amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,553
Hi everyone! This is amateurgamer! For lack of a better name, I decided to call this Late Game mod. Essentially, this mod will focus on things starting from Industrial Era. Depending on the changes, there's a good chance that I might be extending the eras using some existing mods. For the moment, I will be sticking with the Industrial, Modern, Atomic and Information Era of the mod. I plan on reworking many aspects of the late game. I've already started with the Extra Victory Condition mod, Zeppelin Lin Changes Mod and the New Ideology mod. In addition to those, I plan on changing unit stats, certain mechanics like naval combat, building yields and whatever I feel like tinkering with. I will try to update this first post often with what I have in mind. I know that the VP beta is still being changed but, with the promise of fewer major changes, I hope that means this mod will be compatible with the VP up to its gold version. The idea is that I will be working individual components in their thread and then combine them here to make sure they are compatible. Chances are that, once Gold VP version is out or a very stable version that I particularly like (whichever comes first), I will be only using that version for modding as constantly updating isn't very feasible.
Why do I make individual components? First, it makes it so much easier to troubleshoot. Secondly, I understand that some players might want with certain mod but not others. I want give people the option to either pick and choose their mods or just get the entire AG's modding experience in one single big mod. Anyways, that's enough for the introduction.
Below are the list of things I want to tackle (in no particular order). I will add to this list if I get any good ideas or good suggestions:
Go to this...
Some buildings produce Energy that's needed to run all buildings that don't need strategic resources.
Some buildings produce new Strategic Resources needed to make better units at the cost of
Food and Energy.
Some buildings are economical and, while using the new Strategic Resources, also give extra yields to the resource producing buildings.
Spy system rework
Buffing some improvements and/or Unique Improvements
Remove Extra Gold Maintenance from Elephants
Increase Archer and Mounted Archer Bonus vs Elephant from 50% to 100%.
Progress Expertise Gold in every City increased from 1 to 2.
Progress Equality now gives +1 Science in every City instead of Gold.
Authority Dominance no longer gives Science but Faith is increased from 5 to 10 when borders expand.
Added flavor to the new buildings.
City:
City HP regen lowered from 25 to 10.
Promotions:
All promotions with bonus vs Melee Units must also include Gunpowder Units.
All Recon Attributes gain 10/8/5 HP regen.
Unit Supply:
Unit Supply from City increased to 2 for both Player and AI.
Unit Supply from Population increased for AI.
Amphibious, Drill I, Heavy Infantry I, Stalwart, Woodsman now have prerequisite promotion of Blade I, Blade II, Polearm I, Polearm II, Blunt I or Blunt II.
Cover I and Shock I now have prerequisite promotion of Blade I or Blade II
Anti-Infantry I and Bash I now have prerequisite promotion of Blunt I and Blunt II
Anti-Cavalry I and Formation I now have prerequisite promotion of Polearm I and Polearm II
Bodyguard, Bonus vs Archer (25), Bonus vs Siege (25), Improved Armor I and War Mount I now have prerequisite promotion of Elephant I, Elephant II, Heavy Cavalry I, Heavy Cavalry II, Light Cavalry I or Light Cavalry II.
Anti-Archer I and Flanking I now have prerequisite promotion of Light Cavalry I or Light Cavalry II.
Charge I and Heavy Armor I now have prerequisite promotion of Heavy Cavalry I or Heavy Cavalry II.
Feared Elephant and Trample I now have prerequisite promotion of Elephant I or Elephant II.
Accuracy I, Barrage I, Quick Reload, Sidearms and Siege Support now have prerequisite promotion of Archer I, Archer II, Mounted Archer I or Mounted Archer II.
Anti Mounted Archer I and Missile Fire I now have prerequisite promotion of Archer I or Archer II.
Skirmisher Doctrine and Skirmisher I now have prerequisite promotion of Mounted Archer I or Mounted Archer II.
Slave:
Slave is the strategic resource used by slave Units. Slave Units don't use up supply or cost maintenance. They are very cheap to produce but are weaker than Units unlocked at the same time.
Slave units are best used when one needs to stall enemies from advancing. The slave units are meant to be cannon fodder while providing flank bonuses by taking up dangerous positions. Use them well and your experienced Units can stay very safe.
Niter:
Niter will become the strategic resource for Gunpowder Units and units that are commonly associated with gunpowder weapons. Units that use Niter will gain the Niter I attribute (+33% CS when attacking.)
If a Land Unit uses strategic resources, each resource used provides a buff in the form of a promotion. These promotions are unique to each strategic resource.
Niter:
Provides the Niter Promotion ()
Slave:
Provides the Slave Promotion ()
Military buildings will provide the following bonuses:
Defensive buildings will provide the following bonuses:
Base City CS is 5 while RCS is 2.5. Cities on Hills have an additional 2 CS and 1 RCS. Garrisoned units provide 50% of their CS but these don't contribute to the RCS.
Dragoon:
200
or 250 
Mounted Archer Combat Type
Unlocked by Fortification
22
CS
22
RCS/ 2 Range
2
Movement
May Not Melee Attack
Mounted Archer II (+50% CS when attacking Units in Open Terrain. +1 Movement.)
Elite Battle Elephant:
Upgraded from Battle Elephant
400
or 250 
Elephant Combat Type
Unlocked by Fortification
42
CS
2
Movement
No Defensive Terrain Bonuses
Can Move After Attacking
