amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
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
Wonders:
Bletchley Park loses Spy bonuses and bonuses replace with +25% science in the city and +5 Great Scientist Points.
Broadway provides 2 free Great Musicians instead of one
Eiffel Tower policy cost reduced increased from 10% to 20%
Neuschwanstein gains bonus from mountains (like Machu Pichu) and instead gets 1 Culture and Gold per Mountain tile
Olympic Village gains +10 Tourism
Roman Forum loses free Paper
Smithsonian Institute now gives all Museums +1 Science and Tourism
Taj Mahal gains +1 Golden Age Points per 2 Citizens in the City.
Natural Wonders:
Fountain of Youth, Mt. Kilimanjaro and Sri Pada lose their base yields
Cerro de Potosi, King Solomon's Mines, Rock of Gibraltar and The Barringer Crater base yields increased from +1 to +2 Production
El Dorado base yields increased from +1 to +2 Gold
Mt. Kailash and Uluru base yields increased from +1 to +2 Faith
Mt. Sinai base yields increased from +1 to +2 Food
Krakatoa base yields increased from +1 Culture to +1 Culture and Production
Lake Victoria base yields increased from +1 Science to +1 Science and Food
Mt. Fuji base yields increased from +1 Culture to +1 Culture and Faith
Old Faithful base yields increased from +1 Science to +1 Science and Gold
The Grand Mesa base yields increased from +1 Culture to +1 Culture and Food
Units:
Destroyer cost lowered from 1300 to 650 Production and 900 to 450 Faith
Sensor Combat Ship cost lowered from 2500 to 1250 Production and 1600 to 800 Faith
Dreadnought cost lowered from 1300 to 650 Production and 900 to 450 Faith
Attack Submarine cost lowered from 1800 to 900 Production and 1200 to 600 Faith
Rocket Missile cost lowered from 400 to 300 Production
Samurai upgrades to Two-Handed Swordsman (instead of Tercio)
Promotion Changes:
Brute Force change reverted
Drill I/II/III change reverted
Envelopment moved to Unused section
Screening moved to Unused section
Revolutionaries:
The Revolutionaries hate your Government and seek nothing more than to overthrow it.
If the Revolutionaries become Dominant when a new Legislature is composed, you will enter into a period of Anarchy!
Elders:
The Elders stand for welfare interests.
Healers:
The Healers stand for religious interests.
Messengers:
The Messengers stand for diplomatic interests.
Traders:
The Traders stand for economic interests.
Warriors:
The Warriors stand for military interests.
Bourgeoisie:
The Bourgeoisie stand for the power of the merchant elite.
Clergy:
The Clergy stand for the power of the religious elite.
Commons:
The Commons stand for the power of the commoners.
Nobility:
The Nobility stand for the power of the aristocratic elite.
Citizens:
The Citizens stand for the power of city dwellers.
Peasants:
The Peasantry stands for the power of rural workers.
Oligarchs:
The Oligarchs stand for the power of the elite.
Populists:
The Populists stand for the power of the commons.
Soldiers:
The Soldiers stand for the power of the military.
Priesthood:
The Priesthood stand for religious control of the state.
Communists:
The Communists stand for control over the economy.
Fascists:
The Fascists stand for control over the state.
Ultranationalists:
The Ultranationalists stand for control over the nation.
Libertarians:
The Libertarians stand for total freedom within society.
Third-Positionist:
The Third-positionists stand for some control of the economy and the state.
Added flavor to the new buildings.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Heresy now produces -3 Faith and +2 Food (no longer lowers Science).
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Each Crime produces -1 Gold, -1 Food and -1 Production.
