AG's Extended Era Mod

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
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Hi everyone! This is amateurgamer! Welcome to the AG's Extended Era Mod. For those wondering, this is basically the combination of the AG's Early Game mod and Late Game Mod along with many other mods I've made. As the title suggests, this mod will add more eras to the game and, due to it being still very early in development, have a lot of things on its to-do-list. Speaking of to-do-list, there's one in the spoiler below for those curious what are in the plans. Before we get there, how about let's talk about the goals of this mod.

The Main goals of this mod are:
  • Add new eras with new technology, units and buildings
  • Add one more UB to all the civilizations
  • Rework religion and how it's spread
  • Rework policies and ideology tenets
  • Add new victory conditions
  • Include other existing mods to help improve gaming experience
Spoiler To-do-list :

There is no particular order to the following:

Reworked Information Era
New Eras after Information Era
Most civilization UA reworked for balance purposes.
All civilization will get a new UB.
New Pantheons and new religious options.
Ancient Era Policy changes.
Medieval Era Policy changes.
Industrial Era Policy changes.
Two new Ideologies and reworked Ideology tenets.
New Victory Conditions (Economic and Religious).
Changed religion mechanics like new religious buildings and changed spreading mechanics.
Inclusion of the More Wonders for VP with Wonders modified for balance purposes


For more information, you can watch the video I made below:


Spoiler Other AG mods to be implemented :

All old mods are subjected to change as the mod is further developed.

AG's Extra Victory Conditions
AG's Ideology
AG's New Beliefs
AG's Pantheon Tweaks


To keep things more organized, I will be doing the following. New Eras after Digital Era and their associated units, buildings, etc will be showcased here. New Eras before Neolithic Era and their associated units, buildings, etc will be showcased here. Other changes will be posted in this thread.
 
All details are below. Video is a quick summary of everything:


All new Wonders are acquired from More Wonders mod.

Spoiler Update Details :

Spoiler Misc Changes :

Archer moved to Copper Weapon;
Work Boat moved to Sail Making;
Settler moved to Hill Forts;
Caravan moved to Hill Forts;
Embarked Movement Base reduced to 1;
Pantheon Cost increased to 500 :c5faith: Faith.


Spoiler Neolithic Age :

Neolithic:
Agriculture:
Can Build Farms (I)
Reveals Wheat (R)

Animal Husbandry:
Reveals Horses, Cattle and Sheep (R)
Can Build Pastures (I)

Trapping:
Can Build Camps (I)

The Wheel:
Can Build Roads (I)

Stone Structures:
Stone House (B)

Ancient Pictograms:
Village Hut (B)

Early Settlements:
Settlement (B)
Early Workers (U)

Burial Rituals:
Burial Site (B)

Clay Structures:
Clay House (B)

Megalithic Structures:
Stonehenge (W) [reworked]


Spoiler Neolithic Age Buildings and Units :

Stone House (B)
unlocked at Stone Structures
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
+1 :c5food: Food
+1 :c5production: Production

Village Hut (B)
unlocked at Ancient Pictograms
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
+2 :c5happy: Happiness
+1 :c5science: Science

Settlement (B)
unlocked at Early Settlements
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
+1 :c5happy: Happiness
+1 :c5science: Science
+1 :c5production: Production

Early Worker (U)
unlocked at Early Settlements
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
Can build Farms, Pastures, Camps and Roads

Burial Site (B)
unlocked at Burial Rituals
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
+1 :c5faith: Faith

Clay House (B)
unlocked at Clay Structure
Obsolete at Organized Warfare
75 :c5production: Production cost
No Maintenance
+2 :c5food: Food

Stonehenge (W) [Reworked]
unlocked at Megalithic Structure
200 :c5production: Production cost
No Maintenance
+2 :c5faith: Faith
+1 :c5culture: Culture and :c5faith: Faith when Calendar is discovered

Altamira Cave (W) [From More Wonders]
Not Available Until Upper Paleolithic Era is Added

Gobekli Tepe (W) [From More Wonders & Reworked]
unlocked at Megalithic Structure
175 :c5production: Production cost
No Maintenance
+1 :c5science: Science
+1 :c5culture: Culture, :c5science: Science and :c5faith: Faith when Alphabet is discovered
City must be built within 2 tiles of a mountain that is inside your territory
Unlocks the Temenos (B) at Masonry

Temenos (B)
unlocked at Masonry
150 :c5production: Production cost
No Maintenance
+1 :c5science: to all Stone
+1 :c5faith: Faith and :c5science: Science for every 2 mountains within 3 tiles of the city

Ggantija (W) [From More Wonders & Reworked]
unlocked at Megalithic Structure
175 :c5production: Production cost
No Maintenance
+1 :c5food: to all Farms
Converts 5% of :c5faith: Faith produced by this City into :c5food: Food

Kuk (W) [From More Wonders & Reworked]
unlocked at Agriculture
175 :c5production: Production cost
No Maintenance
Flat terrain and Not Snow
+1 :c5food: Food and :c5science: Science
5% :c5production: Production is carried over after a new :c5citizen: Citizen is born
+1 :c5production: Production to all Swamps

Skara Brae (W) [From More Wonders & Reworked]
unlocked at Animal Husbandry
175 :c5production: Production cost
No Maintenance
Adjacent to Flat and Coastal
+1 :c5food: Food to Fish, Cow, Wheat and Sheep
+1 :c5production: Production and :c5gold: Gold from Villages


Spoiler Copper Age New Wonders :

Majorville Medicine Wheel (W) [From More Wonders & Reworked]
unlocked at Copper Tools
205 :c5production: Production cost
No Maintenance
Adjacent to Tundra and Not Coastal
+2 :c5science: Science and :c5faith: Faith
+1 :c5faith: Faith to Bison
+1 :c5faith: Faith to Tundra


Spoiler Bronze Age New Wonders :

Mohenjo-daro (W) [From More Wonders & Reworked]
unlocked at Irrigation
245 :c5production: Production cost
No Maintenance
Adjacent to Desert, River and Not Coastal
+1 :c5food: Food and :c5faith: Faith
+1 :c5food: Food from River
Free Well
+2 :c5culture: when Alphabet is Researched


Spoiler Iron Age New Wonders :

Karnak (W) [From More Wonders & Reworked]
unlocked at Hill Forts
245 :c5production: Production cost
No Maintenance
Adjacent to Flat
+1 :c5culture: Culture and :c5faith: Faith
+1 :c5production: Production and :c5faith: Faith from Oasis
+1 :c5faith: Faith from every 2 Flood Plains worked by this City
Free Monument

Nazca Lines (W) [From More Wonders & Reworked]
unlocked at Military Theory
245 :c5production: Production cost
No Maintenance
Adjacent to Plains
Plains: +2 :c5food: Food
+4 :c5science: Science and +2 :tourism: Tourism when Flight is researched

Wieliczka Salt Mine (W) [From More Wonders & Reworked]
unlocked at Iron Tools
245 :c5production: Production cost
No Maintenance
Adjacent to Plains
+1 :c5food: Food, :c5production: Production and :c5gold: Gold to Mines
+5% Global :c5food: Food


Spoiler Classical Era New Wonders :

Malwiya Minaret (W) [From More Wonders & Reworked]
unlocked at Mathematics
245 :c5production: Production cost
No Maintenance
Adjacent to Flat and must have Stone Works
+3 :c5culture: Culture and :c5faith: Faith
+1 :c5production: Production and :c5faith: Faith to Quarries
+3 :c5faith: Faith to Manufactory