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Grenadier:
Unlocked at Flintlock
Hussar:
Carolean:
Field Gun:
Light Infantry:
Line Infantry:
Minuteman:
Ancient Era:
-Column 0 Blunt Units: 25 Production, 8 base
CS, 2
Movement, 150 HP, 3/2/1 HP regen
-Column 0 Archery Units: 20 Production, 4 base
CS, 4 base
RCS, 2
Movement, 100 HP, 5/4/2 HP regen
-Column 0 Unique Melee Unit: +1
CS and +1 Promotion
-Column 0 Unique Archery Unit: +1
RCS and +1 Promotion
-Column 1 Blade Units: 20 Production, 8 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 1 Mounted Archer Units: 20 Production, 5 base
CS, 5 base
RCS, 3
Movement, 75 HP, 5/4/2 HP regen
-Column 1 Unique Mounted Archer Units: +1
RCS and +1 Promotion
-Column 2 Blunt Units: 40 Production, 12 base
CS, 2
Movement, 150 HP, 3/2/1 HP regen
-Column 2 Polearm Units: 30 Production, 10 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 2 Light Cavalry Units: 30 Production, 10 base
CS, 5
Movement, 125 HP, 10/8/5 HP regen
-Column 2 Heavy Cavalry Units: 50 Production, 14 base
CS, 3
Movement, 150 HP, 3/2/1 HP regen
-Column 2 Elephant Units: 65 Production, 18 base
CS, 3
Movement, 250 HP, 3/2/1 HP regen
-Column 2 Archery Units: 30 Production, 6 base
CS, 6 base
RCS, 2
Movement, 100 HP, 5/4/2 HP regen
-Column 2 Unique Melee Unit: +2
CS and +1 Promotion
-Column 2 Unique Archery Unit: +1
RCS and +1 Promotion
Classical Era:
-Column 3 Blade Units: 45 Production, 13 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 3 Mounted Archer Units: 45 Production, 7 base
CS, 7 base
RCS, 3
Movement, 75 HP, 5/4/2 HP regen
-Column 3 Siege Units: 45 Production, 8 base
CS, 8 base
RCS, 2
Movement, 100 HP, 10/8/5 HP regen
-Column 3 Unique Melee Unit: +2
CS and +1 Promotion
-Column 3 Unique Archery Unit: +1 Promotion
-Column 3 Unique Mounted Archer Unit: +1
RCS and +1 Promotion
-Column 3 Unique Siege Units: +1
RCS and +1 Promotion
-Column 4 Blunt Units: 70 Production, 18 base
CS, 2
Movement, 150 HP, 3/2/1 HP regen
-Column 4 Polearm Units: 60 Production, 16 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 4 Archery Unit: 60 Production, 9 base
CS, 9 base
RCS, 2
Movement, 100 HP, 5/4/2 HP regen
-Column 4 Light Cavalry Units: 60 Production, 16 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 4 Unique Blade Units: +1
CS and +1 Promotion
Medieval Era:
-Column 5 Blade Units: 75 Production, 18 base
CS, 2
Movement, 125 HP, 10/8/5 HP regen
-Column 5 Heavy Cavalry Units: 95 Production, 21 base
CS, 2
Movement, 3
Movement, 150 HP, 3/2/1 HP regen
-Column 5 Elephant Units: 115 Production, 27 base
CS, 2
Movement, 3
Movement, 250 HP, 3/2/1 HP regen
-Column 5 Mounted Archer Unit: 75 Production, 11 base
CS, 11 base
RCS, 2
Movement, 75 HP, 5/4/2 HP regen
-Column 5 Siege Units: 75 Production, 13 base
CS, 13 base
RCS, 2
Movement, 100 HP, 10/8/5 HP regen
-Column 5 Unique Melee Units: +2
CS and +1 Promotion
-Column 5 Unique Light Cavalry Units: +2
CS and +2 Promotion
-Column 5 Unique Heavy Cavalry Units: +3
CS and +1 Promotion
-Column 5 Unique Elephant Units: +2
CS and +1 Promotion
-Column 5 Unique Mounted Archer Unit: +1
RCS and +1 Promotion
-Column 5 Unique Siege Unit: +1
RCS and +1 Promotion
-Column 6 Archery Unit: 85 Production, 15 base
CS, 15 base
RCS, 2
Movement, 100 HP, 5/4/2 HP regen
-Column 6 Unique Archery Unit: +1
RCS and +1 Promotion
Renaissance Era:
-Column 7 Blade/Polearm Units: 100 Production, 24 base
CS, 2
Movement, 150 HP, 10/8/5 HP regen
-Column 7 Blunt Units: 115 Production, 26 base
CS, 2
Movement, 175 HP, 3/2/1 HP regen
-Column 7 Mounted Archer Unit: 100 Production, 16 base
CS, 16 base
RCS, 2
Movement, 75 HP, 5/4/2 HP regen
-Column 7 Light Cavalry Units: 100 Production, 24 base
CS, 5
Movement, 125 HP, 10/8/5 HP regen
-Column 7 Siege Units: 100 Production, 18 base
CS, 18 base
RCS, 2
Movement, 100 HP, 10/8/5 HP regen
-Column 7 Unique Melee Units: +2
CS and +1 Promotion
-Column 7 Unique Light Cavalry Units: +2
CS and +1 Promotion
-Column 8 Archery Unit: 115 Production, 20 base
CS, 20 base
RCS, 2
Movement, 100 HP, 5/4/2 HP regen
-Column 8 Heavy Cavalry Units: 150 Production, 30 base
CS, 3
Movement, 200 HP, 3/2/1 HP regen
-Column 8 Elephant Units: 200 Production, 36 base
CS, 2
Movement, 300 HP, 3/2/1 HP regen
-Column 8 Unique Archery Unit: +1
RCS and +1 Promotion
-Column 8 Unique Heavy Cavalry Units: +3
CS and +1 Promotion
-Column 8 Unique Elephant Units: +3
CS and +1 Promotion
Enlightenment Era (To be reworked):
-Column 9 Blunt Units: 31 base
CS, 2
Movement
-Column 9 Gunpowder Units: 36 base
CS, 2
Movement
-Column 9 Siege Unit Units: 24 base
CS, 24 base
RCS, 2
Movement
-Column 9 Unique Blunt Units: +3
CS and +1 Promotion
-Column 9 Unique Gunpowder Units: +3
CS and +1 Promotion
-Column 10 Mounted Archer Units: 22 base
CS, 22 base
RCS, 2
Movement
-Column 10 Archery Units: 26 base
CS, 26 base
RCS, 2
Movement
-Column 10 Light Cavalry Units: 36 base
CS, 2
Movement
-Column 10 Elephant Units: 42 base
CS, 2
Movement
Does the Gunpowder line deserve its own promotions after both the Polearm and Sword line merge into it? What makes the Gunpowder line so special?
Should Gunpowder Units gain 1 Range?
Where does Airships come in?
Airships have a role if Submarines show up in Industrial Era. Their purpose is to counter enemy Submarines. Their ability to hover over Coast/Sea tiles make them versatile. However, they use up two movements while over Sea tiles. Therefore, their strength lies on Land and Coast tiles where they are mobile and can outmaneuver other units.
How does naval combat look?
Destroyer >> Naval Helicopter >> Submarine >> Battleships >> Cruisers >> Destroyer
Destroyers are fast and can chase down any Naval Helicopters that venture too far from land.
Naval Helicopters can hover and are best used on Land and Coast tiles. They struggle in Sea tiles where they can easily be picked apart.