All yield changes occur at the start of the turn as "instant yields" but they won't be shown up in the UI.
Known Bug: Underworld Policy Tree may appear locked but can be adopted once all requirements are met.
All Policy Trees are going to be reworked. The idea is to have policy trees that are more specialized and makes a better use of the new yields in the Cities. The design philosophy for the policy trees will also be different. From what we have seen, tall playstyle may not be viable. Therefore, there will no longer be a tall civ focused tree. Instead, there will be ones that improves the capital with smaller bonuses to other Cities.
The concept is simple. There are Core Buildings that are available to all Cities. These buildings provide the bare minimum and are generally wanted in Cities. Then, there's the option of specialization where a set of Buildings are assigned to one specialization. The first of these Buildings (unlocked first) will be mutually exclusive to each other so it's not possible to get multiple specialization (which defeats the purpose).
Up to and including Industrial Era:
Core Buildings: 17
Coastal: 4 (+1)
Gold/City-State Diplomacy: 6
Food/Great People: 6
Faith/Religious: 2 (+3)
Science/Technology: 5
Cultural: 6
Tourism: 5
Production/Industrial: 5
Military: 5
Bastion Fort/Ostrog
Castle
Circus/Ceilidh Hall
Council
Courthouse/Satrap's Court
Factory
Granary
Herbalist/Longhouse
Market/Bazaar
Menagerie
Monument/Stele
Smokehouse/Ger
Stone Works/Tabya
Walls/Walls of Babylon
Well
Zoo
Drydock
Harbor
Lighthouse/Runestone
Seaport
Bank
Caravansary/Burial Tomb
Chancery
Customs House/Hanse
Tavern
Weigh House
Agribusiness
Aqueduct/Harappan Reservoir
Garden/Candi
Grocer/Coffee House
Manor
Water Mill/Floating Gardens
Shrine
Temple/Tetraconch
Academy
Constabulary/Wat
Library
Public School/Skola
University/Seowan
Amphitheater/Acropolis
Arena/Colosseum
Artists' Guild
Baths
Salon
Writers Guild
Gallery
Hotel
Museum
Musicians' Guild
Opera House
Cloth Mill
Forge/Siege Foundry
Train Station
Windmill
Workshop
Armory/Dojo
Barracks/Ikanda
Gunsmith
Military Academy
Stable/Ducat Stable
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:
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.
Production Cost will be relative to the building cost for the first column of the same Era. S/A/B/C/D are 50%/60%/75%/100%/150%
Ancient Era:
-Column 0 Blunt Units: 35 Production, 150 HP, 7 base
CS, 2
Movement, 6/4/2 HP regen
-Column 0 Archery Units: 21 Production, 100 HP, 4 base
CS, 4 base
RCS, 2
Movement, 8/6/3 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: 18 Production, 125 HP, 8 base
CS, 2
Movement, 10/8/5 HP regen
-Column 1 Mounted Archer Units: 21 Production, 75 HP, 5 base
CS, 5 base
RCS, 4
Movement, 6/4/2 HP regen
-Column 1 Unique Mounted Archer Units: +1
RCS and +1 Promotion
-Column 2 Blunt Units: 35 Production, 150 HP, 13 base
CS, 2
Movement, 6/4/2 HP regen
-Column 2 Polearm Units: 18 Production, 125 HP, 10 base
CS, 2
Movement, 10/8/5 HP regen
-Column 2 Light Cavalry Units: 26 Production, 125 HP, 10 base
CS, 4
Movement, 8/6/3 HP regen
-Column 2 Heavy Cavalry Units: 35 Production, 150 HP, 13 base
CS, 3
Movement, 4/2/1 HP regen
-Column 2 Elephant Units: 53 Production, 250 HP, 18 base
CS, 3
Movement, 3/2/1 HP regen
-Column 2 Archery Units: 21 Production, 100 HP, 6 base
CS, 6 base
RCS, 2
Movement, 8/6/3 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, 125 HP, 13 base
CS, 2
Movement, 10/8/5 HP regen
-Column 3 Mounted Archer Units: 50 Production, 75 HP, 9 base
CS, 7 base
RCS, 3
Movement, 6/4/2 HP regen
-Column 3 Siege Units: 50 Production, 75 HP, 9 base
CS, 7 base
RCS, 2