Buddhas of Bamyan (W) [From More Wonders & Reworked]
unlocked at Masonry
245 :c5production: Production cost
No Maintenance
Adjacent to Mountains
+1 :c5culture: Culture and +2 :c5faith: Faith
+2 :c5culture: Culture and :c5goldenage: GAP when Rocketry is researched
+2 :c5faith: Faith per CS Friend and +3 :c5goldenage: GAP per CS Ally
+50% Religious Pressure

Gate of the Sun (W) [From More Wonders & Reworked]
unlocked at Masonry
245 :c5production: Production cost
No Maintenance
Adjacent to Mountains and Fresh Water
+1 :c5culture: Culture and :c5science: Science
+1 :c5science: Science to all Walls
+5% :c5science: Science in Cities with Walls
+10% :c5science: Science in this City during :c5goldenage: GA

El Ghriba Synagogue (W) [From More Wonders & Reworked]
unlocked at Drama and Poetry
245 :c5production: Production cost
No Maintenance
Must be built in a Holy City
+1 :c5gold: Gold and +4 :c5faith: Faith
Provides a free Synagogue
Provides a free Great Work: Ark of the Covenant
Receive 25 :c5gold: Gold when making a :c5faith: Faith Purchase

Etchmiadzin Cathedral (W) [From More Wonders & Reworked]
unlocked at Philosophy
245 :c5production: Production cost
No Maintenance
Adjacent to Grassland and Not Coast
+2 :c5goldenage: GAP and :c5faith: Faith
Provides a free Great Work: Holy Lance
Converts 10% of :c5faith: Faith by this City into :c5culture: Culture and :c5goldenage: GAP.

Chand Baori (W) [From More Wonders & Reworked]
unlocked at Engineering
245 :c5production: Production cost
No Maintenance
Adjacent to Desert and Not Fresh Water and Have Well
+6 :c5food: Food, +1 :c5gold: Gold and +1 :c5culture: Culture
-3 :c5unhappy: Unhappiness from Urbanization;
+10% :c5greatperson: Great Person Generation


Spoiler Medieval Era New Wonders :

Prophet's Mosque (W) [From More Wonders & Reworked]
unlocked at Education
450 :c5production: Production cost
No Maintenance
Must be Holy City
+2 :c5culture: Culture and +5 :c5faith: Faith
+10% :c5faith: Global Faith
+4 :c5faith: Faith and :c5goldenage: GAP when themed.
Free Mosque

Lavaux (W) [From More Wonders & Reworked]
unlocked at Education
450 :c5production: Production cost
No Maintenance
Adjacent to Grassland
+2 :c5food: Food and +1 :c5gold: Gold
Empire :c5unhappy: Needs Modifier reduced by 10% in all Cities.
+1 :c5food: Food from Lakes worked by this City.
Nearby Plantations: +1 :c5culture: Culture, :c5gold: Gold and :c5faith: Faith

Wartburg (W) [From More Wonders & Reworked]
unlocked at Chivalry
450 :c5production: Production cost
No Maintenance
Adjacent to Forest and Requires Writer's Guild and Needs Progress Finisher
+1 :c5culture: Culture and :c5goldenage: GAP
+3 :c5greatperson: Great Writer Points
+15 XP for each :greatwork: Great Work placed in this Wonder
+3 :c5culture: Culture, :c5faith: Faith and :c5goldenage: GAP when themed

Great Zimbabwe (W) [From More Wonders & Reworked]
unlocked at Physics
450 :c5production: Production cost
No Maintenance
City must have 3 Mines and/or Camps and Needs Authority Finisher and Not Coast
+1 :c5culture: Culture, :c5gold: Gold and :c5faith: Faith
+10 :c5strength: Defense
+15 XP to Land Units in All Cities
+1 :trade: Trade Route
+2 :c5goldenage: GAP in this city for each active :trade: TR

Ahu Tongariki (W) [From More Wonders & Reworked]
unlocked at Physics
450 :c5production: Production cost
No Maintenance
City must be adjacent to Coast and Forest/Jungle and Has Stone Nearby
+1 :c5food: Food and +3 :c5faith: Faith
+1 :c5production: Production to Forest and Jungle
+1 :c5culture: Culture to Quarries
Grants 1 luxury resource: Tern Egg (+10% :c5faith: in the empire)

Falun Mine (W) [From More Wonders & Reworked]
unlocked at Steel
450 :c5production: Production cost
No Maintenance
City must have 3 Mines and Needs Progress Finisher
+1 :c5goldenage: GAP and :c5greatperson: Great General Points
+1 :c5goldenage: GAP and :c5gold: Gold from Mines worked by the City
Receive a free General General
+2% :c5greatperson: Great Engineer Progress on construction at and after Medieval Era

Forge of Damascus (W) [From More Wonders & Reworked]
unlocked at Steel
450 :c5production: Production cost
No Maintenance
City must be adjacent to Fresh Water and Have Iron and Needs Authority Finisher
+3 :c5production: Production and :c5science: Science
+1 :c5production: Production and :c5science: Science to Iron
+3 :c5production: Production when Metallurgy is Researched
All Melee and Mounted Units get Damascus Promotion (+20% :c5strength: CS when attacking)

Golden Dagon Pagoda (W) [From More Wonders & Reworked]
unlocked at Guilds
450 :c5production: Production cost
No Maintenance
City must be adjacent to Fresh Water and Hill and Needs Tradition Finisher
+2 :c5gold: Gold and +2 :c5culture: Culture;
+2 :c5gold: Gold to all Artists;
+2 :c5greatperson: Great Artist Points
+4 slots for :greatwork: Great Work of Art (theming: +3 :c5gold: Gold, +3 :c5culture: Culture, +3 :c5faith: Faith and +3 :tourism: Tourism if Artifacts from consecutive Eras and different Civilizations);

Mont Saint-Michel (W) [From More Wonders & Reworked]
unlocked at Guilds
450 :c5production: Production cost
No Maintenance
City must be on Single Tile Island
+2 :c5gold: Gold and +2 :c5goldenage: GAP;
+1 :c5faith: Faith per 3 :c5citizen: Citizens;
+10 :c5strength: Defense;
+200 HP;
+3 :c5gold: Gold and +3 :tourism: Tourism at Electricity;
free :c5faith: Monastery;

Itsukushima Shrine (W) [From More Wonders & Reworked]
unlocked at Compass
450 :c5production: Production cost
No Maintenance
City must be Have Coral, Crab, Pearls or Whales connected
+2 :c5culture: Culture
+2 :c5faith: Faith per local Coral, Crab, Pearls and Whales;
+1 :c5culture: Culture to all Fishing Boats;
+1 :c5food: Food and +1 :c5culture: Culture to all Atolls in coastal Cities (lua);
+50% :c5culture: Border Growth in coastal Cities (lua).

Qalhat (W) [From More Wonders & Reworked]
unlocked at Compass
450 :c5production: Production cost
No Maintenance
City must be Coastal and Have Horses Connected
+3 :c5gold: Gold
+1 :trade: Trade Route;
+1 :c5gold: Gold from all Sea :trade: Trade Routes;
+100% range to Sea :trade: Trade Routes;
+50% :c5production: Production to Cargo Ships;
+2 :c5gold: Gold per local Horse;
+2 :c5culture: Culture for every Sea :trade: Trade Routes to or from other MAJOR players;

Krak des Chevaliers (W) [From More Wonders & Reworked]
unlocked at Machinery
450 :c5production: Production cost
No Maintenance
City must be adjacent to Hill and Not Coastal
+1 :c5food: Food and :c5faith: Faith
+10% :c5production: Production to Mounted and Siege Units;
10% :c5food: Food is carried over after a new :c5citizen: Citizen is born;
+10 :c5strength: Defense;
all other non-coastal cities receive +1 :c5faith: Faith, +1 :c5strength: CS, +1 :c5war: Supply


Spoiler Civilization UA Changes :

America:
Unique Ability no longer gives all Land Military units +1 Sight.