Submarines are the ninjas of the sea. They can only be spotted by certain unit lines and have a bonus against Battleships.
Battleships are the fortresses on the seas. They have lots of health and hit very hard. They are slower and will be easily sunk if submarines can attack one as a wolfpack.
Cruisers are relatively fast. Their ranged attacks help them hit Destroyers easily while it's a terrible idea to exchange attacks with battleships.
Note: Production cost will scale with HP regen so it's not possible to easily replace low HP regen units by producing them in a City. Current production will be associated with average HP regen while low/high HP regen will operate with a +/- X production cost. For instance, Ancient Era may see low HP regen +15 Production compared to average while high HP regen sees a -15 Production. The X will scale with Era, though the scaling won't be linear.
With this approach, the average value needs to be determined. Then, it's a matter of adding or removing from it to determine the lows and highs. Therefore, the first step to set the average value and we begin with the following units and the stat:
Blade/Polearm: average CS and average movement
Archer: average HP regen
Light Cavalry: average HP
Movement (average/high/very high) is generally 2/3/4 Movements.
HP regen (low/average/high) is generally 3/5/10 HP/turn in friendly territory, 2/4/8 HP/turn in neutral territory and 1/2/5 HP/turn in enemy territory.
HP (very low/low/average/high/very high) is generally 75/100/125/150/200 base HP.
Goals of the mod:
Unused Abilities:
Throne Room built in
Capital (1 Musician Slot, 1 Great Work of Music slot,
Golden Ages last 15% longer)
Building (+15%
GPP Rate in the
Capital)
Court Astrologer built in
Capital (1 Scientist Slot, +2
Science)
Court Chapel built in
Capital (1 Artist Slot, 1 Great Work of Art slot, +2
Faith)
Gain an additional 5
Culture when a Technology is researched, scaling with Era.
Receive 10
Science when a
Citizen is born in your
Capital, and 10
Science for every
already in your
Capital, scaling with Era.
+1
Movement for Civilian Units. Tile improvement rate increased by 25%.
Receive 15
Gold when a
Citizen is born in any city, scaling with Era.
Unhappiness Needs Modifier from
Poverty,
Illiteracy,
Boredom and
/
Distress reduced by 10% in all Cities.
+1
GAP from
City Connections.
Gold maintenance for Routes reduced by 50%.
Killing a military unit generates
Science based on the
Strength of the defeated unit.
Receive 20
Science and
Culture when you found or conquer cities, scaling with era and Gamespeed. Conquest bonus also scales based on City
population.
Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries
Units gain +10%
Combat Strength. War Weariness reduced by 25%. -15%
Gold cost when purchasing Units.
All melee units heal for 15 points after killing a military unit.
Tier 1 Policies:
These policies are unlocked through buildings unlocked in the Ancient Era (through Agriculture). The first building (known as opening buildings) can only be built in the capital and the tier 1 opening buildings are mutually exclusive. The other buildings require the first building and are scattered throughout rest of the techs leading up to end of Classical Era.
The goal of the mod is to provide more civ with a kit that's different from the existing civs. The kits will be lite version in that they must be balance to AGYRM. There will also be a push to keep abilities that are more AI friendly. If certain bonuses are really anti-AI, then it will likely not make it to this Civ pack.
Phoenicia:
Metropolis (UA):
Settled and Captured Non-
Capital Cities are converted to City-States with 45 resting
Influence towards Phoenicia. Cannot capture City-States.
Beit Melqart (UNW):
unlocked at Trade
Replaces Scrivener's Office
Paper: +1
65
Production cost (Cost scales with number of Cities)
+2
Food and
Faith
+2
Great Diplomat Points
1 Civil Servant Specialist Slots
+10%
Production towards Diplomatic Units in this City
+25%
Defense in this City
+1
Food for Every City-State Friend.
+1
Food and
Faith in City for Every City-State Ally
Merchant Prince (UGP):
Replaces Great Diplomat
Can Construct Embassies
Can Perform a
Diplomatic Action, Greatly increasing you influence with a target City-State, and reducing the influence of all other Civilizations with that City-State
250
Gold when performing a
Diplomatic Action
+2
Military Supply when expended
Credits:
The Inuit:
Until the Ice Breaks (UA):
Improved Fish Resources are converted into Seals, a luxury resource.
Land Units have Double Movement on Snow and can cross Ice.
Inuksuk (UI):
Unlocked by Hunting
Base Yield: +1
Food, +1
Production
+2
Culture at Compass
Must be built on Snow or Tundra, and not next to each other
On Construction, claims adjacent neutral tiles
Connects any Luxury or Strategic resources underneath it to your trade network.
Unatattik (UU):
Replaces Crossbowman
80
or 150 
Unlocked at Machinery
15
CS/ 21
RCS
Ignore Terrain costs
Naval Targeting Penalty
Unaak (+25% Defense. On ranged attack, target loses 2 moves on their next turn. Does not Stack).
Seal (Luxury):
+1
Food
+1
Gold and
Production (Fishing Boats)
Monopoly: +1
Gold from Resource tiles.
Credits:
Nubia:
Ta-Seti (UA):
+1
and +15%
Production in cities with a Garrison.
Cenobium (UB):
unlocked at Civil Service
Replaces Workshop
Can Purchase with Faith
175
or 175 
No
Gold Maintenance
+3
Production and
Faith
+25%
City Strength and resistance to conversion
Internal Trade Routes from this City generate +3
Production.
Allows
Production to be moved from this City along Trade Routes inside your Civilization.
Pitati (UU):
Replaces Archer
35
or 100 
Unlocked at Calendar
6
CS/ 11
RCS
Volley
Naval Targeting Penalty
