amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
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AG's Tweaks Mod
Overview:AG's Tweaks Mod began, as the name suggested, as a simple tweak mod with a few number changes. As time went, my ambition for it grew and I integrated my past modular mods along with some of the popular modmods. As of now, I'm unsure how big the scope of this mod will be. However, the goal is to have an overhaul mod that plays quite differently from Vox Populi. The mod is very much a work in progress. It is being regularly (as much as free time allows) updated with ideally a new patch every month. Maybe, after a few years, we'll see a mod that's more polished and offers enough for people to want to play it.
Now, let's discuss briefly what this mod has to offer.
New Eras:
As of this moment, the eras available in this mod are, in chronological order:
Neolithic, Copper, Bronze, Iron (formerly Ancient), Early Classical, Classical, Late Classical, Medieval, Renaissance, Enlightenment, Industrial, Machine, Modern, Atomic, Information
The underlined eras aren't available in base VP and they all come with their own technologies. Iron Era, previously Ancient Era, and Classical Era have gone through a big rework so they will be quite different from base VP as well. Other techs might be moved around as well.
More Eras are expected to be added to the late game. There are no further details on them.
The Enlightenment Era is found here. All credits goes to those who worked on the mod. The mod is fully integrated into my mod so one needn't worry about compatibility or even downloading the original mod.
New Buildings:
New buildings are added to all the eras. Due to time limitations, the additions are largely focused on the eras prior to Medieval Era. As the early game become more developed, expect more buildings to be gradually added to the eras.
New Units:
New groups can be grouped into the following: shared, regional, mercenary, barbarian and slave.
Shared units:
These units are available to all civilization unless they have a replacement. The shared units are meant to fill some gaps or niches to provide more options when it comes to building up a military.
Regional units:
These units are part of the regional system. For more information, please see Regional System.
Mercenary units:
These units are purchasable by Gold only and have their own sets of promotions to pick with. They are generally limited in quantity but make up with their quality and other benefits like never needing strategic resources.
Barbarian units:
These units will greatly bolster the ranks of the barbarians making barbarians an actual threat in the early to mid game. Don't underestimate them as they will make your fights challenging with their unique group of units and promotions.
Slave units:
These units are cheap options that are weaker than your standard units. They require the Slave strategic resource.
More Wonders:
As of this moment, the mod doesn't add any new Wonders except those from More Wonders for VP. All credits go to those who work on the mod. Like the Enlightenment Era mod, the More Wonders mod is also fully integrated. However, it did go through massive reworks to accommodate the new mechanics and focus of this mod.
Regional System:
All civilizations are place into a 'region' or group. Each region has its own unique units and bonuses that differentiate them from other regions. Bonus are currently being worked on but some rough ideas include: special beliefs, new promotions, bonuses to buildings/improvements.
New Promotion System:
There are many promotions that are reused but they will function different in terms of what they can offer and, with mutual exclusivity, the pathing for promotions differ greatly from VP. Careful choices have to be made because it's much harder to grab every single promotion. The end goal is for more specialized options that provide a noticeable boosts to any units. The specialization can make it an interesting experience when it comes to deciding upon what to take on what units.
New Resources:
There are new strategic resources introduced. Slave was introduced in the Bronze Era and used/produced by units and buildings. Energy, Steel, Ammunition and Explosives are introduced in Enlightenment and Industrial Eras to change the focuses of the late mid-game in terms of economy and military.
New/Changed Mechanics:
The mechanics/changes at various degree of progress are mentioned here:
- Most units now cost
Population and halts City growth. To build an army, you will have to sacrifice the growth of your Cities. These will result in much smaller Cities in the early game.
- Expansion has been slowed greatly in the early game to avoid much of the map occupied within the first two eras. Settlers are unlocked later and requires a larger population before they can be built.
- The religion system is being reworked with new buildings, Pantheons and other changes
- Overall yields (from buildings, improvements, policies, etc) decreased drastically to avoid yield bloat in late game
- Reworked policies with more policies per policy tree and weaker bonuses early on
- Defenders get more advantages making offensive wars challenging. City recover Hit Points a lot faster while healing in enemy or neutral territory is very low making it easier for defenders to get units back into battle after being wounded.
- City-States don't play a big role until Renaissance Era with all diplomatic related buildings and units unlocked starting in that era. Diplomatic mechanics will go through changes but those are coming in the future with no plan as of this moment.
- Barbarians become an actual threat not to be trifled with. They will cause problems and cannot be ignored. Barbarians will access their own units that tend to be stronger in their own ways. The goal is to improve their quality and/or increase their quantity. Ignore a military at your own risk or the Barbarians might halt all your attempts to move forward.