Arabia:
Unique Ability no longer gives +1 :c5culture: Culture and :c5science: Science from historic events.

Assyria:
No changes

Austria:
No changes

Aztecs:
No Changes

Babylon:
No changes

Brazil:
No changes

Byzantine:
No changes

Carthage:
UA no longer gives :c5gold: Gold when founding cities.
Coastal cities no longer given free Lighthouses.

Celtic:
+3 :c5faith: Faith moved to the Pantheons from UA
No more: "Owned Cities with your Religion generate nor receive foreign Religious Pressure"

China:
No longer gains yields when Gaining Cities.

Denmark:
Units no longer gain Viking or Longboat promotion from UA.

Dutch:
No changes

Egypt:
No changes

England:
No longer starts the game with a spy.

Ethiopia:
No changes

France:
No changes

Germany:
No changes

Greece:
No changes

Huns:
No changes

Inca:
Mountains no longer produce yields

India:
No longer starts with a Pantheon. Each Follower of your primary Religion in a City no longer increases Religious Pressure and :c5food: Growth.

Indonesia:
Luxury resources no longer spawn when founding or conquering a city.

Japan:
UA no longer gives defense and military training buildings yields.

Korea:
No changes.

Maya:
No changes.

Mongolia:
No changes.

Morocco:
No changes.

Ottoman:
No changes.

Persia:
No changes.

Poland:
No free Policy every other era.

Polynesia:
No changes

Portugal:
No changes.

Rome:
No changes.

Russia:
No changes.

Shoshone:
No longer have bonuses for ruins.

Siam:
No longer start with 40 influence with CS.

Songhai:
No changes.

Spain:
Religion can spread to friendly Cities and allied CS.
Gaining Cities no longer generates :c5food: Food.

Sweden:
No changes

Venice:
No changes

Zulu:
No changes


Spoiler Upcoming To-do-list :

Add new religious buildings in Neolithic Era.
Add and/or Change existing Pantheons.
Add new UB to each civilization to make them as balanced as possible.

 
Last edited:
Spoiler Update Details :

Spoiler Misc :

Worker unlocked at Hill Forts.
First new :c5citizen: Citizen needs 50 :c5food: Food and the subsequent :c5citizen: Population will need more :c5food: Food than before.
Warrior now has 3 :c5strength: CS and 1 :c5moves: Movement. Upgrades into Early Axeman.
Archer and Early Axeman now have 1 :c5moves: Movement.
Early Axeman now upgrades into Axeman.
Quarry moved to Iron Weapons.
Missionary no longer unlocked.


Spoiler Starting Building :

Tree of Life:
available to all civilization on turn 0.
Obsolete at Organized Warfare (Building still shows on City View but no yields)
No Maintenance
+1 :c5food: Food
+1 :c5production: Production
+1 :c5science: Science


Spoiler Terrain Yields :

Coast - 0 :c5food: Food
Desert
Grassland - 0 :c5food: Food
Hill - 0 :c5production: Production
Ocean - 0 :c5food: Food
Plains - 0 :c5food: Food
Snow
Tundra - 0 :c5food: Food


Spoiler Feature Yields :

Atoll - 1 :c5food: Food
Flood Plains - 0 :c5food: Food
Forest - 1 :c5production: Production
Jungle - 1 :c5production: Production
Marsh - 0 :c5food: Food
Oasis - 1 :c5food: Food
Lake - 1 :c5food: Food


Spoiler Resource Changes :

Resource (Tech Revealed) - Base Yields

-No Base Yields-
Bison (Trapping) - 0 :c5food: Food

Cattle (Animal Husbandry) - 0 :c5production: Production
Crab (Fishing) - 0 :c5food: Food
Deer (Trapping) - 0 :c5food: Food
Fish (Fishing) - 0 :c5food: Food
Fur (Trapping) - 0 :c5food: Food
Gems (Mining) - 0 :c5gold: Gold
Gold (Mining) - 0 :c5gold: Gold
Horse (Animal Husbandry) - 0 :c5production: Production
Salt (Early Settlements) - 0 :c5food: Food
Sheep (Animal Husbandry) - 0 :c5food: Food
Silver (Mining) - 0 :c5gold: Gold
Stone (Stone Structures) - 0 :c5production: Production
Sugar (Early Settlements) - 0 :c5food: Food
Whale (Fishing) - 0 :c5food: Food
Wheat (Agriculture) - 0 :c5food: Food
Wine (Early Settlements) - 0 :c5food: Food

Amber (Copper Tools) - 1 :c5production: Production
Banana (Copper Tools) - 1 :c5food: Food
Citrus (Copper Tools) - 1 :c5food: Food
Cloves (Calendar) - 1 :c5gold: Gold
Cocoa (Copper Tools) - 1 :c5food: Food
Coffee (Calendar) - 1 :c5food: Food
Copper (Mining) - 1 :c5production: Production
Coral (Artisans) - 1 :c5gold: Gold
Cotton (Calendar) - 1 :c5gold: Gold
Dye (Calendar) - 1 :c5gold: Gold
Incense (Calendar) - 1 :c5gold: Gold
Ivory (Bronze Tool) - 1 :c5production: Production
Jade (Copper Tools) - 1 :c5production: Production
Lapis (Copper Tools) - 1 :c5production: Production
Marble (Copper Tools) - 1 :c5production: Production
Nutmeg (Calendar) - 1 :c5gold: Gold
Olive (Calendar) - 1 :c5food: Food
Pearls (Artisans) - 1 :c5gold: Gold
Pepper (Calendar) - 1 :c5food: Food
Perfume (Calendar) - 1 :c5gold: Gold
Silk (Calendar) - 1 :c5gold: Gold
Spices (Calendar) - 1 :c5gold: Gold
Tea (Calendar) - 1 :c5gold: Gold
Tobacco (Calendar) - 1 :c5gold: Gold
Truffles (Hill Forts) - 1 :c5gold: Gold
Brazilwood (Calendar) - 1 :c5gold: Gold


Unchanged Resources:
Glass
Jewelry
Porcelain


Spoiler Improved Resource Changes :

Bison: Camp (+1:c5food: Food), Palace (+1:c5food: Food, +1 :c5gold: Gold)
Deer: Camp (+1:c5food: Food), Palace (+1:c5food: Food)
Fur: Camp (+1:c5food: Food), Palace (+1 :c5gold: Gold) Hill Fort (+1 :c5culture: Culture)
Truffle: Camp (+1:c5food: Food), Palace (+2 :c5gold: Gold)

Wheat: Farm (+1:c5food: Food), Palace (+1:c5food: Food)

Fishing Boat
:
Coral: +2 :c5production: Production, +3 :c5gold: Gold
Crab: +2 :c5food: Food, +2 :c5production: Production, +1 :c5gold: Gold
Fish: +2 :c5food: Food, +1 :c5production: Production, +1 :c5gold: Gold
Pearl: +1 :c5production: Production, +1 :c5gold: Gold, +1 :c5culture: Culture
Whale: +1 :c5food: Food, +2 :c5production: Production, +1 :c5science: Science