Mercenary (Cost no Gold Maintenance [Lost on Upgrade]).
Credits:
America Kit 1 (Thirteen Colonies):
Manifest Destiny (UA).
Minuteman (UU).
Homestead (UB):
unlocked at Chivalry
Replaces Stable
150
1
Gold Maintenance
+1
Production
+1
Food,
Production and
Gold to Horse, Cattle, Sheep and Bison Resource
Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 10
production, scaling with era, for each tile claimed in this way.
Increases the Military Unit Supply Cap from Population in the City by 10%.
America Kit 2 (United States of America):
Industrial Economy (UA):
Double the
Production yield of Forge, Workshop and Cloth Mill in all Cities.
Independence Hall (UNW).
Gold Cost for purchasing tiles removed.
Monitor (UU):
Replaces Ironclad
450
or 320 
Unlocked at Industrialization
64
CS
Hardened (Damage received is reduced by 3)
Coastal Guard (+5% City Defense to adjacent Cities)
Arabia Kit 1 (Arabia):
One Thousand and One Nights (UA).
Bazaar (UB).
Hashemite Raider (UU):
Replaces Uhlan
350
or 300 
Unlocked at Railroad
48
CS
Garland Mine (No
Movement Points used on Pillage. 10 Damage to adjacent Enemy Units on Pillage)
Desert Raider (Double
Movement and +25%
CS on Desert)
Arabia Kit 2 (Rashidun):
Sacred Enclave (UA):
+2
Faith to the Palace.
Great Generals spawn twice as quickly.
Bimaristan (UB):
unlocked at Education
Replaces University
150
or 150 
1
Gold Maintenance
+2
Science and +1
Food
10% of
Science in this City converted to
Food
15% of
Faith Purchases in city converted to
Science
Gain 25% of the
Science output of the City as an instant boost to your current Research when a Citizen is born in this City.
-1
Unhappiness from Illiteracy
Camel Archer (UU).
Austria Kit 1 (Archduchy of Austria):
Habsburg Diplomacy (UA).
Grenzer (UU):
Replaces Fusilier
350
or 300 
Unlocked at Rifling
36
CS
Formation I
Field Works
Homeland Guardian (+25%
CS in Friendly Territory)
Grenzer (+1
CS per Diplomatic Marriage on Empire [CS adjustment on level up])
Coffee House (UB).
Austria Kit 2 (Austrian Empire):
Imperial Army (UA):
All Land Units gain +25%
CS and heal +10 HP per turn in friendly territory.
Hussar (UU).
Schützenstand (UB):
unlocked at Fortification
Replaces Bastion Fort
450
2
Gold Maintenance
+15
City Defense, +250 City HP
+1
Production and
Culture for each allied CS
Indirect Fire
+20 XP to Gunpowder Units on Training
+20%
Military Supply Cap from
Population
Heals Garrisons by 10 HP, regardless of action
-5% empire needs modifier
Aztec Kit 2 (Aztec Empire):
Flower War (UA):
When you complete a favorable Peace Treaty (War Score of 25+), a
Golden Age begins. Receive
Golden Age Points for each Enemy Unit you kill.
Eagle (UU):
Replaces Swordsman
50
or 100 
Unlocked at Masonry
No Iron Requirement
17
CS
Discipline
Eagle (Heals 15 Damage if Kills a Unit. +50 Hit Points)
Huey Teocalli (UNW):
unlocked at Theology
Replaces Grand Temple
Production cost scales with number of Cities
No
Gold Maintenance
All Temples gain +2
Faith and
Gold
-1
unhappiness from Religious Unrest
Receive permanent +2
Faith and
Food, and +2 XP to units trained in the City (stacks 15 times) whenever a
Golden Age begins.
Assyria Kit 2:
King of Four Corners (UA):
When conquering a City for the first time, gain 1 Citizen in the Capital. Siege Units gain +50% RCS when attacking Cities.
Iron Chariot (UU):
Replaces Horseman
45
or 100 
Unlocked at Bronze Working
13
CS
Beam Axle
Hard and Fast (+2
Combat Power if Player has more Horses or Iron than Iron Chariot Units. Bonuses can stack)
Shock Cavalry (+25%
CS in Open Terrain)
Birtu (UI):
Unlocked by Construction
Base Yield: +1
Production and Border Growth Point
+2
Food from Courthouses
Must be built on Hills within owned territory and not adjacent to each other
Hostile Units ending their turn adjacent to a Birtu suffer 5 damages
Babylon Kit 1:
Ingenuity (UA).
Wall of Babylon (UB).
Sabum Kibitum (UU):
Babylon Kit 2:
(UA):
Investing
Gold in Buildings reduces their
Production cost by an additional 15%.
Cities gain +3
Food when they construct Buildings, scaling with Era.
E-temenanki (UNW):
unlocked at Writing
Replaces National Monument
Production cost scales with number of Cities
Can only be built in the
Capital
No
Gold Maintenance
+25%
Great Person Points
10% of the
Capital's
Science output as an instant boost in the Capital whenever you
invest in a building on empire
25
Golden Age Points on
Policy Unlock
Bowman (UU).
Timurids:
Jewel of the East (UA):
When you Destroy a City, gain +1 to All Yields in the
Capital for every 5
Citizens lost.
Raze Cities at double speed.
Tumen (UU):
Replaces Lancer
175
or 200 
Unlocked at Astronomy
37
CS
Penalty Attacking Cities (25)
Ghazwa Promotion (Gold from Attacking cities and killing units)
Deh (UI):
Replaces Village
Unlocked by Currency
Base Yield: 3
Gold, 1
Culture
+1
Gold and
Production when on a tile with a road
+2
Gold and
Production when on a tile with a railroad
+2
Culture if a trade route, internal or external passes through. Increased to +4
Culture at Industrial.
Credits:
Why do I make individual components? First, it makes it so much easier to troubleshoot. Secondly, I understand that some players might want with certain mod but not others. I want give people the option to either pick and choose their mods or just get the entire AG's modding experience in one single big mod. Anyways, that's enough for the introduction.
Below are the list of things I want to tackle (in no particular order). I will add to this list if I get any good ideas or good suggestions:
Spoiler Ideologies :
Spoiler Rework the naval combat :
Spoiler New and Changed Late Game Buildings. :
Go to this...
Some buildings produce Energy that's needed to run all buildings that don't need strategic resources.
Some buildings produce new Strategic Resources needed to make better units at the cost of