Movement, 8/6/3 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, 150 HP, 18 base
CS, 2
Movement, 6/4/2 HP regen
-Column 4 Polearm Units: 55 Production, 125 HP, 16 base
CS, 2
Movement, 10/8/5 HP regen
-Column 4 Archery Unit: 55 Production, 100 HP, 7 base
CS, 9 base
RCS, 2
Movement, 8/6/3 HP regen
-Column 4 Light Cavalry Units: 65 Production, 125 HP, 16 base
CS, 2
Movement, 8/6/3 HP regen
-Column 4 Unique Blade Units: +1
CS and +1 Promotion
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.
Academy and Public School provide +2 Heresy.
Each Crime produces -1 Gold, -1 Food and -1 Production.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Gold loss from Crime is now taken from the Treasury instead of per City.
Gold gain from Corruption is now given to the Treasury instead of per City.
Each Heresy produces -2 Faith and +2 Food (no longer increases Science)
Faith loss from Heresy is now taken from the Faith pool instead of per City.
Faith gain from Fervor is now given to the Faith pool instead of per City.
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)
Gain an additional 5
Culture when a Technology is researched, scaling with Era.
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.
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.
Tile improvement rate increased by 25%.
+15%
Production and City Border Growth doubled during "We Love the King Day."
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.
Replaces Crossbowman
80
or 150 
Unlocked at Machinery
17
CS / 21
RCS
May Not Melee Attack
Naval Target Penalty
Unlocked by Military Strategy
Replaces: Walls
55
Production cost
No
Maintenance
6 Defense, +225 HP
+1
Faith
Increases the City's Ranged Strike Range by 1.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.
+3
Production and
Culture to Courthouse.
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 :
Wonders:
Bletchley Park loses Spy bonuses and bonuses replace with +25% science in the city and +5 Great Scientist Points.
Broadway provides 2 free Great Musicians instead of one
Eiffel Tower policy cost reduced increased from 10% to 20%
Neuschwanstein gains bonus from mountains (like Machu Pichu) and instead gets 1 Culture and Gold per Mountain tile
Olympic Village gains +10 Tourism
Roman Forum loses free Paper
Smithsonian Institute now gives all Museums +1 Science and Tourism
Taj Mahal gains +1 Golden Age Points per 2 Citizens in the City.
Natural Wonders:
Fountain of Youth, Mt. Kilimanjaro and Sri Pada lose their base yields
Cerro de Potosi, King Solomon's Mines, Rock of Gibraltar and The Barringer Crater base yields increased from +1 to +2 Production
El Dorado base yields increased from +1 to +2 Gold
Mt. Kailash and Uluru base yields increased from +1 to +2 Faith
Mt. Sinai base yields increased from +1 to +2 Food
Krakatoa base yields increased from +1 Culture to +1 Culture and Production
Lake Victoria base yields increased from +1 Science to +1 Science and Food
Mt. Fuji base yields increased from +1 Culture to +1 Culture and Faith
Old Faithful base yields increased from +1 Science to +1 Science and Gold
The Grand Mesa base yields increased from +1 Culture to +1 Culture and Food
Units:
Destroyer cost lowered from 1300 to 650 Production and 900 to 450 Faith
Sensor Combat Ship cost lowered from 2500 to 1250 Production and 1600 to 800 Faith
Dreadnought cost lowered from 1300 to 650 Production and 900 to 450 Faith
Attack Submarine cost lowered from 1800 to 900 Production and 1200 to 600 Faith
Rocket Missile cost lowered from 400 to 300 Production
Samurai upgrades to Two-Handed Swordsman (instead of Tercio)
Spoiler AGYRM Details :
Spoiler AG Land Combat Mod Changelog :
Promotion Changes:
Brute Force change reverted
Drill I/II/III change reverted
Envelopment moved to Unused section
Screening moved to Unused section
Spoiler AG Passive Belief Mod Details :
Spoiler AGYRM Details :
Spoiler Revolutionaries :
Revolutionaries:
The Revolutionaries hate your Government and seek nothing more than to overthrow it.
If the Revolutionaries become Dominant when a new Legislature is composed, you will enter into a period of Anarchy!
Spoiler Chiefdom :
Elders:
The Elders stand for welfare interests.
Healers:
The Healers stand for religious interests.
Messengers:
The Messengers stand for diplomatic interests.
Traders:
The Traders stand for economic interests.
Warriors:
The Warriors stand for military interests.
Spoiler Monarchy :
Bourgeoisie:
The Bourgeoisie stand for the power of the merchant elite.
Clergy:
The Clergy stand for the power of the religious elite.
Commons:
The Commons stand for the power of the commoners.
Nobility:
The Nobility stand for the power of the aristocratic elite.
Spoiler Principality :
Citizens:
The Citizens stand for the power of city dwellers.
Peasants:
The Peasantry stands for the power of rural workers.
Spoiler Republic :
Oligarchs:
The Oligarchs stand for the power of the elite.
Populists:
The Populists stand for the power of the commons.
Soldiers:
The Soldiers stand for the power of the military.
Spoiler Theocracy :
Priesthood:
The Priesthood stand for religious control of the state.
Spoiler Dictatorship :
Communists:
The Communists stand for control over the economy.
Fascists:
The Fascists stand for control over the state.
Ultranationalists:
The Ultranationalists stand for control over the nation.
Libertarians:
The Libertarians stand for total freedom within society.
Third-Positionist:
The Third-positionists stand for some control of the economy and the state.
Spoiler AG Local Devt Changelog :
Added flavor to the new buildings.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Heresy now produces -3 Faith and +2 Food (no longer lowers Science).
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Each Crime produces -1 Gold, -1 Food and -1 Production.
All yield changes occur at the start of the turn as "instant yields" but they won't be shown up in the UI.
Known Bug: Underworld Policy Tree may appear locked but can be adopted once all requirements are met.
Spoiler AG Local Devt Details :
All Policy Trees are going to be reworked. The idea is to have policy trees that are more specialized and makes a better use of the new yields in the Cities. The design philosophy for the policy trees will also be different. From what we have seen, tall playstyle may not be viable. Therefore, there will no longer be a tall civ focused tree. Instead, there will be ones that improves the capital with smaller bonuses to other Cities.
Spoiler City Specialization Mod for AGYRM :
Spoiler City Specialization Mod Changelog :
Spoiler City Specialization Mod Details :
The concept is simple. There are Core Buildings that are available to all Cities. These buildings provide the bare minimum and are generally wanted in Cities. Then, there's the option of specialization where a set of Buildings are assigned to one specialization. The first of these Buildings (unlocked first) will be mutually exclusive to each other so it's not possible to get multiple specialization (which defeats the purpose).
Up to and including Industrial Era:
Core Buildings: 17
Coastal: 4 (+1)
Gold/City-State Diplomacy: 6
Food/Great People: 6
Faith/Religious: 2 (+3)
Science/Technology: 5
Cultural: 6
Tourism: 5
Production/Industrial: 5
Military: 5
Spoiler Core Buildings :
Bastion Fort/Ostrog
Castle
Circus/Ceilidh Hall
Council
Courthouse/Satrap's Court