- Civilization UA, UU and UB all going through changes with a regional system to diversify them further
Versions:Spoiler Archived Versions :
AG's Tweak for VP v0.1 [Progress Tweaks]: Link
AG's Tweak for VP v0.2 [Progress Tweaks and minor gameplay change]: Link
AG's Tweak for VP v0.3 [Ancient Era Rework 1]: Link
AG's Tweak for VP v0.3.1 [Ancient Era Rework 2]: Link
AG's Tweak for VP v0.3.2 [Classical Era Rework 1]: Link
AG's Tweak for VP v0.3.3 [Medieval Era Rework 1]: Link
AG's Tweak for VP v0.3.4 [Religion Rework 1]: Link
AG's Tweak for VP v0.3.5 [Renaissance Era Rework 1]: Link
AG's Tweak for VP v0.3.6 [Pre-Classical Era Rework 1]: Link
AG's Tweak for VP v0.3.7 [Misc Rework 1]: Link
AG's Tweak for VP v0.3.8 [Misc Rework 2]: Link
AG's Tweak for VP v0.3.9 [Misc Rework 3]: Link
AG's Tweak for VP v0.3.10 [Unit Rework 1]: Link
AG's Tweak for VP v0.3.11 [Pre-Medieval Era Rework 1]: Link {Pre-VP(2.00)}
AG's Tweak for VP v0.3.12 [Pre-Renaissance Era Rework 1]: Link
AG's Tweak for VP v0.3.13 [Pre-Renaissance Era Rework 2]: Link
Compatible Mods:
This mod is incompatible with any mods that make changes to the tech tree. It should, in theory, be compatible with the rest of the mods that work with VP. However, balance was never taken into account if other mods are included so use other mods at your own risk.
The following mods cannot be played with this mod due to them already being integrated (and modified to suit the mod) or could cause conflicts:
UI Improved City View (Vox Populi with EUI)
Enlightenment Era for Vox Populi
More Wonders for VP
Mods/Ideas to be Integrated:
Modified Modern Era Mod
AG's Extra Victory Conditions (Will need to be reworked prior to integration but the basic foundation is there)
Zeppelin/Scouting Line Upgrade Path (Will need a complete rework but the ideas are there)
AG's Late Game Mod (Lots of ideas to be pulled from there)
Unique City-States (Will be tackling once changes and balances reach Renaissance Era. Meant to spice things up and give more incentive to ally or even befriend CS)
World Congress Reformation (Some ideas will be borrowed but the concepts will be fleshed out for the mod)
Possible Mods/Ideas to be Integrated:
Civics and Reforms (A lot of great ideas and concepts. Unsure if going down that route or how to handle balancing)
Future Updates:
The following list will change as priorities change. Some will remain as rough ideas while others are ongoing and might be implemented in one of the upcoming patch.
- Balance Changes (Ongoing)
- New Improvements
- Melee Units split up into: Polearm, Blunt and Blades
- Overhaul of the naval combat (includes but not limited to unit changes, different focuses for unit groups and special promotions available to a few or one group)
- Introduce a complete axeman/maceman line that will run in parallel with the swords and spears line
- Introduce a cavalry split into light cavalry and heavy cavalry with promotions and other things differentiating them
- Overhaul the spy system (Way in the future)
- Second unique building for all the civilizations
- More regional system bonuses implemented
- More diverse barbarians in later eras
- Two new ideologies and two new victory conditions
- New resources introduced to add more mechanics
- Rework the religion further to make better use of buildings while also make non-founders have a catchup mechanic later in the game
- Integrate Energy resource fully in the late game to ensure that energy is vital and lacking it will halt progress moving forward
- Fully implement the slave and mercenary mechanics so it exists through the eras and not limited to only the early game
- Make some government system (details still to be determined)
- Make map tweaks that will change the distribution of resources
- Make buildings like Train Station and Seaport more important by making them prerequisite of important economical and military buildings
Known Bugs:
Policy Tree UI bugged but it works. (Fix is a low priority)
New Yield UI isn't showing all the information but it works. (Fix is a low priority)
UI involving new yields still need work (health showing as food on terrain, details for other yields dependent on the new yields not showing) [New yields work as intended. UI is lower on the priority as it's a time-consuming task]
Help Wanted:
Given the scope of the mod, I would appreciate any help that can be given. Help can include the following but not limited to:
- Playtest: Providing feedback and report bugs can aid the development and balance of the mod.
- Modding: People with experience with XML, SQL, Lua and/or even C++ can speed up the development of the mod
- Artist: People with artistic skills and are willing to help make icons (promotions, buildings, etc)
- Civilopedia Editor: People who want to update Civilopedia entries, make changes to names and update text to reflect the actual game
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