Some buildings are economical and, while using the new Strategic Resources, also give extra yields to the resource producing buildings.
Spoiler AG's Land Overhaul Mod :
Spoiler AG's Air Overhaul Mod :
Spoiler Potential changes (but very low on priority :
Spy system rework
Buffing some improvements and/or Unique Improvements
Spoiler Other :
Spoiler AGYRM Changelog :
Remove Extra Gold Maintenance from Elephants
Increase Archer and Mounted Archer Bonus vs Elephant from 50% to 100%.
Progress Expertise Gold in every City increased from 1 to 2.
Progress Equality now gives +1 Science in every City instead of Gold.
Authority Dominance no longer gives Science but Faith is increased from 5 to 10 when borders expand.
Spoiler AGYRM Details :
Spoiler AG Local Devt Changelog :
Added flavor to the new buildings.
Spoiler AGYRM Details :
Spoiler Tweak Mod for AGYRM :
Spoiler Tweak Mod Changelog :
City:
City HP regen lowered from 25 to 10.
Promotions:
All promotions with bonus vs Melee Units must also include Gunpowder Units.
All Recon Attributes gain 10/8/5 HP regen.
Unit Supply:
Unit Supply from City increased to 2 for both Player and AI.
Unit Supply from Population increased for AI.
Spoiler New/Changed Units :
Spoiler New/Changed Promotions :
Amphibious, Drill I, Heavy Infantry I, Stalwart, Woodsman now have prerequisite promotion of Blade I, Blade II, Polearm I, Polearm II, Blunt I or Blunt II.
Cover I and Shock I now have prerequisite promotion of Blade I or Blade II
Anti-Infantry I and Bash I now have prerequisite promotion of Blunt I and Blunt II
Anti-Cavalry I and Formation I now have prerequisite promotion of Polearm I and Polearm II
Bodyguard, Bonus vs Archer (25), Bonus vs Siege (25), Improved Armor I and War Mount I now have prerequisite promotion of Elephant I, Elephant II, Heavy Cavalry I, Heavy Cavalry II, Light Cavalry I or Light Cavalry II.
Anti-Archer I and Flanking I now have prerequisite promotion of Light Cavalry I or Light Cavalry II.
Charge I and Heavy Armor I now have prerequisite promotion of Heavy Cavalry I or Heavy Cavalry II.
Feared Elephant and Trample I now have prerequisite promotion of Elephant I or Elephant II.
Accuracy I, Barrage I, Quick Reload, Sidearms and Siege Support now have prerequisite promotion of Archer I, Archer II, Mounted Archer I or Mounted Archer II.
Anti Mounted Archer I and Missile Fire I now have prerequisite promotion of Archer I or Archer II.
Skirmisher Doctrine and Skirmisher I now have prerequisite promotion of Mounted Archer I or Mounted Archer II.
Spoiler Misc :
Spoiler Tweak Mod To-do-list for a future update :
Spoiler Uses of New Strategic Resources :
Slave:
Slave is the strategic resource used by slave Units. Slave Units don't use up supply or cost maintenance. They are very cheap to produce but are weaker than Units unlocked at the same time.
Slave units are best used when one needs to stall enemies from advancing. The slave units are meant to be cannon fodder while providing flank bonuses by taking up dangerous positions. Use them well and your experienced Units can stay very safe.
Niter:
Niter will become the strategic resource for Gunpowder Units and units that are commonly associated with gunpowder weapons. Units that use Niter will gain the Niter I attribute (+33% CS when attacking.)
Spoiler Promotions from Strategic Resources :
If a Land Unit uses strategic resources, each resource used provides a buff in the form of a promotion. These promotions are unique to each strategic resource.
Niter:
Provides the Niter Promotion ()
Slave:
Provides the Slave Promotion ()
Spoiler Military and Defensive buildings :
Military buildings will provide the following bonuses:
- XP to new units (possibly limited to certain unit types)
- % Local Supply
- Limited Strategic Resources
- Faster production of certain unit types
Era | Unit Type |
Ancient Era | Blade |
Classical Era | Polearm |
Medieval Era | Heavy Cavalry |
Renaissance Era | Archer |
Enlightenment Era | Mounted Archer |
Industrial Era | Blunt |
Modern Era | Heavy Tank |
Atomic Era | Planes |
Defensive buildings will provide the following bonuses:
- More HP to City
- More CS to City
- More healing to units in City
- Unhappiness reduction to all Needs
Base City CS is 5 while RCS is 2.5. Cities on Hills have an additional 2 CS and 1 RCS. Garrisoned units provide 50% of their CS but these don't contribute to the RCS.
Spoiler New Enlightenment Units :
Dragoon:
200