Factory
Granary
Herbalist/Longhouse
Market/Bazaar
Menagerie
Monument/Stele
Smokehouse/Ger
Stone Works/Tabya
Walls/Walls of Babylon
Well
Zoo
Spoiler Specialization Buildings :
Spoiler Coastal :
Drydock
Harbor
Lighthouse/Runestone
Seaport
Spoiler Gold/City-State Diplomacy :
Bank
Caravansary/Burial Tomb
Chancery
Customs House/Hanse
Tavern
Weigh House
Spoiler Food/Great People :
Agribusiness
Aqueduct/Harappan Reservoir
Garden/Candi
Grocer/Coffee House
Manor
Water Mill/Floating Gardens
Spoiler Faith/Religious :
Shrine
Temple/Tetraconch
Spoiler Science/Technology :
Academy
Constabulary/Wat
Library
Public School/Skola
University/Seowan
Spoiler Cultural :
Amphitheater/Acropolis
Arena/Colosseum
Artists' Guild
Baths
Salon
Writers Guild
Spoiler Tourism :
Gallery
Hotel
Museum
Musicians' Guild
Opera House
Spoiler Production/Industrial :
Cloth Mill
Forge/Siege Foundry
Train Station
Windmill
Workshop
Spoiler Military :
Armory/Dojo
Barracks/Ikanda
Gunsmith
Military Academy
Stable/Ducat Stable
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 :
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.
Combat Group | Cost | HP | CS | RCS | Movement | HP Regen |
Blade/Polearm/Gunpowder | S | B | B | N/A | B | S |
Blunt | C | A | A | N/A | B | B |
Archery | A | C | D | B | B | A |
Mounted Archery/Tank Destroyer/Helicopter | A | D | C | C | A | B |
Siege | A | D | C | C | B | A |
Light Cavalry/Light Tank | B | B | B | N/A | S | A |
Heavy Cavalry/Medium Tank | C | A | A | A | A | C |
Elephant/Heavy Tank | D | S | S | S | A | D |
Production Cost will be relative to the building cost for the first column of the same Era. S/A/B/C/D are 50%/60%/75%/100%/150%
Era | Cost (S/A/B/C/D) | HP (S/A/B/C/D) | CS (S/A/B/C/D) | RCS (S/A/B/C/D) | Movement (S/A/B/C/D) | HP Regen (S/A/B/C/D) |
Ancient | 18/21/26/35/53 | 250/150/125/100/75 | 18/13/10/6/6 | 6/6/6/6/6 | 4/3/2/2/2 | [10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1] |
Classical | 40/45/55/75/115 | 250/150/125/100/75 | 23/18/14/9/8 | 9/9/9/7/7 | 4/3/2/2/2 | [10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1] |
Medieval | 75/90/110/150/225 | 300/200/175/150/100 | 28/23/18/12/10 | 11/11/11/9/9 | 5/3/2/2/2 | [10/8/5]/[8/6/3]/[6/4/2]/[4/2/1]/[3/2/1] |
Renaissance | 125/150/190/250/375 | 300/200/175/150/100 | 33/28/22/16/12 | 14/14/14/11/11 | 5/3/2/2/2 | [12/10/7]/[10/8/5]/[8/6/4]/[6/4/2]/[5/4/2] |
Enlightenment | 190/225/280/375/565 | 375/275/225/175/125 | 38/33/26/20/14 | 17/17/17/14/14 | 5/3/2/2/2 | [15/12/8]/[12/10/6]/[10/8/5]/[7/5/3]/[6/5/2] |
Industrial | 250/300/350/500/750 | 450/350/275/200/150 | 43/38/30/24/17 | 21/21/21/17/17 | 5/3/2/2/2 | |
Modern | 450/550/675/900/1350 | 450/350/275/200/150 | 48/43/34/28/20 | 34/28/24/21/21 | 5/3/2/2/2 | |
Atomic | 560/675/845/1125/1685 | 550/450/325/250/175 | 53/48/38/32/24 | 38/32/27/24/24 | 5/3/2/2/2 | |
Information | 625/750/940/1250/1875 | 550/450/325/250/175 | 58/53/42/36/28 | 42/36/30/27/27 | 5/3/2/2/2 |
Era | Type | Cost | HP | CS | RCS | Movement | HP Regen | Unique Bonuses |
Ancient C0 | Blunt | 35 | 150 | 7 | 0 | 2 | 6/4/2 |
|
Ancient C0 | Archery | 21 | 100 | 4 | 4 | 2 | 8/6/3 |
|
Ancient C1 | Blade | 18 | 125 | 8 | 0 | 2 | 10/8/5 | N/A |
Ancient C1 | Mounted Archer | 21 | 75 | 5 | 5 | 4 | 6/4/2 |
|
Ancient C2 | Blunt | 35 | 150 | 13 | 0 | 2 | 6/4/2 |
|
Ancient C2 | Polearm | 18 | 125 | 10 | 0 | 2 | 10/8/5 |
|
Ancient C2 | Light Cavalry | 26 | 125 | 10 | 0 | 4 | 8/6/3 | N/A |
Ancient C2 | Heavy Cavalry | 35 | 150 | 13 | 0 | 3 | 4/2/1 | N/A |
Ancient C2 | Elephant | 53 | 250 | 18 | 0 | 3 | 3/2/1 | N/A |
Ancient C2 | Archer | 21 | 100 | 6 | 6 | 2 | 8/6/3 |
|
Ancient Era:
-Column 0 Blunt Units: 35 Production, 150 HP, 7 base