Copper: Mine (+1 :c5production: Production), Palace (+1 :c5gold: Gold)
Gems: Mine (+1 :c5production: Production), Palace (+2 :c5gold: Gold)
Gold: Mine (+1 :c5gold: Gold), Palace (+1 :c5gold: Gold), Early Weaponsmith (+1 :c5culture: Culture)
Salt: Mine (+1 :c5food: Food), Palace (+1 :c5food: Food)
Silver: Mine (+1 :c5gold: Gold), Palace (+2 :c5gold: Gold)

Cattle: Pasture (+1 :c5food: Food), Palace (+2 :c5production: Production)
Horse: Pasture (+1 :c5production: Production), Palace (+2 :c5production: Production)
Sheep: Pasture (+1 :c5food: Food), Palace (+1 :c5food: Food, +2 :c5gold: Gold)

Plantation
:
Bananas: +2 :c5food: Food, +1 :c5gold: Gold
Citrus: +1 :c5food: Food, +2 :c5gold: Gold
Cocoa: +3 :c5gold: Gold
Coffee: +1 :c5gold: Gold, +2 :c5science: Science
Cotton: +3 :c5gold: Gold, +1 :c5culture: Culture
Dyes: +2 :c5gold: Gold, +2 :c5culture: Culture
Incense: +2 :c5gold: Gold, +1 :c5culture: Culture, +1 :c5faith: Faith
Olives: +2 :c5gold: Gold, +1 :c5culture: Culture
Perfume: +3 :c5gold: Gold, +1 :c5culture: Culture
Silk: +4 :c5gold: Gold
Spices: +1 :c5food: Food, +1 :c5gold: Gold
Sugar: +2 :c5food: Food, +2 :c5gold: Gold
Tobacco: +4 :c5gold: Gold
Wine: +1 :c5food: Food, +2 :c5gold: Gold, +1 :c5culture: Culture

Quarry:
Amber: +3 :c5gold: Gold
Jade: +2 :c5gold: Gold, +1 :c5culture: Culture
Stone: +3 :c5production: Production

Unchanged:
Ivory
Lapis
Marble


Spoiler Totems :

All Totems are mutually exclusive.

Faith:
Spiritual Totem:
unlocked at Fishing
Obsolete at Organized Warfare
100 :c5production: Production cost
No Maintenance
+1 :c5faith: Faith
+1 :c5production: Production to Shrine
+1 :c5faith: Faith to Copper Mine
+1 :c5faith: Faith to Palace

Food
:
Fertility Totem:
unlocked at Fishing
Obsolete at Organized Warfare
100 :c5production: Production cost
No Maintenance
+1 :c5food: Food
+1 :c5faith: Faith to Village Hut
+2 :c5food: Food to Underground Shelter
+2 :c5food: Food to Palace

Gold:
Abundance Totem:
unlocked at Fishing
Obsolete at Organized Warfare
100 :c5production: Production cost
No Maintenance
+20 :c5culture: Border Growth
+1 :c5faith: Faith to Settlement
+1 :c5science: Science to Artisan Hut
+2 :c5gold: Gold to Walls
+3 :c5gold: Gold to Palace

Production:
Craftsman Totem:
unlocked at Fishing
Obsolete at Organized Warfare
100 :c5production: Production cost
No Maintenance
+1 :c5production: Production
+1 :c5faith: Faith to Clay House
+1 :c5science: Science to Well
+1 :c5production: Production to Advanced Pottery Kiln
+1 :c5production: Production to Palace

Science:
Curiosity Totem:
unlocked at Fishing
Obsolete at Organized Warfare
100 :c5production: Production cost
No Maintenance
+1 :c5science: Science
+1 :c5faith: Faith to Burial Site
+1 :c5food: Food to Council
+1 :c5science: Science to Stone Works
+1 :c5science: Science to Palace


Spoiler New Religious Buildings :

Chapel:
Cost: 200 :c5faith: Faith
Requires: Currency
Cannot be built if City has Totem Temple.
+2 :c5faith: Faith
Pressure emanating by 10% and resistance by 5%.

Jinja:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 10% and resistance by 5%.
+2 :c5gold: Gold

Gurdwara:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 5% and resistance by 10%.
+2 :c5production: Production

Daoguan:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 5% and resistance by 10%.
+2 :c5science: Science

Hof:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 15% and resistance by 0%.
+2 :c5culture: Culture

Derasar:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 0% and resistance by 15%.
+2 :c5food: Food

Mithraeum:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+4 :c5faith: Faith
Pressure emanating by 5% and resistance by 10%.


Fire Temple:
Cost: 200 :c5faith: Faith
Requires: Theology, Chapel
+2 :c5faith: Faith
Pressure emanating by 10% and resistance by 5%.
+2 :c5goldenage: GAP

-- Alt-Religious Buildings --
Totem Temple:
Cost: 65 :c5production: Production
Requires: Construction
Cannot be built if City has Shrine.
+2 :c5science: Science
+1 :c5food: Food, :c5gold: Gold, :c5production: Production, and :c5science: Science to Palace

Shaman Huts:
Cost: 110 :c5production: Production
Requires: Calendar, Totem Temple.
+1 :c5culture: Culture
+1 :c5science: Science

Divination Hut:
Cost: 300 :c5production: Production
Requires: Theology, Shaman Huts.
+2 :c5science: Science
+1 :c5gold: Gold

Sweat Lodges:
Cost: 600 :c5production: Production
Requires: Economics, Divination Hut.
+5 :c5faith: Faith
+5 :c5production: Production

Ovoo:
Cost: 1450 :c5production: Production
Requires: Early Public Works, Sweat Lodges.
+15% :c5science: Science
+15% :c5food: Food
+15% :c5gold: Gold
+15% :c5culture: Culture
+15% :c5faith: Faith



Spoiler Changed Religious Buildings :

Cathedral:
Pressure emanating reduced from 25% to 10% and resistance reduced from 10% to 0%.

Church:
Pressure emanating reduced from 40% to 10% and resistance reduced from 10% to 0%.

Mandir:
Pressure emanating reduced from 25% to 0% and resistance reduced from 10% to 10%.

Mosque:
Pressure emanating reduced from 25% to 5% and resistance reduced from 10% to 5%.

Order:
Pressure emanating reduced from 25% to 10% and resistance reduced from 10% to 0%.

Stupa:
Pressure emanating reduced from 25% to 0% and resistance reduced from 10% to 10%.

Synagogue:
Pressure emanating reduced from 25% to 5% and resistance reduced from 10% to 5%.


Spoiler Changed Pantheons :

Pantheons should found just before or at Iron Era.

Ancestor Worship
+1 :c5faith: Faith and :c5culture: Culture from Iron Workshop. +1 :c5science: Science from Stones.

Earth Mother
+1 :c5faith: Faith and :c5gold: Gold from Mines on improved resources

God of All Creation
+1 :c5culture: Culture from Palace.
+1 :c5food: Food, :c5production: Production, :c5gold: Gold, and :c5science: Science in :c5capital:Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total).

God of Commerce
+2 :c5faith: Faith, +1 :c5production: Production 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 :c5culture: Culture from Stone Works. +1 :c5production: Production to City.

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

God of the Sea
+2 :c5faith: Faith and +2 :c5food: Food from Fishing Boats.

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

Goddess of the Wisdom
+2 :c5faith: Faith and +1 :c5science: Science in every City.

Goddess of Beauty
+1 :c5faith: Faith from Palace. +1:c5faith: Faith from World Wonders,

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

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

God of Protection
+10 HP healed per turn in friendly territory.
+2 :c5faith: Faith and +1 :c5culture: Culture from Barracks.

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

Goddess of Renewal
+1 :c5faith: Faith and :c5culture: Culture for every 2 Jungle or 2 Forest tiles worked by a City. +1 :c5happy: Happiness and :c5faith: Faith from Market.