Mounted Archer Combat Type
Unlocked by Fortification
22

22

2

May Not Melee Attack
Mounted Archer II (+50% CS when attacking Units in Open Terrain. +1 Movement.)
Elite Battle Elephant:
Upgraded from Battle Elephant
400


Elephant Combat Type
Unlocked by Fortification
42

2

No Defensive Terrain Bonuses
Can Move After Attacking
Elephant II (Nearby enemy units suffer -33% CS. +1 Movement. +200 Hit Points)
Grenadier:
Unlocked at Flintlock
Hussar:
Spoiler Changed Enlightenment Units :
Carolean:
Field Gun:
Light Infantry:
Line Infantry:
Minuteman:
Spoiler Misc :
Spoiler Tweak Mod Land Units Rules :
Ancient Era:
-Column 0 Blunt Units: 25 Production, 8 base


-Column 0 Archery Units: 20 Production, 4 base



-Column 0 Unique Melee Unit: +1

-Column 0 Unique Archery Unit: +1

-Column 1 Blade Units: 20 Production, 8 base


-Column 1 Mounted Archer Units: 20 Production, 5 base



-Column 1 Unique Mounted Archer Units: +1

-Column 2 Blunt Units: 40 Production, 12 base


-Column 2 Polearm Units: 30 Production, 10 base


-Column 2 Light Cavalry Units: 30 Production, 10 base


-Column 2 Heavy Cavalry Units: 50 Production, 14 base


-Column 2 Elephant Units: 65 Production, 18 base


-Column 2 Archery Units: 30 Production, 6 base



-Column 2 Unique Melee Unit: +2

-Column 2 Unique Archery Unit: +1

Classical Era:
-Column 3 Blade Units: 45 Production, 13 base


-Column 3 Mounted Archer Units: 45 Production, 7 base



-Column 3 Siege Units: 45 Production, 8 base



-Column 3 Unique Melee Unit: +2

-Column 3 Unique Archery Unit: +1 Promotion
-Column 3 Unique Mounted Archer Unit: +1

-Column 3 Unique Siege Units: +1

-Column 4 Blunt Units: 70 Production, 18 base


-Column 4 Polearm Units: 60 Production, 16 base


-Column 4 Archery Unit: 60 Production, 9 base



-Column 4 Light Cavalry Units: 60 Production, 16 base


-Column 4 Unique Blade Units: +1

Medieval Era:
-Column 5 Blade Units: 75 Production, 18 base


-Column 5 Heavy Cavalry Units: 95 Production, 21 base



-Column 5 Elephant Units: 115 Production, 27 base



-Column 5 Mounted Archer Unit: 75 Production, 11 base



-Column 5 Siege Units: 75 Production, 13 base



-Column 5 Unique Melee Units: +2

-Column 5 Unique Light Cavalry Units: +2

-Column 5 Unique Heavy Cavalry Units: +3

-Column 5 Unique Elephant Units: +2

-Column 5 Unique Mounted Archer Unit: +1

-Column 5 Unique Siege Unit: +1

-Column 6 Archery Unit: 85 Production, 15 base



-Column 6 Unique Archery Unit: +1

Renaissance Era:
-Column 7 Blade/Polearm Units: 100 Production, 24 base


-Column 7 Blunt Units: 115 Production, 26 base


-Column 7 Mounted Archer Unit: 100 Production, 16 base



-Column 7 Light Cavalry Units: 100 Production, 24 base


-Column 7 Siege Units: 100 Production, 18 base



-Column 7 Unique Melee Units: +2

-Column 7 Unique Light Cavalry Units: +2

-Column 8 Archery Unit: 115 Production, 20 base



-Column 8 Heavy Cavalry Units: 150 Production, 30 base


-Column 8 Elephant Units: 200 Production, 36 base


-Column 8 Unique Archery Unit: +1

-Column 8 Unique Heavy Cavalry Units: +3

-Column 8 Unique Elephant Units: +3

Enlightenment Era (To be reworked):
-Column 9 Blunt Units: 31 base


-Column 9 Gunpowder Units: 36 base


-Column 9 Siege Unit Units: 24 base



-Column 9 Unique Blunt Units: +3

-Column 9 Unique Gunpowder Units: +3

-Column 10 Mounted Archer Units: 22 base



-Column 10 Archery Units: 26 base



-Column 10 Light Cavalry Units: 36 base


-Column 10 Elephant Units: 42 base


Spoiler Brainstorming for Tweak Mod :
Does the Gunpowder line deserve its own promotions after both the Polearm and Sword line merge into it? What makes the Gunpowder line so special?
Should Gunpowder Units gain 1 Range?
Where does Airships come in?
Airships have a role if Submarines show up in Industrial Era. Their purpose is to counter enemy Submarines. Their ability to hover over Coast/Sea tiles make them versatile. However, they use up two movements while over Sea tiles. Therefore, their strength lies on Land and Coast tiles where they are mobile and can outmaneuver other units.
How does naval combat look?
Destroyer >> Naval Helicopter >> Submarine >> Battleships >> Cruisers >> Destroyer
Destroyers are fast and can chase down any Naval Helicopters that venture too far from land.
Naval Helicopters can hover and are best used on Land and Coast tiles. They struggle in Sea tiles where they can easily be picked apart.
Submarines are the ninjas of the sea. They can only be spotted by certain unit lines and have a bonus against Battleships.
Battleships are the fortresses on the seas. They have lots of health and hit very hard. They are slower and will be easily sunk if submarines can attack one as a wolfpack.
Cruisers are relatively fast. Their ranged attacks help them hit Destroyers easily while it's a terrible idea to exchange attacks with battleships.
- Blade/Polearm -> Gunpowder [Becomes Line Infantry -> Frontline Infantry]
- These units will have average HP, average CS, average movement and high HP regen. They serve on the front line where they can soak up damage, deal some damage and, most importantly, can be healed back to full strength the fastest.
- Blunt [Becomes Elite Infantry]
- These units will have high HP, high CS, average movement and low HP regen. They are generally fewer in numbers due to their costs but they can, if strategically used, break through rough terrain where the enemies are heavily fortified. Their low HP regen does make them a high priority target as they can be removed from battle for a long time even if the unit survives the engagement.
- Archer [Becomes Light Infantry -> Gatling/Machine Gun]
- These units will have low HP, low RCS/CS, average movement and average HP regen. They serve as support units used to deal damage without damage being returned immediately. Their average HP does make them vulnerable to attacks so they do need to be well protected as they excel the longer they can inflict damage on the enemy.
- Mounted Archer (3 Moves, 2 range) -> Tank Destroyers (3 Moves, 2 range) -> Helicopter (3 Moves, 2 range) [This line goes from anti-infantry to anti-tank role]
- These units will have very low HP, low RCS/CS, high movement and average HP regen. Their strength is, against the unit line they are specialized against, they can hit very hard. Their range and movement also help them kite certain enemies or stay at a safe distance behind frontline friendly units.
- Siege (2 Moves, 2 range)
- These units will have low HP, low RCS/CS, average movement and high HP regen. Their primary function is aid in taking Cities.
- Light Cavalry (4 Moves) -> Light Tanks (5 Moves) [This line goes from anti-archer role to anti-infantry role]
- These units will have average HP, average CS, very high movement and high HP regen. They serve as flankers who get into battle, inflict damage, fall back to heal before repeat. With good positioning, they can be used against low HP regen units to make great trades that would weaken the enemy's most dangerous units.
- Heavy Cavalry (3 Moves) -> Medium Tanks (3 Moves, 1 Range, Loses Can Move After Attacking) [This line goes from heavy hitter to well balanced all-rounder]
- These units will have high HP, high CS, high movement and low HP regen. They are similar to Elite Infantry except for more bonuses due to needing more strategic resources and more expensive to build.
- Elephant (3 Moves) -> Heavy Tanks (2 Moves, 2 Range, Loses Can Move After Attacking) [This line goes from medium speed hard hitting tank to slower heavily armored ranged tank]
- These units will have very high HP, very high RCS/CS, high to average movement and low HP regen. They are arguably very dangerous but, once they lose a lot of HP, they will need to wait a long time before they can be redeployed with full health.
Note: Production cost will scale with HP regen so it's not possible to easily replace low HP regen units by producing them in a City. Current production will be associated with average HP regen while low/high HP regen will operate with a +/- X production cost. For instance, Ancient Era may see low HP regen +15 Production compared to average while high HP regen sees a -15 Production. The X will scale with Era, though the scaling won't be linear.
With this approach, the average value needs to be determined. Then, it's a matter of adding or removing from it to determine the lows and highs. Therefore, the first step to set the average value and we begin with the following units and the stat:
Blade/Polearm: average CS and average movement
Archer: average HP regen
Light Cavalry: average HP
Movement (average/high/very high) is generally 2/3/4 Movements.
HP regen (low/average/high) is generally 3/5/10 HP/turn in friendly territory, 2/4/8 HP/turn in neutral territory and 1/2/5 HP/turn in enemy territory.
HP (very low/low/average/high/very high) is generally 75/100/125/150/200 base HP.
Spoiler Local Devt Mod for AGYRM :
Spoiler Yield Changes :
Spoiler Policy Changes :
Spoiler Misc :
Spoiler Pseudo Policy Mod for AGYRM :
Goals of the mod:
- This mod will have dependencies on the Local Development mod due to more focuses unlocked through the extra yields.
- All Policy Trees will have one specific focus
- Other than the nine policy trees in the game, the other policy trees will be made up of seven buildings and are linear.
- First, we need to narrow down the focus of the existing nine policy trees (if possible).
- Secondly, we can assign unused focuses on the pseudo policies.
- Thirdly, we can look into Ideologies where there will be a lot more tenets so players can mix and match more.
- Impressive Capital early game.
- Impressive Capital mid game.
- Impressive Capital late game.
- Infrastructure Early Game
- Infrastructure Mid Game
- Infrastructure Late Game
- Border Expansion and Barbarian Defense
- Benefits from Scientific Advancement
- Offensive Wars
- Expansions
- Religions
- City Growth
- Defensive Wars
- Trade Routes
- City-States
- Spies (maybe...)
- World Congress
- Great Works
- Great People
- Golden Ages
- Naval Supremacy
- Air Supremacy
- Mercenaries
Unused Abilities:
Throne Room built in


Building (+15%


Court Astrologer built in


Court Chapel built in


Gain an additional 5

Receive 10






+1

Receive 15








+1



Killing a military unit generates


Receive 20



Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries
Units gain +10%


All melee units heal for 15 points after killing a military unit.
Tier 1 Policies:
These policies are unlocked through buildings unlocked in the Ancient Era (through Agriculture). The first building (known as opening buildings) can only be built in the capital and the tier 1 opening buildings are mutually exclusive. The other buildings require the first building and are scattered throughout rest of the techs leading up to end of Classical Era.
Spoiler Civ Pack for AGYRM :
The goal of the mod is to provide more civ with a kit that's different from the existing civs. The kits will be lite version in that they must be balance to AGYRM. There will also be a push to keep abilities that are more AI friendly. If certain bonuses are really anti-AI, then it will likely not make it to this Civ pack.
Spoiler Phoenicia :
Phoenicia:
Metropolis (UA):
Settled and Captured Non-


Beit Melqart (UNW):
unlocked at Trade
Replaces Scrivener's Office
Paper: +1
65

+2


+2

1 Civil Servant Specialist Slots
+10%

+25%

+1

+1


Merchant Prince (UGP):
Replaces Great Diplomat
Can Construct Embassies
Can Perform a

250


+2

Credits:
- Janboruta - Bireme icon
- hangman - Chimu Axeman unit model
- Sun Dried Tomatoes - Peace Theme (Hurrian Hymn no. 6)
- Richard Beddow - War Theme (Ba'al Hammon's Wrath)
- Leugi - Merchant Prince and Bireme unit models
- TPangolin - DOM Splash, Map, Leader Scene
- Gazebo - DLL Trait integration
- pineappledan - sql, lua, DOM Speech, text, icons
Spoiler The Inuit :
The Inuit:
Until the Ice Breaks (UA):
Improved Fish Resources are converted into Seals, a luxury resource.
Land Units have Double Movement on Snow and can cross Ice.
Inuksuk (UI):
Unlocked by Hunting
Base Yield: +1


+2

Must be built on Snow or Tundra, and not next to each other
On Construction, claims adjacent neutral tiles
Connects any Luxury or Strategic resources underneath it to your trade network.
Unatattik (UU):
Replaces Crossbowman
80


Unlocked at Machinery
15


Ignore Terrain costs
Naval Targeting Penalty
Unaak (+25% Defense. On ranged attack, target loses 2 moves on their next turn. Does not Stack).
Seal (Luxury):
+1