-Column 0 Archery Units: 21 Production, 100 HP, 4 base



-Column 0 Unique Melee Unit: +1

-Column 0 Unique Archery Unit: +1

-Column 1 Blade Units: 18 Production, 125 HP, 8 base


-Column 1 Mounted Archer Units: 21 Production, 75 HP, 5 base



-Column 1 Unique Mounted Archer Units: +1

-Column 2 Blunt Units: 35 Production, 150 HP, 13 base


-Column 2 Polearm Units: 18 Production, 125 HP, 10 base


-Column 2 Light Cavalry Units: 26 Production, 125 HP, 10 base


-Column 2 Heavy Cavalry Units: 35 Production, 150 HP, 13 base


-Column 2 Elephant Units: 53 Production, 250 HP, 18 base


-Column 2 Archery Units: 21 Production, 100 HP, 6 base



-Column 2 Unique Melee Unit: +2

-Column 2 Unique Archery Unit: +1

Classical Era:
-Column 3 Blade Units: 45 Production, 125 HP, 13 base


-Column 3 Mounted Archer Units: 50 Production, 75 HP, 9 base



-Column 3 Siege Units: 50 Production, 75 HP, 9 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, 150 HP, 18 base


-Column 4 Polearm Units: 55 Production, 125 HP, 16 base


-Column 4 Archery Unit: 55 Production, 100 HP, 7 base



-Column 4 Light Cavalry Units: 65 Production, 125 HP, 16 base


-Column 4 Unique Blade Units: +1

- 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 Changelog :
Academy and Public School provide +2 Heresy.
Each Crime produces -1 Gold, -1 Food and -1 Production.
+0.5 Crime per Pop (down from +1 Crime per Pop)
Each Corruption produces +3 Gold, -1 Production and -1 Food.
Gold loss from Crime is now taken from the Treasury instead of per City.
Gold gain from Corruption is now given to the Treasury instead of per City.
Each Heresy produces -2 Faith and +2 Food (no longer increases Science)
Faith loss from Heresy is now taken from the Faith pool instead of per City.
Faith gain from Fervor is now given to the Faith pool instead of per City.
Spoiler Local Devt Mod for AGYRM Details :
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


Gain an additional 5

Receive 15








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.
Tile improvement rate increased by 25%.
+15%

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 Misc :
Spoiler Template :
Replaces Crossbowman
80


Unlocked at Machinery
17


May Not Melee Attack
Naval Target Penalty
Unlocked by Military Strategy
Replaces: Walls
55

No

6 Defense, +225 HP
+1

Increases the City's Ranged Strike Range by 1.
Military Units Supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.
+3


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: