art
1600 :c5production: Production cost
Maintenance: -5 :c5gold: Gold
Energy: -2
-2 :c5food: Food
+4 :c5culture: Culture
+2 :c5happy: Happiness
-1 :c5unhappy: Unhappiness from Boredom
Great Works gain +1 :c5culture: Culture

Early Power Stations:
unlocked at Electrification
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Energy: +4
Coal: -1

Fishery:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -4 :c5gold: Gold
Must be built in a coastal city
All Fishing Boats gain +4 :c5gold: Gold and :c5food: Food
-1 :c5unhappy: Unhappiness from Poverty

Department Store:
unlocked at Mass Market
1600 :c5production: Production cost
Maintenance: -12 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold to Consumer Goods Factories
+2 :c5gold: Gold to all tiles with (non-luxury and non-strategic) Resources

Train Terminal:
unlocked at Rail Transportation
1600 :c5production: Production cost
Requires Train Station.
Maintenance: -6 :c5gold: Gold
Energy: -4
+3 :c5gold: Gold, :c5production: Production and :c5food: Food
+2 :c5gold: Gold to Coal
+4 :c5gold: Gold to Train Stations

Filling Station:
unlocked at Petroleum
1600 :c5production: Production cost
Maintenance: -3 :c5gold: Gold
Fuel: -4
+1 :c5gold: Gold and :c5production: Production for every 5 :c5citizen: Citizens in the city.
+4 :c5gold: Gold to Oil Well
+4 :c5gold: Gold to Fuel Refinery

 

Attachments

  • AG's Modified Industrial Era Mod 0.2.zip
    19.2 MB · Views: 64
  • AG's Machine Era Mod 0.1.zip
    22.1 MB · Views: 65
Last edited:
Spoiler Modified Modern Era Mod :

Spoiler Screenshot :

20210406221735_1.jpg



Spoiler New Luxuries and Respective Buildings :

Cars - Car Factory
Electronics - Electronics Electronics
Furniture - Furniture Factory
Television - Television Factory
Soft Drink - Soft Drink Plant
Fast Food - Fast Food Restaurant
Liquor - Liquor Distillery

One Luxury associated with each Corporation. The luxury will spawn underneath the city where the associated building is built. The buildings require the Corporation Office to build.

Car Factory:
Requires: Civilized Jewelers Office
No Maintenance.
+5 :c5production: Production to Factory in the city.
Luxury Monopoly Bonus: +10% :c5production: Production

Electronics Factory:
Requires: Centaurus Extractors Office
No Maintenance.
+5 :c5science: Science to Factory in the city.
Luxury Monopoly Bonus: +5% :c5science: Science

Furniture Factory:
Requires: Giorgio Armeier Office
No Maintenance.
+5 :c5gold: Gold to Factory in the city.
Luxury Monopoly Bonus: +10% :c5gold: Gold

Television Factory:
Requires: Trader Sid's Office
No Maintenance.
+5 :c5goldenage: Golden Age Points to Factory in the city.
Luxury Monopoly Bonus: +25% :c5goldenage: Golden Age Lengths

Soft Drink Plant:
Requires: Hexxon Refinery Office
No Maintenance.
+5 :tourism: Tourism to Factory in the city.
Luxury Monopoly Bonus: Units gain +5 HP when Healing

Fast Food Restaurant:
Requires: TwoKay Foods Office
No Maintenance.
+5 :c5culture: Culture to Factory in the city.
Luxury Monopoly Bonus: +5% :c5culture: Culture

Liquor Distillery:
Requires: Firaxite Materials Office
No Maintenance.
+5 :c5food: Food to Factory in the city.
Luxury Monopoly Bonus: +10% :c5food: Food


Spoiler Changed Buildings :

Modern Era:

Hospital:
Energy: -2

Stock Exchange
:
Energy: -2

Refinery:
Energy: -5
-2 :c5food: Food
Now Produces 5 Coal and Iron.

Research Lab:
Energy: -3

Broadcast Tower:
Energy: -3

Wire Service:
Energy: -2


You will need all the mods attached to this post enabled to play.
 

Attachments

  • AG's Modified Industrial Era Mod.7z
    14.3 MB · Views: 60
  • AG's Machine Era Mod.7z
    16.7 MB · Views: 66
  • AG's Modified Modern Era Mod.7z
    6.5 MB · Views: 69
Last edited:
Machine Era Mod is available here. You will need to start a new game and use the updated Modified Industrial Era mod (also in the same post). Thank you!
 
Sorry for the hiatus! Life got busy but I managed to find some free time recently. Modified Modern Era Mod is available here. Not a big update but it does shape how I want to approach some things. Thank you!
 
Hi, i think you should increase gold maintenance for some buildings because its very easy to make money in late game and i also think you should remove these coal mines buldings or reduce their coal output.
 
Hi, i think you should increase gold maintenance for some buildings because its very easy to make money in late game and i also think you should remove these coal mines buldings or reduce their coal output.

I'm afraid that I'm no longer working on these mods anymore because I didn't want to deal with the yield bloats of VP as it gets pretty bad late game. I've integrated these into my massive mod and just chipping away at my project. You're free to adjust the values if you want. I've mentioned these mods because the code exist for the energy idea.
 
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