Goddess of Springtime
+2 :c5faith: Faith and :c5gold: Gold from Plantations. +1 :c5science: Science from Herbalists.


Spoiler Unused Pantheon Bonuses :

+2 :c5gold: Gold in City
+1 :c5faith: Faith and :c5production: Production from Quarries.
+2 :c5faith: Faith and +1 :c5production: Production from Atolls.
+2 :c5science: Science and +1 :c5faith: Faith from Palace.
+2 :c5science: Science from Libraries.
+2 Great Artist and Great Engineer Points in your :c5capital: Capital.
+3 :c5food: Food in cities.
+1 :c5goldenage: GAP and :c5gold: Gold from Wheat.


Spoiler To-do-list :

Celtic Pantheons
Founder Beliefs
Follower Beliefs
Enhancer Beliefs
Reformation Beliefs
Fix Icons
Add new UB to each civilization to make them as balanced as possible.

 
Last edited:
Spoiler Misc :

Shrine a prerequisite of Chapel.
Inquisitors blocks enemy spread but :c5faith: Faith cost doubled.

Spoiler Dynasties of Dune Changelog :

Scout Ornithopter moved to Exploration tech while Combat and Advanced Ornithopter added to Combat Ornithopter and Border Defense techs respectively
Ornithopters have the ability to move on desert but they aren't immune to damage from the Desert tiles.
Basic Training allows Settler, Worker, Militia, Basic Ranger and Basic Trooper cross Desert tiles.
Spice Harvesters can cross Desert tiles once Spice Extraction is researched.
Unique Units can cross deserts as soon as they are researched.


Spoiler Dev Diary for Dynasties of Dune To-do-list :

After the rough foundation has been established, Dune mod will enter its second stage. The foundation is still crude and needs to be further improved upon. In addition, there are many major mechanics that need to be implemented before any balancing can take place. Balance doesn't matter as much when mechanics are constantly changing. Therefore, a new series of major changes are to be implemented into Dune.

Before we look at other changes, let's revisit the basic foundation to see what we have and what can be further improved.

Faction/Nation:
There are currently four factions in the game. While more factions will eventually be added, that isn't the immediate focus. Once the mechanics are better developed, then introducing new factions will be simpler as there are already tools for them to specialize in. For now, the four factions already serve as a good starting point to test out new ideas and mechanics.

Fremen:

House Atreides:

House Corrino:

House Harkonnen:

Spice Field Competition:
One thing that wasn't fully explored was how spice field is competed over. Spice fields are spawned every single turn randomly on the map. Eventually, they should have a good coverage throughout the map. To gain spices, a player must either have one within their border and get the Project, Spice Harvest, that provides +1 Spice/Year. Otherwise, those spice fields must be harvested with 2 (going to increase this to 10) Spice gained per harvest.

Ornithopter will be dominating the Deserts as they can move freely on desert tiles from the start of the game. They serve as the primary escort of friendly Harvesters and will have to fight enemy for control of the Spice fields. The upside of these is their reduced damage taken Melee Units. The downside of Ornithopter is their lower HP pools. These vehicles have to be repeatedly repaired in friendly territory as the deserts are very hostile to anyone and anything.

City Specializations that will exist in the game:

The mod has the following yields: Spice, Local Materials, Solaris, Fuel, Outworld Supplies, Civics, Manpower, Science, Devotion and Intel.

Tech Tree:
An entire new tech tree was created for the mod. The tech tree can be broken into these categories: Survival, City Development, Empire Development, Religion and Unique.

Law:

Specialist:

Unit:

Improvement:

Council:

Tribal Missions:

Religion:
We need to define the different level theologies as to their purposes. We need to make sure it's worthwhile going for religions as opposed to those who focused on other yields. At the same time, we need to balance everything so religions aren't overpowering. In addition, we do have to be aware that the bonuses of the religions are enjoyed by anyone with the religion in their City. This means that the main bonuses aren't limited to just the founder but also anyone with City that has the religion. If possible, it would be nice to have founder-only, follower-only and holy city only bonuses.

Theologies are broken into the following categories and focuses.

CategoryFocus 1Focus 2Focus 3Focus 4
WarMore OrderUnit PromotionMore ManpowerUnit Levels
FortificationUnit HealingDefensive PromotionsFort BuffsCity Buffs
IntrigueMore IntelLower Rebel ChanceMore HappinessMore Science
EconomyMore CivicsMore MoneyMore Local MaterialMore Fuel
PietyMore DevotionMore Border GrowthBetter SpecialistsBetter Religious Improvements


TierCategoryTheologyPrerequisite Theology/TechEffect
0WarBlessing of WarNA/NA[Each City] +3 Manpower/Year and +1 Order/Year
1WarBlessing of VictoryBlessing of War/Worship
[Each City] +2 Order/Year.
[All Cities] New Units start with Victory.
2WarHero WorshipBlessing of Victory/Divination [Holy City] +10 Order/Year and +10 Manpower/Year.
[All Cities] +1 Level for New Units.
3WarHoly LawHero Worship/Cult[All Cities] New Units start with Fervor.
4WarCrusader SpiritHoly Law/Organized Religion[All Cities] +2 Level for New Units. +3 Order/Year and +5 Manpower/Year.
0FortificationBlessing of FertilityN/A[Each City] +3 Water/Year
1FortificationBlessing of ProtectionBlessing of Fertility/Worship[Each City] +3 Local Material/Year, Fuel/Year and Happiness/Year if Family military unit in City Territory.
2FortificationTranscendent ThoughtsBlessing of Protection/Divination[Holy City] Fort: +2 Civics/Year and +3 Happiness/Year.
[Each City] +2 Civics/Year from Walls and Towers.
3FortificationApostolic TraditionTranscendent Thoughts/Cult[All Cities] New Units gain Blessed.
4FortificationDefender of the FaithApostolic Tradition/Organized Religion[All Cities] +2 Water/Year, +2 Local Material/Year and +2 Fuel/Year per Military Unit in Territory.
0IntrigueBlessing of KnowledgeN/A[Each City] +1 Science/Year
1IntrigueBlessing of the ShadowsBlessing of Knowledge/Worship[Each City] +4 Intel/Year
2IntrigueWay of Noble TruthsBlessing of the Shadows/Divination[Holy City] +3 Science/Year and +3 Happiness Level per Culture Level. [Each City] -25% Rebels Chance.
3IntrigueTheocratic RuleWay of Noble Truths/Cult[All Cities] +2 Happiness/Year and +3 Intel/Year.
4IntrigueDivine TeachingsTheocratic Rule/Organized Religion[All Cities] Library, Academy, University: +2 Science
[Holy City] +25% Science
0EconomyBlessing of CommerceN/A[Each City] +5 Solaris/Year
1EconomyBlessing of WealthBlessing of Commerce/Worship[Each City] +1 Spice/Year, +2 Civics/Year and +2 Water/Year
2EconomyDivine InheritanceBlessing of Wealth/Divination[Holy City] +25% Solaris, Civics and Water.
[Each City] -10% Maintenance.
3EconomyCouncil of EldersDivine Inheritance/Cult[Each City] +2 Local Material/Year, +2 Fuel/Year and +2 Civics/Year per Cultural Level.
4EconomyHoly LandCouncil of Elders/Organized Religion[All Cities] Sietch: +5 Spice/Year, +5 Civics/Year, +10 Solaris/Year and +10 Water/Year.
0PietyBlessing of ProductivityN/A[Each City] +2 Civics/Year
1PietyBlessing of the GodsBlessing of Productivity/Worship[Each City] +3 Devotion/Year
[All Cities] New Units start with Devotion.
2PietyRitual SacrificeBlessing of the Gods/Divination[Holy City] +2 Devotion/Year and +2 Manpower per Specialist.
[Each City] +6 Border Tiles per Culture Event.
3PietyCeremonial BurialRitual Sacrifice/Cult[Each City] Temple: +3 Solaris/Year, +3 Devotion/Year and +3 Water/Year
4PietySacred SitesCeremonial Burial/Organized Religion[All Cities] Holy Sites: +10 Devotion/Year, +10 Civics/Year and +10 Manpower/Year. +25% Devotion.



To decide on what the new changes will be, we will look into what Vox Populi does that I greatly enjoy. It may not always been possible but some of the mechanics are very cool and has potential to really take off with the Old World engine.

Pros of VP:
Religion: VP religion focuses on founding, enhancing and reforming Religions. OW has Theology which is similar. However, it might be cool to make those Theologies more rewarding by making them harder to achieve.

Great People: Specialists not only provide a lot of yields but they also unlock Great People. Great People have their own unique abilities and GPTI. This makes it so one can give them powerful abilities while controlling the levers that decide how often they can spawn. Does this require new yields? Or maybe upgrade Specialists result in the birth of a Great Person.

World Congress: Having a WC of a sort would be really cool, especially when Dune has the Landsraad Council where you can use influence. Will need to add Influence as a yield which doesn't accumulate normally. Instead, influence are gained through certain events and actions as instant yields which can then used to bring about policies that are more beneficial to friendly Nation.

Espionage: While mostly incomplete, the espionage discussions have given rise to many good ideas. These ideas can take advantage of the existing Intel yield to allow a faction to get stronger or cripple the enemy. New actions may be tied to Projects in the Capital and these Projects are unlocked by various techs. Some of these Projects are locked behind Nation specific techs so not all Nations can use certain actions.

Wonder:



Spoiler Morale Mod To-do-list :



The Unit level affects its Morale Resting Point, Morale Recovery and Morale Decay. Out of combat, the Morale of the unit goes towards the Morale Resting Point. If below the resting point, it will use the Morale Recovery value. If above the resting point, it will use the Morale Decay value. Morale recovery happens when the Unit heals HP or is at full HP. Morale decay happens when the Unit has less than full HP.

One approach to Morale Resting Point, Morale Recovery and Morale Decay:
Unit LevelMorale Resting PointMorale Recovery/Morale Decay (per turn)
1 (or newly produced Units)100+1 / -5
2105+1 / -4
3110+2 / -3
4115+2 / -2
5+120+3 / -1

Morale Recovery and Morale Decay can also be calculated by math. Morale Recovery is relative to the HP healed. The higher the HP heal rate, the higher the Morale Recovery.

Morale Recovery = Base Morale Recovery + (HP Heal / 2) where Base Morale Recovery is (Unit Level / 2) rounded up.

Morale Decay = Base Morale Decay + (%HP Missing * 10) where Base Morale Decay is

A Unit's Morale is affected by the following modifiers:
ModifierMorale ChangeNotes
Kill an enemy Unit+20
Adjacent friendly Unit killed-20
Rout an enemy Unit+10
Adjacent friendly Unit routed-10
Adjacent to a Scattering Unit-10This can stack if adjacent to multiple Scattering Units.
Adjacent to a Wavering Unit-5This can stack if adjacent to multiple Wavering Units.
Adjacent to a Eager Unit+5This can stack if adjacent to multiple Eager Units.
Adjacent to an Aggressive Unit+10This can stack if adjacent to multiple Aggressive Units.
Crit an enemy Unit+5
Get critted by an enemy Unit-5
Force March-2/Order spent


MoraleEffectUnitCombat Strength ModifiersOther Combat ModifiersOther
0-40Scattering-90% Attack+1 Movement/Order, -100% Crit+50% Chance to Retreat
Double Unit Consumption
Drops adjacent Units' morale by 10
41-80Wavering-75% Attack-50% Crit+25% Defecting Chance
+50% Unit Consumption
Drops adjacent Units' morale by 5
81-99Weakened-25% Attack-25% Crit
100-120Fresh+5% Attack
121-140Eager+50% Attack+1 Fatigue, +5% CritIncreases adjacent Units' morale by 5
141-160Aggressive+50% Attack, -10% Defense+5% CritIncreases adjacent Units' morale by 10
161-180Arrogant+75% Attack, -15% Defense+10% CritTake additional 1 damage for each attack/defense.
181-200Reckless+100% Attack, -25% Defense+20% Crit,Ignore ZOC
Take additional 3 damage for each attack/defense.



Spoiler Espionage Rework Draft :

Hi everyone! This is amateurgamer! This post will be a detailed draft on a espionage rework to be proposed in the next Congress. The goal is to lay out the details of what the rework will look like with some numbers picked as a starting point. The draft will be broken into multiple sections that will be easier to digest. The draft will be worked on and refined until the next Congress where sections of it will be their own proposal.

Please note that this is an attempt to steer Espionage in a certain direction. The numbers will need to be adjusted based on player feedback. In addition, the post encourages discussions so some ideas may be changed and refined. Feedback and suggestions are welcomed.

The draft is broken into the following sections:
1. Spy Mission Type and Selection.
2. Siphon Mission Change.
3. Spy Mission Duration.
4. Counterspy Mechanics.
5. Espionage buildings (like Constabulary) and Espionage policy/tenets (like Double Agents)
6. Spy Experience.
7. Spy interaction with CS.

1. Spy Mission Type and Selection:
Spoiler :

Currently, multiple spies cannot do the same mission in one City except for tech theft. Even a standard map with multiple spies over the eras, it's possible for some missions to be greyed out. Therefore, this limitation will be removed while caps are placed on missions like siphon missions.

Mission TypeBase DurationDescription
Surveillance1Any foreign city.
Provides information on the City and its worked tiles. Another mission can be selected after this mission expires.
Siphon Gold15Any foreign city.
Siphon up to 20% of the City's Gold for 15 turns. (See Siphon Mission Change for more details)
Siphon Faith15Any foreign city.
Siphon up to 20% of the City's Faith for 15 turns. (See Siphon Mission Change for more details)
Siphon Science20Any foreign city.
Siphon up to 20% of the City's Science for 20 turns. (See Siphon Mission Change for more details)
Pillage Tiles15Any foreign city.
Pillages up to 3 random tiles worked by the City.
Reduce Tourism20Foreign Capital Only.
Applies a -20% modifier to the Capital Owner's Tourism for 20 turns.
Mission unavailable if the modifier is above -100%.

First, the base duration of the missions have been reduced. If the base duration starts too high, then various modifiers can push mission lengths to absurd number of turns. With lower base duration, spies can have a bigger impact and, if the missions are too strong, the mission benefits can always be nerfed later.

Secondly, steal tech is removed. With siphon science already present, stealing tech feels both redundant while harder to balance.

Thirdly, Siphon Missions are changed. All values above are base values. See next section for more details.


2. Siphon Mission Change:
Spoiler :

The following proposal has been passed:
Code:
Proposal to address these issues:
When a siphon mission is completed, it doesn't result in an instant yield, but in a yield change per turn over a certain duration (like a trade deal). The transferred amount per turn is based on the average of the city yields while the spy was in it to conduct the mission. The effect duration is always the base mission duration (so operating quicker than the base mission length will be rewarded).

Example:
It takes a spy 25 turns to complete the "Steal Gold" mission in a city. The city produces 50 gold per turn on average in this time. Then, the mission will result in 25 gold per turn (50% of 50 gold per turn) being transferred from the city owner to the spy owner for a duration of 30 turns (total amount: 750). If the spy had taken 30 or 35 turns to complete the mission, these values wouldn't be different.
In the current implementation, an amount of 625 gold would have been stolen instantly.

The proposal doesn't address the following issues:
1. Tall Civilizations get punished a lot. When most of the yields are produced in one City, siphon missions from multiple spies can potentially cripple the Civilization. Using the example from the proposal of 50%, a -50% to Tourism, Science, Gold and Faith is a lot of yields to lose.
2. The stacking of the missions (which will be allowed in this rework) won't be compatible with the current mechanics due to it giving more yields to attacker than what defender loses. Let's say there are three foreign spies in the City all stealing gold. Based on the example, each spy will steal 25 GPT while defender produces 0 GPT. Therefore, the attackers gained a net 75 GPT while the defender loses 50 GPT. 25 GPT is produced out of thin air.

To address the issues above, the following changes will be proposed:
1. Introduce Yield Pool which is used in the calculations of Siphon Missions.
2. Yield Pool of a Capital is capped at 90% of total yields (before modifiers).
3. Yield Pool of all non-Capital Cities is capped at 100% of total yields (before modifiers).
4. Distribution of the Yield Pool is determined by the number of spies in the City (regardless of what mission they perform). For instance, a City with a Yield Pool of 50 GPT and 10 spies operating in it will see at most 5 GPT for a Siphon Gold mission even if only one Spy is doing Siphon Gold mission.
5. Offensive spies can at most siphon 20% of the Yield Pool.

This will achieve the following:
-Makes sending spies to a popular target less alluring due to the competition. More competition = Less Yields gained from Siphon Missions.
-The siphoning only happens on a local city level. Mission that occurs at a City will affect just that City. Currently, the lost yields are taken from a Global Pool and transferred the Spy's owner Global Pool. The change will see yields from the City transferred to the Spy's owner Global Pool.
-Multiple Siphon Missions won't hurt a tall civilization as much due to the Yield Pool capped at 90% and 90% of the yields are gone only if all the Spies do the same Siphon Mission and the missions are all completed for the full duration.


3. Spy Mission Duration:
Spoiler :

The following proposal has been passed:
Code:
-The base duration, once modified by game speed, will be the Standard duration.
-Mission duration can be shortened by Spy Power. Spy Power is affected by the rank of the spy and UA. Rank 1 gives nothing. Rank 2 gives -10% of the Standard duration while Rank 3 gives -25% of the Standard duration. England gets an additional -10% of the Standard duration.
-Buildings increase the Standard duration for Foreign Spies.
-Policies and Tenets can increase/decrease the Standard duration for Foreign/Friendly Spies.
-Duration is capped at +/-33% of the Standard duration.

The new proposal will see the adjustment of the durations (based on feedback from players once the above proposal is implemented and make the durations scale with Gamespeed.

For example, let's say a building increases all mission duration on Standard by 6. The duration, scaled by Gamespeed, will be 4/6/9/18.


4. Counterspy Mechanics:
Spoiler :

The following proposal has been passed:
Code:
-When a counterspy kills an enemy spy, the mission does not come into effect (no gold/tourism/tech is stolen etc.)
-To make up for this, kill chance is slightly decreased with an additional modifier: -10% kill chance for every level the attacking spy is above the first level (the level of the attacking spy is currently not considered in the kill chance calculation)
-The level restrictions for counterspy missions are removed, giving more options to use also low-level spies defensively

Four Counterspy Missions:
1. +50% chance to Identify and/or Kill foreign Spies.
2. +10% chance to Identify and/or Kill foreign Spies. City Ranged Attacks are 50% stronger while Spy is active in this City.
3. +25% chance to Identify and/or Kill foreign Spies. +2 Happiness and -25% Unhappiness from Needs in the City.
4. +15% chance to Identify and/or Kill foreign Spies. Merchants, Engineers, Scientists, Artists, Writers, and Musicians all produce +1 of their basic Yield

My concerns with the current counterspy mechanics are:
-Kill chance is too much RNG. It can either not happen or a high level Spy can die very quickly. Players can feel they have no control of whether they'll succeed, especially when there's a Counterspy that just makes the chances even worse.
-Since Kill chance is RNG, it's possible to be 1 turn from completion before Spy is killed and gets nothing for the mission.
-Counterspy missions have benefits and no risk. This make offensive spies feel weaker and may push players to use their spies in City-States or owned Cities more.

Due to my concerns above, I plan on proposing:
  • Spies can no longer be killed. Instead, they are captured if there is a counterspy in the City.
  • Once you capture a Spy, you get options to pick from. More options are unlocked behind buildings and Policies. (More details below)
Mission TypePrerequisiteDescription
Release SpyNoneCaptured spy returns to owner and can be redeployed afterwards.
Imprison SpyNoneCaptured spy is unavailable to the owner for [5 * X] Turns where X is the Spy Rank of captured Spy and there's a diplomatic malus with the spy owner
Release Spy after Ransom PaidConstabulary in CityCity owner gains GPT while spy owner loses the same GPT for 10 turns. GPT is { [1 :c5gold: Gold per Turn, scaling with Era] * X } where X is the Spy Rank of captured Spy)
Release Spy after Intel GatheredPolice Station in CityCity owner gains [100 * X] :c5science: Science where X is the Spy Rank of captured Spy.)
Make Spy into a Double AgentDouble Agent TenetGain 1 :c5science: Science per turn in all Cities for [3 * X] turns where X is the Spy Rank of captured Spy. {can stack})
Make effective propaganda with SpyPolice State Tenet+10% :c5strength: CS to all military Units for [5 * X] turns where X is the Spy Rank of captured Spy. {can stack})

Spoiler Spy Capture Details :

Spy capture is determined through Progress which is affect by Security Level and Spy Resistance. The idea is that, once Progress reaches 100%, then the spy is captured.

Security Level determines the base Progress through the equation: Security Level / 5. Therefore, higher Security Level Cities starts with higher Progress which speeds up spy capture.

Spy Resistance then either increases or decreases Progress each turn depending on if it's positive or negative. The higher the Spy Resistance in a City, the faster enemy spies can be captured.

Let's say we have a City with Security Level of 40 and Spy Resistance of 5. Then, the base Progress will be 8 and the spy will be captured after 19 turns. 19 turns will be shown to the player on the UI as the player decide upon what mission to pick. This 19 turns won't change even if the City gained or lost Security Level and Spy Resistance between mission start and mission end.

If the mission is shorter than the projected turns or Spy Resistance is negative, then the spy won't ever be captured.


Spoiler Spy Retirement :

Spies will go into Retirement as a way to "reset" their level.

Once a spy hits level 3, then it will have a Retirement counter of 5. Once the spy has been captured 5 times, then the spy will be forced to retire and a level 1 spy will be the replacement.




Spoiler :

Spoiler Dune Techs :

These are tech ideas and their components to be added to the mod:
Yali (Sietch Yali)
Condensers
Education
Manufacturing (Sietch-factories, Stillsuit Shops)
Field Generators
Landing Lips
Small Maker Caches
Warrens
Moisture Traps
Fuel Cells
Assembly Chambers
Gardens
Evaporation-proof Basins
Qanats
Storage Basins
Decoy Barrages
Deathstills
Airfield Network
Lay of the Land
Water Sellers Contracts
Water Trade
Paracompass
Underground Network
Dune Wanderers
Desert Mastery
Instill Fear
Advanced Engineering
Energy Markets
Gridex Plane
Crew Training Program
Economic Lobbying
Field Work
Spreading the Faith
Spice Market
Arrakis Secrets
Spice Hegemony
Underground Contacts
Martial Economy
Survival Training
Defense Systems
Support Structures
Military Threat
Air Command
Ground Command
Call to Arms
High Command
Army Logistics
New Homeland
Guerrilla Tactics
Desert Command
Central Command
Intelligence Network
Diplomatic Maneuvers
Negotiation Tactics
Sand Diplomacy
Political Stance
Spying Logistics
Stealth Gear
Spying Mastery
Counter Measures
Underworld Bribes
Atreides Delegation
Sietch Network
Desert Shadow
Cruel Reputation




Spoiler Celtic Pantheon Changes :

Bran, the Sleeping Guardian
+25% increase to :c5rangedstrength: Ranged Combat Strength and +25% :c5food: Growth in all Cities. +1 :c5culture: Culture for every 4 :c5citizen: Citizens in a City. +1 :c5happy: Happiness to Following City
+4 :c5faith: Faith from Ceilidh Hall.

Cernunnos, the Horned Stag
+1 :c5food: Food and :c5gold: Gold from Forests, +1:c5production: Production, and :c5science: Science from Jungles. +1 :c5faith: Faith from unimproved forest and jungles. +1 :c5culture: from Camps and Plantations.
+2 :c5culture: Culture from Ceilidh Hall.

Dagda, the All-Father
+1 :c5gold: Gold, :c5production:Production, and :c5science:Science in your Capital, and for every 4 Followers of your Pantheon in owned cities. +1 :c5culture: Culture in Holy City for every 15 Followers in Foreign Cities.
+2 :c5happy: Happiness from Ceilidh Hall.

Epona, the Great Mare
Receive +10 :c5science: Science, :c5culture: Culture, and :c5food: Food when your Borders expand, scaling with Era. Religion spreads to Cities 25% further away.
+6 :c5food: Food from Ceilidh Hall.

Lugh, the Skilled One
+3 :c5culture: Culture, :c5science: Science, and :c5gold: Gold in Cities with a Specialist. +3 :c5food: Food to all Cities.
+3 :c5production: Production from Ceilidh Hall.

Mannanan, Son of the Sea
+3 :c5food: Food, +3 :c5production: Production, and +4 :c5gold:Gold in coastal Cities. Pressure to friendly City-States and via owned :trade: Trade Routes increased by 50%.
+2 Great Admiral Points from Ceilidh Hall.

Morrigan, the Harbinger
Earn :c5gold: Gold, :c5culture: Culture, and :c5goldenage: Golden Age Points if you kill a unit. +15% :c5production: Production towards Units.
+2 Great General Points from Ceilidh Hall.

Nuada, the Silver-Handed
+3 :c5culture: Culture and :c5gold: Gold from :c5trade: City Connections. +1 :c5science: Science for every 5 :c5gold: GPT, capped at half the number of Followers in the City.
+5 :c5gold: Gold from Ceilidh Hall.

Ogma, the Learned
+1 :c5science: Science for every 4 :c5citizen: Citizens in a city. +3 :c5science: Science, :c5culture: Culture, and :c5greatperson: Great Scientist Points in the :c5capital: Capital. Holy City gains +7 :c5science: Science.
+5 :c5science: Science from Ceilidh Hall.

Rhiannon the Sovereign
+2 :c5culture:Culture in every City. +1 :c5gold: Gold and :c5production: Production from every improved resource.
+5 :c5goldenage: Golden Age Points from Ceilidh Hall.


Spoiler Founder Belief Changes :

Note: Only changed beliefs and the changes will be listed here.

Apostolic Tradition: When a City adopts your Religion for the first time, gain 30 :c5culture: Culture and :c5food: Food in your Holy City, scaling gradually based on the number of Cities following your Religion (bonus caps at 20 Cities).

Ceremonial Burial: max 30 Cities.

Council of Elders: When a City adopts your Religion for the first time, gain 30 :c5science: Science and :c5production: Production in your Holy City, scaling gradually based on the number of Cities following your Religion (bonus caps at 20 Cities).

Holy Law: max 400 Followers

Way of the Pilgrim: World and Natural Wonders gain +3 :c5culture: Culture and :tourism: Tourism each. +1 :c5culture: Culture and :tourism: Tourism from Great Works.

Way of Transcendence: max 15 Cities


Spoiler Follower Belief Changes :

Note: Only changed beliefs will be listed here.

Asceticism: +1 :c5food: Food for every follower in the City (max +25 :c5food: Food)
Cooperation: Receive +15 to all City yields every time a :c5citizen: Citizen is born in the City. Bonus scales with Era.
Creativity: +1 :c5culture: Culture for every 2 followers in the City (max +10 :c5culture: Culture), and +3 :c5faith: Faith if you have at least one Specialist in the City.
Diligence: +1 :c5production: Production for every 2 followers in the City (max +25 :c5production: Production)
Mastery: Specialists generate +3 :c5goldenage: GAP and +1 of their primary Yield.
Scholarship: +1 :c5science: Science for every 2 followers in the City (max +25 :c5science: Science)
Thrift: +1 :c5gold: Gold for every follower in the City (max +25 :c5gold: Gold)
Veneration: +1 :c5faith: Faith, :c5science: Science, :c5production: Production, and :c5food: Food in the City. Shrine and Temples gain +2 :c5culture: Culture and :c5gold: Gold.


Spoiler Enhancer Belief Changes :

Abode of Peace: +1 :c5gold: Gold and :c5faith: Faith in Holy City for every 7 followers of this religion in Foreign Cities. Minimum Influence with City-States following your Religion is 50, and you receive +25% rewards from City-State Quests.

Inquisition: Inquisitors cost 50% less :c5faith: Faith, and generate 25 :c5gold: Gold, :c5food: Food and :c5science: Science per converted :c5citizen: Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities.

Orthodoxy: Religion spreads 15% faster (30% with Printing press), and to Cities 25% further away. +5 :c5greatperson: Great Diplomat GPP in Holy City.


Spoiler Existing Belief Bonuses :

Your Spies exert Religious Pressure on the Cities they occupy, and + Happiness if stationed in a foreign City.
Yields in all owned Cities following this Religion.
Pressure doubled to friend CS and foreign Cities connected via TR.
Reduce minimum Policy requirements for Wonders by x.
Prophets of this Religion % stronger cost % less :c5faith: Faith.
+ to base Holy Site yields.
If this is the majority Religion, Follower reduction from rival Inquisitors and Prophets halved.
+% :c5greatperson: Great Person Rate in Holy City during :c5goldenage: GA.
Missionaries of this Religion % stronger.
Yields in Holy City for every Foreign City following this Religion.
Holy City gains yields and :c5greatperson: Great Person Points per turn for all :c5greatperson: Great People.
Yields in Holy City for every x followers of other Religions in owned Cities.
May spend :c5faith: Faith to purchase land units in Cities.
Strategic Resources quantities increase by % per following City (up to %)
 
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Mod Plan/Roadmap

Spoiler What We Have so Far :

Neolithic Era
Copper Era
Bronze Era
Machine Era
Digital Era

New Units
New Promotions (will need more)

Changed the base yields of resources
Changed when resources are revealed
New resource (slaves, ammunition, explosives, etc)
Terrain Yields


Spoiler To-Do-List :

Shrine: Production Cost --> 90
Rework Religion (Founders, Followers, Enhancers, Reformation, Pantheons)
Rework spreading through pressure (faith buildings or TR)

Social Policies (each tree will get 2 more policies)
2 New ideologies
All the Ideologies (overhaul)
 
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