+1


Monopoly: +1

Credits:
- TPangolin: Concept
- Neirai: XML and Lua, Concept, adapted Pedia entries
- JFD: XML and Lua help
- LastSword: XML and Lua help
- Leugi: Leaderscreen, Icons, Inuksuk Graphics, Concept
- Regalmanemperor: Map
- Civitar: Unaaq graphics
- Viregel: Pedias
- Pervandr: Seals Icon adapted from "On the Ice"
- Hiram: Icon conversion
- TarcisioCM: Icon conversion
- Charlatan Alley: Voice Acting
- AH*NEE*MAH: Peace Music: "Voices of the Wind"
- Tagaq: War Music: "Force"
- Reedstilt: Historical consultancy
- Civfanatics: Lua help
- HungryForFood: CPP dll modifications
- pineappledan: VP compatibility
- Barathor: Qamutiik icon
- Trystero49: Qamutiik idea
- Windiz: Qamutiik unit skin
- Mikeburnfire: Igloo icon
- Asterix Rage: Promotion Icons
- Azum4roll: DLL for start bias
Spoiler Nubia :
Nubia:
Ta-Seti (UA):
+1


Cenobium (UB):
unlocked at Civil Service
Replaces Workshop
Can Purchase with Faith
175


No

+3


+25%

Internal Trade Routes from this City generate +3

Allows

Pitati (UU):
Replaces Archer
35


Unlocked at Calendar
6


Volley
Naval Targeting Penalty
Mercenary (Cost no Gold Maintenance [Lost on Upgrade]).
Credits:
- Pouakai: Code
- Sukritact: Art, Models
- Regalman: Art, text
- COF: Text
- JFD: Lua
- Janboruta: Art
- Tomatekh: Lua
- JTitan: Models
- CharlatanAlley: DOM Voiceover
- Derek Fiechter: Music
- pineappledan & Enginseer: VP Compatibility
- Asterix Rage: Promotion Icons
America Kit 1 (Thirteen Colonies):
Spoiler :
Manifest Destiny (UA).
Minuteman (UU).
Homestead (UB):
unlocked at Chivalry
Replaces Stable
150

1

+1

+1



Claims all Horse, Sheep, Cattle and Bison Resources within 3 tiles of the City. Immediately gives 10

Increases the Military Unit Supply Cap from Population in the City by 10%.
America Kit 2 (United States of America):
Spoiler :
Industrial Economy (UA):
Double the

Independence Hall (UNW).
Gold Cost for purchasing tiles removed.
Monitor (UU):
Replaces Ironclad
450


Unlocked at Industrialization
64

Hardened (Damage received is reduced by 3)
Coastal Guard (+5% City Defense to adjacent Cities)
Arabia Kit 1 (Arabia):
Spoiler :
One Thousand and One Nights (UA).
Bazaar (UB).
Hashemite Raider (UU):
Replaces Uhlan
350


Unlocked at Railroad
48

Garland Mine (No

Desert Raider (Double


Arabia Kit 2 (Rashidun):
Spoiler :
Sacred Enclave (UA):
+2

Great Generals spawn twice as quickly.
Bimaristan (UB):
unlocked at Education
Replaces University
150


1

+2


10% of


15% of


Gain 25% of the

-1

Camel Archer (UU).
Austria Kit 1 (Archduchy of Austria):
Spoiler :
Habsburg Diplomacy (UA).
Grenzer (UU):
Replaces Fusilier
350


Unlocked at Rifling
36

Formation I
Field Works
Homeland Guardian (+25%

Grenzer (+1

Coffee House (UB).
Austria Kit 2 (Austrian Empire):
Spoiler :
Imperial Army (UA):
All Land Units gain +25%

Hussar (UU).
Schützenstand (UB):
unlocked at Fortification
Replaces Bastion Fort
450

2

+15

+1


Indirect Fire
+20 XP to Gunpowder Units on Training
+20%


Heals Garrisons by 10 HP, regardless of action
-5% empire needs modifier
Aztec Kit 2 (Aztec Empire):
Spoiler :
Flower War (UA):
When you complete a favorable Peace Treaty (War Score of 25+), a


Eagle (UU):
Replaces Swordsman
50


Unlocked at Masonry
No Iron Requirement
17

Discipline
Eagle (Heals 15 Damage if Kills a Unit. +50 Hit Points)
Huey Teocalli (UNW):
unlocked at Theology
Replaces Grand Temple

No

All Temples gain +2


-1

Receive permanent +2



Spoiler Misc :
Spoiler 4C Components To be Added :
Assyria Kit 2:
Spoiler :
King of Four Corners (UA):
When conquering a City for the first time, gain 1 Citizen in the Capital. Siege Units gain +50% RCS when attacking Cities.
Iron Chariot (UU):
Replaces Horseman
45


Unlocked at Bronze Working
13

Beam Axle
Hard and Fast (+2

Shock Cavalry (+25%

Birtu (UI):
Unlocked by Construction
Base Yield: +1

+2

Must be built on Hills within owned territory and not adjacent to each other
Hostile Units ending their turn adjacent to a Birtu suffer 5 damages
Babylon Kit 1:
Spoiler :
Ingenuity (UA).
Wall of Babylon (UB).
Sabum Kibitum (UU):
Babylon Kit 2:
Spoiler :
(UA):
Investing


Cities gain +3

E-temenanki (UNW):
unlocked at Writing
Replaces National Monument

Can only be built in the

No

+25%

10% of the



25


Bowman (UU).
Spoiler To be Fixed :
Spoiler Timurids :
Timurids:
Jewel of the East (UA):
When you Destroy a City, gain +1 to All Yields in the



Tumen (UU):
Replaces Lancer
175


Unlocked at Astronomy
37

Penalty Attacking Cities (25)
Ghazwa Promotion (Gold from Attacking cities and killing units)
Deh (UI):
Replaces Village
Unlocked by Currency
Base Yield: 3


+1


+2


+2


Credits:
- Civitar: Kalle Icon
- bouncymischa: Kalle graphics
- Janboruta: Icons
- Leugi: Leaderheads and models.
- Janboruta: Timur leader graphic, Tumen and Farsakh Cannon icons.
- danrell: Model for the Tumen adapted from his Civ V China unit pack.
- Firaxis: War Theme (Crossroads of the World Civ IV scenario).
- Moriboe: lua, Tumen icon
- Mosile: Registan icon
- FramedArchitect: lua help.
- Loreena McKennitt: Peace Theme.
- Tomatekh: All code and art otherwise not listed.
- Lastsword: lua coding
- Pineappledan & Adan_eslavo: VP compatibility
- Asterix Rage: Promotion Icons
Last edited: