AG's Tweaks Mod

I am going to try this mod for sure, usually my games take 3 weeks + to play, so I want to ask about some modmods that I think are not compatible. Will be possible to play with something like MUCfVP, Monopoly Buildings for VP, Better Lakes, UI-Improved City View and Few More Buildibgs for VP?

UI-Improved City View has no issues with this mod.

In addition to adding new things, I've already greatly reduced the yields you get to cut down on yield bloat. With changes to technology, policies and yields, I honestly don't know what experience you would have. I don't think compatibility is a huge issue but balance will be way off. I wouldn't recommend it but I'm not against people from experimenting.
 
Thanks for reply, started with base VP, on epic speed, first 30 turns can't do anything, but have seen 2 barbs brute with strength 5, while I produce warrior of strength 2. I'll see how it goes.
 
Spoiler :

DLL revamp Project (top secret):
-add new global yields
-add new city yields
-revamp the religion system to include more options
-cleanup database tables and add new ones and removing those that are not used
 
Last edited:
Here what I see in Wonders list
8930_20220109043308_1.png
 
I'm playing on Emperor, have built 2 warriors, maxing production on second (stopping growth) but AI's already built 2 wonders - Altamira and Skara. Seems they get more bonuses then regular VP, because there I play on Immortal and here I don't even get techs to build anything other than warriors yet.
 
On turn 48 I have discovered fishing and work on animal husbandry, while building third warrior. AI's has build Altamira, Scara, Kuk, Ggantiga and also some AI entered Bronze Era and started to build Karnak, so he has 14 techs at least and I have 1.
Seems something is off.
 
Here what I see in Wonders list
View attachment 618242

Not all the Wonders are implemented yet. I'm doing them piecemeal so some are still unused until one of the later patches.

I'm playing on Emperor, have built 2 warriors, maxing production on second (stopping growth) but AI's already built 2 wonders - Altamira and Skara. Seems they get more bonuses then regular VP, because there I play on Immortal and here I don't even get techs to build anything other than warriors yet.

On turn 48 I have discovered fishing and work on animal husbandry, while building third warrior. AI's has build Altamira, Scara, Kuk, Ggantiga and also some AI entered Bronze Era and started to build Karnak, so he has 14 techs at least and I have 1.
Seems something is off.

I haven't make the proper changes on higher difficulties yet. Given the yields you get early on, the AI boost is way too much. I'd recommend Prince if you feel like experimenting. Prince is the only difficulty I fiddled a bit on. Otherwise, I have a patch planned for February which should allow players to start in Iron Era and skip the earlier eras until I fix many of the issues.
 
Regardless of the massive overhaul you've envisioned here, I'd just like to let you know that I've been solely using your initial Progress tweak for a handful of games now. I absolutely love it and will not be looking back. At first the insta policy feels kind of wrong or cheap, but I've come to accept it as it's own unique style compared to the other 2 early trees, and the power tapers off acceptably after the initial edge, giving you the early boost while ensuring you still have to work for your wide. I know there was somewhat recent discussion on Progress' strength, but I'd legit recommend others to give it a chance -- it's not often I'd vouch for things to make their way into VP base, but this is something I'd advocate. When I pick Tradition, I feel special because I know my capital + GP will be showering me with yields playing tall; Authority feels special because you're empowered to whoop some tush; now Progress finally feels special as well, because it allows more room to breathe and it's not as fickle for both the user and AI. Now, I can't speak for Deity toughness, but I play on a tougher King difficulty and haven't seen any issues with policy pace comparative to other AI picking Tradition/Authority, and I've also witnessed a few different AI successfully utilize your Progress while themselves not becoming OP or broken.
 
Not all the Wonders are implemented yet. I'm doing them piecemeal so some are still unused until one of the later patches.





I haven't make the proper changes on higher difficulties yet. Given the yields you get early on, the AI boost is way too much. I'd recommend Prince if you feel like experimenting. Prince is the only difficulty I fiddled a bit on. Otherwise, I have a patch planned for February which should allow players to start in Iron Era and skip the earlier eras until I fix many of the issues.

Started a new game in Prince, standard speed, still by turn 33, while I work on my 4th warrior and 3rd tech AI already have 2 WW built and some AI entered Bronze Era, so I think that AI boost should be reduced much more.
 
Started a new game in Prince, standard speed, still by turn 33, while I work on my 4th warrior and 3rd tech AI already have 2 WW built and some AI entered Bronze Era, so I think that AI boost should be reduced much more.

Thanks for the feedback! This is very helpful! I know what I'll be doing after the next patch. :)
 
Not all the Wonders are implemented yet. I'm doing them piecemeal so some are still unused until one of the later patches.





I haven't make the proper changes on higher difficulties yet. Given the yields you get early on, the AI boost is way too much. I'd recommend Prince if you feel like experimenting. Prince is the only difficulty I fiddled a bit on. Otherwise, I have a patch planned for February which should allow players to start in Iron Era and skip the earlier eras until I fix many of the issues.

That would explain the oddities that I see in the King level game I started. I've gotten up to the Renaissance with 3 filled social policy trees & 5 ideology choices, and the date says 4135 BC. I'll restart on Prince level.
 
That would explain the oddities that I see in the King level game I started. I've gotten up to the Renaissance with 3 filled social policy trees & 5 ideology choices, and the date says 4135 BC. I'll restart on Prince level.

That's good to know! It's not a difficulty thing. I just didn't know what to adjust regarding policy costs since I've added more eras. I'll make a note to add the costs so they'll be most reasonable...that and the date. Thanks for the feedback!
 
New Update is here! This update doesn't have everything I wanted but it's a start. It will be a foundation I will be building upon for the next couple of patches. Any feedback and bug reports is appreciated!

Summary below and details in spoilers.
Code:
New promotions for Melee/Gun, Archer, Mounted and Siege. This will serve as a foundation for future promotions.
Each level now requires more experience to achieve.
Units at and before Classical Era rebalanced and tweaked
Difficulty level settings changed.
Minor fixes and adjustments (Need feedback regarding in-game years and policy costs)

Note: Attached images for the promotions aren't 100% accurate. I didn't want to update those until I add more promotions to them.

Spoiler AG's Tweak for VP v0.3.10 [Unit Rework 1] :

Spoiler Melee/Gun Unit Changes :

Axeman:
Unlocked at Bronze Working.
40 :c5production: Production
2 :c5moves: Movement
6 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Bonus vs Melee (25)

Early Axeman:
Unlocked at Copper Weapons.
35 :c5production: Production
2 :c5moves: Movement
4 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Bonus vs Melee (25)

Early Maceman:
Unlocked at Iron Weapons
Iron: -1
50 :c5production: Production
2 :c5moves: Movement
9 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Bonus vs Melee (25)

Early Spearman:
Unlocked at Bronze Working.
40 :c5production: Production
2 :c5moves: Movement
6 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Tight Formation

Early Swordsman:
Unlocked at Military Theory
Iron: -1
45 :c5production: Production
2 :c5moves: Movement
8 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Heavy Infantry

Spearman:
Unlocked at Iron Weapons.
50 :c5production: Production
2 :c5moves: Movement
9 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Tight Formation

Swordsman:
Unlocked at Iron Working.
Iron: -1
65 :c5production: Production
2 :c5moves: Movement
11 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Heavy Infantry

Warrior:
Unlocked at The Wheel.
35 :c5production: Production
1 :c5moves: Movement
2 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Bonus vs Melee (25)


Spoiler Mounted Changes :

Companion Cavalry:
Unlocked at Military Theory (CS Gift only)
Horse: -1
5 :c5moves: Movement
11 :c5strength: CS
No Defensive Terrain Bonuses
Can Move After Attacking
Great Generals I
Penalty Attacking Cities (33)
Can Pillage Improved Tiles
Cavalry I

Horseman:
Unlocked at Military Theory
Horse: -1
50 :c5production: Production
4 :c5moves: Movement
10 :c5strength: CS
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Cavalry I

Light Horse:
Unlocked at Horseback Riding
No Horses Needed
40 :c5production: Production
3 :c5moves: Movement
7 :c5strength: CS
No Maintenance
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Can Pillage Improved Tiles

Scythe Chariot:
Unlocked at Chariot
No Horses Needed
30 :c5production: Production
3 :c5moves: Movement
5 :c5strength: CS
No Maintenance
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Can Pillage Improved Tiles
Unstoppable (Ignore ZoC. Inflicts 5 Damage to all adjacent enemy units on Move. Lost after Unit Upgrade)

War Elephant:
Unlocked at Military Theory
Require Ivory. (No longer needs Barracks)
60 :c5production: Production
3 :c5moves: Movement
11 :c5strength: CS
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
War Elephant



Spoiler Civilian and Recon Line Changes :

Caravan:
Unlocked at Alphabet
105 :c5production: Production

Cargo Ship:
Unlocked at Sailing
105 :c5production: Production

Pathfinder:
Unlocked at Sail Making
35 :c5production: Production

Scout:
Unlocked at Sailing
50 :c5production: Production

Work Boat:
Unlocked at Sail Making
40 :c5production: Production

Worker:
Unlocked at Organized Warfare
40 :c5production: Production


Spoiler Archer/Siege Line Changes :

Archer:
Unlocked at Hill Forts
35 :c5production: Production
2 :c5moves: Movement
5 :c5strength: CS
6 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Ranged

Ballista:
Unlocked at Iron Working (CS Gift only)
65 :c5production: Production
2 :c5moves: Movement
6 :c5strength: CS
9 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Bonus vs Cities (100)
No Defensive Terrain Bonuses
Limited Visibility
Cover I
Sniper I

Catapult:
Unlocked at Iron Working
65 :c5production: Production
2 :c5moves: Movement
6 :c5strength: CS
9 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Bonus vs Cities (100)
No Defensive Terrain Bonuses
Limited Visibility
Cover I

Composite Bowman:
Unlocked at Mathematics
65 :c5production: Production
2 :c5moves: Movement
7 :c5strength: CS
9 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Ranged

Chariot Archer:
Unlocked at Chariot
No Horses Needed
30 :c5production: Production
4 :c5moves: Movement
3 :c5strength: CS
4 :c5rangedstrength: RCS / 1 Range
No Maintenance
No Defensive Terrain Bonuses
May Not Melee Attack
Penalty Attacking Cities (33)
Can Move After Attacking
Can Pillage Improved Tiles
Skirmisher Doctrine

Skirmisher:
Unlocked at Mathematics
Horse: -1
65 :c5production: Production
3 :c5moves: Movement
7 :c5strength: CS
7 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
No Defensive Terrain Bonuses
May Not Melee Attack
Penalty Attacking Cities (33)
Can Move After Attacking
Can Pillage Improved Tiles
Skirmisher Doctrine


Spoiler Barbarian Units :

Brute:
Unlocked at The Wheel.
35 :c5production: Production (Barbarian Only)
2 :c5moves: Movement
4 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Bonus vs Melee (25)

Hand-Axe:
Unlocked at The Wheel.
35 :c5production: Production (Barbarian Only)
2 :c5moves: Movement
3 :c5strength: CS
3 :c5rangedstrength: RCS
No Maintenance
Can Pillage Improved Tiles


Spoiler UU Changes :

Atlatlist:
Unlocked at Mathematics
70 :c5production: Production
2 :c5moves: Movement
8 :c5strength: CS
11 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Atlatl Strike
Ranged

Bowman:
Unlocked at Mathematics
70 :c5production: Production
2 :c5moves: Movement
9 :c5strength: CS
10 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Drill I
Ranged

Hoplite:
Unlocked at Iron Weapons.
50 :c5production: Production
2 :c5moves: Movement
10 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Discipline
Great Generals II
Tight Formation

Horse Archer:
Unlocked at Mathematics
Horse: -1
60 :c5production: Production
3 :c5moves: Movement
7 :c5strength: CS
8 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
No Defensive Terrain Bonuses
May Not Melee Attack
Penalty Attacking Cities (33)
Can Move After Attacking
Can Pillage Improved Tiles
Skirmisher Doctrine
Anti-Melee

Immortal:
Unlocked at Iron Weapons.
50 :c5production: Production
2 :c5moves: Movement
9 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Faster Healing
Armor Plating I
Tight Formation

Jaguar:
Unlocked at Iron Weapons
Iron: -1
50 :c5production: Production
2 :c5moves: Movement
9 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Combat Bonus in Forest/Jungle (33)
Heals 25 Damage If Kills a Unit
Bonus vs Melee (25)

Kris Swordsman:
Unlocked at Iron Working
Iron: -1
65 :c5production: Production
2 :c5moves: Movement
12 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Mystic Blade
Heavy Infantry

Legion:
Unlocked at Iron Working
Iron: -1
65 :c5production: Production
2 :c5moves: Movement
12 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Pilum (Nerfed to do 5 Damage)
Heavy Infantry

Mohawk Warrior:
Unlocked at Iron Working
65 :c5production: Production
3 :c5moves: Movement
13 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Combat Bonus in Forest/Jungle (33)
Heavy Infantry

Pictish Warrior:
Unlocked at Iron Weapons.
50 :c5production: Production
2 :c5moves: Movement
10 :c5strength: CS
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Bonuses in Snow, Tundra, and Hills
No Movement Cost to Pillage

Slinger:
Unlocked at Hill Forts
35 :c5production: Production
2 :c5moves: Movement
6 :c5strength: CS
7 :c5rangedstrength: RCS / 2 Range
May Not Melee Attack
Stagnation (Stops growth and -1 :c5citizen: Population when built)
Can Pillage Improved Tiles
Concussive Hits

War Chariot:
Unlocked at Hill Forts
Replaces Archer but upgrades to Skirmisher.
35 :c5production: Production
3 :c5moves: Movement
7 :c5strength: CS
7 :c5rangedstrength: RCS / 2 Range
Stagnation (Stops growth and -1 :c5citizen: Population when built)
No Defensive Terrain Bonuses
May Not Melee Attack
Gift of the Pharaoh
Penalty Attacking Cities (33)
Can Move After Attacking
Can Pillage Improved Tiles
Skirmisher Doctrine
Ranged


Spoiler Promotion Changes :

Boarded I and II: (PlagueID = 1)
Dazed: (PlagueID = 2)
Disruption I and II promotions: (PlagueID = 3)
Disruption III and IV promotions: (PlagueID = 4)
Disruption V: (PlagueID = 5)
Barraged I and II promotions: (PlagueID = 6)
Barraged III and IV promotions: (PlagueID = 7)
Barraged V: (PlagueID = 8)
Venom I and II promotions: (PlagueID = 9)
Venom III promotions: (PlagueID = 10)
Poisoned I and II promotions: (PlagueID = 11)
Poisoned III and IV promotions: (PlagueID = 12)
Poisoned V: (PlagueID = 13)
Rot I and II: (PlagueID = 14)
Rot III: (PlagueID = 15)
Burned I: (PlagueID = 16)

Spoiler Melee Promotions :

Civ5PromotionMelee.jpg

Amphibious: Eliminates combat penalties for attacking from the sea or over a river, and grants a movement bonus when moving across rivers. Flanking bonus increased by 15%.
Bonus vs Archer (50): +50% :c5strength: Combat Strength vs Archer Units. +25% :c5strength: Combat Strength when defending against all Ranged Attacks.
Bonus vs Melee (25): +25% :c5strength: Combat Strength vs Melee Units.
Bonus vs Melee/Gunpowder (50): +50% :c5strength: Combat Strength vs Melee and Gunpowder Units. +20% :c5strength: Combat Strength when defending.
City Assault: +25% :c5strength: Combat Strength when defending against all Ranged Attacks. +25% :c5strength: Combat Strength when attacking Cities.
City Assault II: +50% :c5strength: Combat Strength when defending against all Ranged Attacks. +30% :c5strength: Combat Strength when attacking Cities.
City Assault III: +50% :c5strength: Combat Strength when defending against all Ranged Attacks. +40% :c5strength: Combat Strength when attacking Cities. Damage from Cities reduced by 50%.
Cover I: +25% :c5strength: Combat Strength when defending against all Ranged Attacks. +10% :c5strength: Combat Strength when attacking Cities.
Cover II: Damage from Cities reduced by 25%. +20% :c5strength: Combat Strength when attacking Cities.
Drill I: +10% :c5strength: Combat Strength when defending. +20 HP. (Unlocked at Organized Warfare)
Drill II: +10% :c5strength: Combat Strength when defending. +20 HP.
Drill III: +15% :c5strength: Combat Strength when defending. +20 HP.
Drill IV: +20% :c5strength: Combat Strength when defending. +30 HP.
Drill V: +20% :c5strength: Combat Strength when defending. +30 HP.
Drill VI: +25% :c5strength: Combat Strength when defending. +30 HP.
Formation I: +20% :c5strength: Combat Strength vs Mounted Units. +20% :c5strength: Combat Strength when defending in Open Terrain.
Formation II: +20% :c5strength: Combat Strength vs Mounted Units. +20% :c5strength: Combat Strength when defending in Open Terrain.
Formation III: +30% :c5strength: Combat Strength vs Mounted Units. +30% :c5strength: Combat Strength when defending in Open Terrain.
Formation IV: +30% :c5strength: Combat Strength vs Mounted Units. +40% :c5strength: Combat Strength when defending in Open Terrain.
Formation V: +100% :c5strength: Combat Strength vs Armored Units. +90% :c5strength: Combat Strength when defending in Open Terrain.
Heavy Infantry: +10% :c5strength: Combat Strength when defending against all Ranged Attacks. +10% :c5strength: Combat Strength when attacking.
Heavy Infantry II: +20% :c5strength: Combat Strength when defending against all Ranged Attacks. +20% :c5strength: Combat Strength when attacking.
Heavy Infantry III: +20% :c5strength: Combat Strength when defending against all Ranged Attacks. +20% :c5strength: Combat Strength when attacking.
March: Unit will Heal Every Turn, even if it performs an action.
March II: All Units in adjacent tiles Heal 5 Additional HP per turn
March III: All Units in adjacent tiles Heal 10 Additional HP per turn. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory.
Mobility I: +1 :c5moves: Movement. Flanking bonus increased by 25%.
Mobility II: +25% :c5strength: Combat Strength when attacking into Open terrain. Flanking bonus increased by 25%. (Unlocked at Rifling)
Mobility III: +25% :c5strength: Combat Strength when attacking into Rough terrain. Flanking bonus increased by 25%. (Unlocked at Rifling)
Overrun: Flanking bonus increased by 25%. +20 HP when you defeat an enemy. (Unlocked at Rifling)
Overrun II: Flanking bonus increased by 25%. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 20 damage. (Unlocked at Rifling)
Shock I: +10% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 1 turn. (Unlocked at Organized Warfare)
Shock II: +10% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 1 turn.
Shock III: +15% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 30% for 2 turns.
Shock IV: +20% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 30% for 2 turns.
Shock V: +20% :c5strength: Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 35% for 5 turns.
Shock VI: +25% :c5strength: Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 35% for 5 turns.
Spearhead I: +15% :c5strength: Combat Strength per Adjacent Enemy Melee Unit when defending. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 10 damage.
Spearhead II: +15% :c5strength: Combat Strength per Adjacent Enemy Melee Unit when defending. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 10 damage.
Spear Wall: +25% :c5strength: Combat Strength when defending. +33% :c5strength: Combat Strength vs Mounted Units.
Stalwart: +25% :c5strength: Combat Strength when defending. +25 HP.
Stalwart II: +25% :c5strength: Combat Strength when defending. +25 HP.
Tank Ambush I: +25% :c5strength: Combat Strength VS Armored Units. +25% :c5strength: Combat Strength when attacking in Rough Terrain. (unlocked at Rifling.)
Tank Ambush II: +25% :c5strength: Combat Strength VS Armored Units. +25% :c5strength: Combat Strength when attacking in Rough Terrain. (unlocked at Rifling.)
Tank Hunter I: +25% :c5strength: Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tank Hunter II: +25% :c5strength: Combat Strength VS Armored Units. +25 HP, unlocked at Rifling.
Tight Formation: +25% :c5strength: Combat Strength vs Mounted Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Tight Formation II: +25% :c5strength: Combat Strength vs Mounted Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Tight Formation III: +50% :c5strength: Combat Strength vs Mounted Units and Armored Units. +25% :c5strength: Combat Strength when defending in Open Terrain.
Veteran I: +25% :c5strength: Combat Strength vs Melee Units. Earn experience towards promotions 25% faster.
Veteran II: +50% :c5strength: Combat Strength vs Melee and Gun Units. Earn experience towards promotions 25% faster.
Woodsman: +20% :c5strength: Combat Strength when defending in Rough Terrain. Flanking bonus increased by 15%.
Woodsman II: +25% :c5strength: Combat Strength when attacking into Rough terrain. Flanking bonus increased by 35%.
Woodsman III: +50% :c5strength: Combat Strength when attacking into Rough terrain. Flanking bonus increased by 50%.


Spoiler Mounted Promotions :

Civ5PromotionMounted.jpg

Ambush I: Flanking bonus increased by 15%. +1 :c5moves: Movement.
Ambush II: +25% :c5strength: Combat Strength when Units below 50 HP. +25% :c5strength: Combat Strength when attacking Wounded Unit.
Ambush III: Flanking bonus increased by 25%. Ignore ZoC.
Ambush IV: +25% :c5strength: Combat Strength when Units below 50 HP. +25 HP.
Ambush V: +20 HP when you defeat an enemy.
Body Guards I: +33% :c5strength: Combat Strength when defending. 100% more Great General Points generated from combat.
Body Guards II: +33% :c5strength: Combat Strength when defending. 100% more Great General Points generated from combat. Damage from all sources reduced by 5.
Cavalry: +25% :c5strength: Combat Strength in Open Terrain.
Cavalry II: +25% :c5strength: Combat Strength in Open Terrain. +25% :c5strength: Combat Strength when attacking.
Cavalry III: +25% :c5strength: Combat Strength in Open Terrain. +25% :c5strength: Combat Strength when attacking.
Charge III: +20% :c5strength: Combat Strength when attacking in Open Terrain. +20% :c5strength: Combat Strength when attacking Wounded Units.
Charge IV: +25% :c5strength: Combat Strength when attacking in Open terrain. +35% :c5strength: Combat Strength when attacking Wounded Unit.
Charge V: +45% :c5strength: Combat Strength when attacking in Open terrain. +60% :c5strength: Combat Strength when attacking Wounded Unit.
Hammer Blow I: +33% :c5strength: Combat Strength vs Melee and Gun Units. +33% :c5strength: Combat Strength when attacking.
Hammer Blow II: Unit can attack twice per turn.
Heavy Armor I: +25% :c5strength: Combat Strength when defending. +25 HP.
Heavy Armor II: +25% :c5strength: Combat Strength when defending. +25 HP.
Heavy Cavalry I: Flanking bonus increased by 15%. +25 HP.
Heavy Cavalry II: Flanking bonus increased by 20%. +25 HP.
Heavy Cavalry III: Flanking bonus increased by 30%. +25 HP.
Heavy Cavalry IV: Flanking bonus increased by 35%. +25 HP.
Heavy Cavalry V: Flanking bonus increased by 50%. +50 HP. Damage from all sources reduced by 10.
Loose Formation I: +25% :c5strength: Combat Strength when attacking in Open terrain. +50% :c5strength: Combat Strength when defending against all Ranged Attacks.
Loose Formation II: +25% :c5strength: Combat Strength when attacking in Open terrain. +50% :c5strength: Combat Strength when defending against all Ranged Attacks.
March IV: Unit will Heal Every Turn, even if it performs an action.
Pillager I: +25% :c5strength: Combat Strength when on Pillaged Tiles. +25 HP.
Pillager II: +25% :c5strength: Combat Strength when on Pillaged Tiles. No :c5moves: Movement Cost to Pillaging.
Recon I: +10% :c5strength: Combat Strength outside Friendly Territory. +5 XP when you pillage a tile.
Recon II: +10% :c5strength: Combat Strength outside Friendly Territory. +1 Visibility Range.
Recon III: +10% :c5strength: Combat Strength outside Friendly Territory. +1 :c5moves: Movement.
Recon IV: +20% :c5strength: Combat Strength outside Friendly Territory. +1 :c5moves: Movement.
Recon V: +25% :c5strength: Combat Strength outside Friendly Territory. This Unit Heals 10 Additional HP per turn.
Recon VI: +25% :c5strength: Combat Strength outside Friendly Territory. 20% chance to withdraw from Melee Combat.
Rout I: +15% :c5strength: Combat Strength per Adjacent Friendly Melee Unit when attacking. +25% :c5strength: Combat Strength when Units below 50 HP.
Rout II: +20% :c5strength: Combat Strength when Units below 50 HP. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 15 damage.
Scouting I: This Unit Heals 5 Additional HP per turn. +1 Visibility Range.
Scouting II: +20% :c5strength: Combat Strength outside Friendly Territory. +25 HP.
Siege Hunter I: +25% :c5strength: Combat Strength vs Siege Units. 20% chance to withdraw from Melee Combat.
Siege Hunter II: +50% :c5strength: Combat Strength vs Siege Units. +25% :c5strength: Combat Strength when defending against all Ranged Attacks.
Support I: Allows movement through Ice and Mountain tiles. This Unit Heals 5 Additional HP per turn when Outside of Friendly Territory.
Support II: All Units in adjacent tiles Heal 5 Additional HP per turn. +1 :c5moves: Movement.
Trample I: +10% :c5strength: Combat Strength when attacking. Inflict Disruption I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 20% for 1 turn.
Trample II: +15% :c5strength: Combat Strength when attacking. Inflict Disruption II status on enemies during melee combat, reducing their :c5strength: Combat Strength by 30% for 2 turns.
Trample III: +20% :c5strength: Combat Strength when attacking. Inflict Disruption III status on enemies during melee combat, reducing their :c5strength: Combat Strength by 35% for 5 turns.
Trample IV: +25% :c5strength: Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat, reducing their :c5strength: Combat Strength by 50% for 5 turns.
Trample V: +30% :c5strength: Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their :c5strength: Combat Strength by 50% for 5 turns.
Trample VI: +50% :c5strength: Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat, reducing their :c5strength: Combat Strength by 50% for 5 turns.
War Elephant: Adjacent enemy units receive -10% :c5strength: Combat Strength. +25% :c5strength: Combat Strength when attacking.
War Elephant II: Adjacent enemy units receive -25% :c5strength: Combat Strength. +25% :c5strength: Combat Strength when attacking.
War Elephant III: Adjacent enemy units receive -50% :c5strength: Combat Strength. +25% :c5strength: Combat Strength when attacking.


Spoiler Archer Promotions :

Civ5PromotionArcher.jpg

Venom II can stack with Venom III.
Poisoned II can stack with Poisoned III.

Anti-Melee I: +50% :c5rangedstrength: Ranged Combat Strength vs Melee/Gun Units.
Anti-Melee II: +50% :c5rangedstrength: Ranged Combat Strength vs Melee/Gun Units.
Assistance I: +10% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units.
Assistance II: +10% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units.
Blanket Fire I: Deals 10 damage to all enemy units adjacent to targeted unit (within range)
Blanket Fire II: Deals 10 damage to all enemy units adjacent to targeted unit (within range)
Counter-Sniper I: +50% :c5rangedstrength: Ranged Combat Strength vs Archer Units.
Counter-Sniper II: +50% :c5rangedstrength: Ranged Combat Strength vs Archer Units.
Horsebane I: +50% :c5rangedstrength: Ranged Combat Strength vs Mounted/Armor Units.
Horsebane II: +50% :c5rangedstrength: Ranged Combat Strength vs Mounted/Armor Units.
Marksman I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. +10% :c5strength: Combat Strength vs Units below 50 HP.
Marksman II: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength vs Units below 50 HP.
Marksman III: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +30% :c5strength: Combat Strength vs Units below 50 HP.
Marksman IV: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +40% :c5strength: Combat Strength vs Units below 50 HP.
Marksman V: +30% :c5rangedstrength: Ranged Combat Strength when attacking. +100% :c5strength: Combat Strength vs Units below 50 HP.
Poisonous I: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their :c5moves: Movement by 1 for 2 turns.
Poisonous II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned I status on other units, reducing their :c5moves: Movement by 1 for 2 turns.
Poisonous III: +15% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their :c5moves: Movement by 1 for 4 turns.
Poisonous IV: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned II status on other units, reducing their :c5moves: Movement by 1 for 4 turns.
Poisonous V: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Poisoned III status on other units, reducing their :c5moves: Movement by 1 for 4 turns.
Ranged I: +15% :c5rangedstrength: Ranged Combat Strength when attacking.
Ranged II: +25% :c5rangedstrength: Ranged Combat Strength when attacking.
Ranged III: +35% :c5rangedstrength: Ranged Combat Strength when attacking.
Sharpshooter I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. +10% :c5strength: Combat Strength when attacking Wounded Unit
Sharpshooter II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. +10% :c5strength: Combat Strength when attacking Wounded Unit
Sharpshooter III: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength when attacking Wounded Unit
Sharpshooter IV: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +20% :c5strength: Combat Strength when attacking Wounded Unit
Sharpshooter V: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Sharpshooter VI: +30% :c5rangedstrength: Ranged Combat Strength when attacking. +50% :c5strength: Combat Strength when attacking Wounded Unit.
Slow Poison I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned IV status on other units, reducing their max HP by 10 and their :c5moves: Movement by 1 for 6 turns.
Slow Poison II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Poisoned V status on other units, reducing their max HP by 20 and their :c5moves: Movement by 2 for 6 turns.
Sniper I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. +15% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Sniper II: +15% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Sniper III: +20% :c5rangedstrength: Ranged Combat Strength when attacking. +25% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Sniper IV: +25% :c5rangedstrength: Ranged Combat Strength when attacking. +1 Range
Sniper V: +30% :c5rangedstrength: Ranged Combat Strength when attacking. +60% :c5strength: Combat Strength vs Melee, Gunpowder and Archer.
Solo I: +75% :c5rangedstrength: Ranged Combat Strength. -30% :c5rangedstrength: Ranged Combat Strength if adjacent to a Friendly Unit..
Solo II: +100% :c5rangedstrength: Ranged Combat Strength. -50% :c5rangedstrength: Ranged Combat Strength if adjacent to a Friendly Unit. Indirect Fire.
Support Fire I: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their :c5strength: Combat Strength by 10% for 2 turns.
Support Fire II: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged I status on other units, reducing their :c5strength: Combat Strength by 10% for 2 turns.
Support Fire III: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Support Fire IV: +15% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged II status on other units, reducing their :c5strength: Combat Strength by 20% for 2 turns.
Support Fire V: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their :c5strength: Combat Strength by 40% for 3 turns.
Support Fire VI: +25% :c5rangedstrength: Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Barraged III status on other units, reducing their :c5strength: Combat Strength by 40% for 3 turns.
Suppression I: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged IV status on other units, reducing their :c5strength: Combat Strength by 50% for 3 turns.
Suppression II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Barraged V status on other units, reducing their :c5strength: Combat Strength by 100% for 3 turns.
Venomous I: +5% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom I status on other units, reducing their max HP by 10 for 2 turns.
Venomous II: +10% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom I status on other units, reducing their max HP by 10 for 2 turns.
Venomous III: +15% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom II status on other units, reducing their max HP by 25 for 3 turns.
Venomous IV: +20% :c5rangedstrength: Ranged Combat Strength when attacking. Ranged Attacks by this Unit inflict the Venom II status on other units, reducing their max HP by 25 for 3 turns.
Venomous V: +25% :c5rangedstrength: Ranged Combat Strength when attacking. Has Indirect Fire. Ranged Attacks by this Unit inflict the Venom III status on other units, reducing their max HP by 35 for 5 turns.


Spoiler Siege Promotions :

Civ5PromotionSiege.jpg

Accuracy I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy II: +10% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy III: +15% :c5rangedstrength: RCS. +30% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy IV: +20% :c5rangedstrength: RCS. +40% :c5rangedstrength: RCS when attacking Units above 50 HP.
Accuracy V: +25% :c5rangedstrength: RCS. +50% :c5rangedstrength: RCS when attacking Units above 50 HP.
Bombardment I: +20% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Cities.
Bombardment II: +30% :c5rangedstrength: RCS. +30% :c5rangedstrength: RCS when attacking Cities.
City Defense I: +50% :c5rangedstrength: RCS when adjacent to or in a City.
City Defense II: +50% :c5rangedstrength: RCS when adjacent to or in a City.
Coordination I: +2% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +10% :c5strength: CS when defending.
Coordination II: +3% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +10% :c5strength: CS when defending.
Coordination III: +4% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +15% :c5strength: CS when defending.
Coordination IV: +5% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +15% :c5strength: CS when defending.
Coordination V: +6% :c5rangedstrength: Ranged Combat Strength per adjacent friendly units. +25% :c5strength: CS when defending.
Field I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field II: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field III: +10% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field IV: +15% :c5rangedstrength: RCS. +30% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field V: +20% :c5rangedstrength: RCS. +40% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field VI: +25% :c5rangedstrength: RCS. +50% :c5rangedstrength: RCS when attacking Units in Open Terrain.
Field Hospital I: This Unit and all Units in adjacent tiles Heal 10 Additional HP per turn.
Field Hospital II: This Unit and all Units in adjacent tiles Heal 10 Additional HP per turn.
Incendiary I: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their :c5strength: Combat Strength by 15% and Max HP by 15 for 2 turns.
Incendiary II: +15% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Burned I status on other units, reducing their :c5strength: Combat Strength by 15% and Max HP by 15 for 2 turns.
Logistics: May Attack Twice.
Mobility IV: 10% chance to withdraw from melee combat. +1 Movement.
Naval Defense I: +25% :c5rangedstrength: RCS vs Naval Units. +25% :c5strength: CS when defending against all Ranged Attacks.
Naval Defense II: +25% :c5rangedstrength: RCS vs Naval Units. +25% :c5strength: CS when defending against all Ranged Attacks.
Range: +25% :c5rangedstrength: RCS when attacking Fortified Units and Cities. +1 Range.
Rotting I: +5% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their :c5strength: Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting II: +5% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot I status on other units, reducing their :c5strength: Combat Strength by 10% and Max HP by 5 for 2 turns.
Rotting III: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their :c5strength: Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting IV: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot II status on other units, reducing their :c5strength: Combat Strength by 20% and Max HP by 15 for 2 turns.
Rotting V: +10% :c5rangedstrength: RCS. Ranged Attacks by this Unit inflict the Rot III status on other units, reducing their :c5strength: Combat Strength by 25% and Max HP by 25 for 5 turns.
Set Up: +25% :c5rangedstrength: RCS when attacking Fortified Units and Cities. +25% :c5strength: CS when defending.
Siege I: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Cities.
Siege II: +5% :c5rangedstrength: RCS. +10% :c5rangedstrength: RCS when attacking Cities.
Siege III: +10% :c5rangedstrength: RCS. +20% :c5rangedstrength: RCS when attacking Cities.
Siege IV: +15% :c5rangedstrength: RCS. +.30% :c5rangedstrength: RCS when attacking Cities.
Siege V: +20% :c5rangedstrength: RCS. +40% :c5rangedstrength: RCS when attacking Cities.
Siege VI: +25% :c5rangedstrength: RCS. +50% :c5rangedstrength: RCS when attacking Cities.
Siege Mobility I: +10% :c5rangedstrength: RCS when attacking Units below 50 HP.
Siege Mobility II: +15% :c5rangedstrength: RCS when attacking Units below 50 HP. +1 Movement.
Siege Mobility III: +20% :c5rangedstrength: RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility IV: +25% :c5rangedstrength: RCS when attacking Units below 50 HP. 20% chance to withdraw from melee combat.
Siege Mobility V: +30% :c5rangedstrength: RCS when attacking Units below 50 HP. +1 Movement.
Volley I: +50% :c5rangedstrength: RCS when attacking Fortified Units and Cities.
Volley II: +50% :c5rangedstrength: RCS when attacking Fortified Units and Cities.


Shared Promotions:
Charge: +15% :c5strength: Combat Strength when attacking in Open terrain. +15% :c5strength: Combat Strength when attacking Wounded Unit.
Charge II: +20% :c5strength: Combat Strength when attacking in Open Terrain. +20% :c5strength: Combat Strength when attacking Wounded Units.
Medic I: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn.
Medic II: This Unit and all Units in adjacent tiles Heal 5 Additional HP per turn. This Unit Heals 5 Additional HP per turn when outside of Friend Territory.


Spoiler Difficulty Changes :

ABC bonuses removed (extra eras and more options make this too unpredictable)
Difficulty changes the following (Settler/Chieftain/Warlord/Prince/King/Emperor/Immortal/Deity):
StartingLocPercent:20/30/40/50/60/70/80/90
HappinessDefault: 12/11/10/9/8/7/6/5
HappinessDefaultCapital: 2/2/2/1/1/1/0/0
PopulationUnhappinessMod: -100/-75/-25/0/0/5/10/15
ExtraHappinessPerLuxury: 2/1/1/0/0/0/0/0
StartingPolicyPoints: 100/50/25/0/0/0/0/0
FreeCulturePerTurn: 1/1/0/0/0/0/0/0
Gold: 100/50/25/0/0/0/0/0
GoldFreeUnits: 8/4/2/0/0/0/0/0
ProductionFreeUnits: 15/13/11/9/7/5/5/5
ProductionFreeUnitsPerCity: 2/2/1/1/1/1/1/0
ProductionFreeUnitsPopulationPercent: 50/25/20/15/15/10/10/10
StartingDefenseUnits: 2/2/1/0/0/0/0/0
StartingExploreUnits: 1/1/0/0/0/0/0/0
StartingWorkerUnits: 0/0/0/0/0/0/0/0
RouteCostPercent: 50/75/90/100/100/100/100/100
UnitCostPercent: 50/75/90/100/100/100/100/100
BuildingCostPercent: 50/75/90/100/100/100/100/100
ImprovementCostPercent: 50/75/90/100/100/100/100/100
PolicyPercent: 85/90/95/100/100/100/100/100
ResearchPercent: 85/90/95/100/100/100/100/100
ResistanceCap: 0/10/20/35/50/75/100/150
StartingMinorDefenseUnits: 0/0/0/0/0/0/0/0
CityProductionNumOptionsConsidered: 2/2/2/1/1/1/1/1
TechNumOptionsConsidered: 2/2/2/1/1/1/1/1
PolicyNumOptionsConsidered: 2/2/2/1/1/1/1/1
AttitudeChange: 40/20/10/0/-5/-15/-25/-50
AIDeclareWarProb: 25/50/75/100/150/200/250/300
AIStartingDefenseUnits: 1/1/1/1/2/2/2/2
AIStartingExploreUnits: 0/0/0/0/0/0/0/0
AIStartingWorkerUnits: 0/0/0/0/0/0/0/0
AIStartingUnitMultiplier: 0/0/0/0/0/0/0/0
AIWorkRateModifier: 0/0/10/20/30/40/60/80
AIUnhappinessPercent: 0/0/0/-5/-10/-15/-25/-35
AIGrowthPercent: 130/120/110/100/90/85/80/75
AIUnitCostPercent: 130/120/110/100/80/70/60/50
AIBuildingCostPercent: 130/120/110/100/90/85/80/75
AIUnitUpgradePercent: 130/120/110/100/90/75/60/45
AICreatePercent: 100/100/100/100/100/95/95/95
AIWorldConstructPercent: 100/100/100/100/100/100/100/100
AIWorldCreatePercent: 100/100/100/100/100/100/100/95
AIFreeXP: 0/20/40/60/80/100/120/150
AIFreeXPPercent: 0/0/0/50/50/100/100/150
VisionBonus: 0/0/0/1/1/1/2/2
AITrainPercent: 130/120/110/100/90/85/80/75
AIConstructPercent: 130/120/110/100/90/85/80/75
AIUnitSupplyPercent: 0/0/0/15/20/25/30/35
AIPerEraModifier: 0/0/0/-1/-1/-1/-1/0
DifficultyBonusBase: 0/0/0/0/0/0/0/0
A/B/C: 0/0/0/0/0/0/0/0
AIBarbarianBonus: 0/5/10/15/20/25/30/35


Spoiler Misc Changes :

Iron Era start now viable, though more balancing is needed.
Clearing Marsh moved to Machinery
Monastery no longer gives votes.
Granary not longer improves Wheat
Envoy and Emissary production no longer scales with Era.
Increased XP needed for level ups (20/60/120/200/300/420/560/720/900/1100)
Experience Cap for fighting Barbarians and City-States is 120.

 
Just started a new game. Strange, in normal speed 1 turn starting Neolithic 10000BC takes 8 years, seems going to be a long game, first time started Epic 1 turn was 25 years.
 
Also, on turn 27 1 have 4 turns left before I discover my second tech - fishing, but at least 2 AI have already 3 techs started to build Skara Brae (I use Wonder Race mod)
 
Just started a new game. Strange, in normal speed 1 turn starting Neolithic 10000BC takes 8 years, seems going to be a long game, first time started Epic 1 turn was 25 years.

Also, on turn 27 1 have 4 turns left before I discover my second tech - fishing, but at least 2 AI have already 3 techs started to build Skara Brae (I use Wonder Race mod)

It will take awhile before I can get the years correct. I also have plans for a few more eras so it won't be finalized for awhile.

May I ask what difficulty you are play on? Some of the changes might make higher difficulties a nightmare assuming I did them right.
 
In first game started at emperor, but it was hopeless, so next started at prince and I'm not sure, looking at demographic I'm doing OK, but not even once had a chance to start at early WW and now as can be seen in screenshots some AI are already outpace me at techs by more than era. I built a shaman's hut and don't see how they sprint in techs so quick may be they start close to Natural Wonder?

8930_20220203204650_1.png 8930_20220203204347_1.png 8930_20220203204329_1.png
 
Looks very interesting, promising, very big and complex mod.
In progress tree I can choose settlement and labor force but can't choose language. Playing as Japan with raging barbarians by turn 110 got GW, GA, GM and 2 GG. While have 0 income, got 5 gold expenses for keeping those, GG I can place as citadels but cultural GP - GM can only disband, GW gives 15 culture and cost of current policy 185, GA also very low.
May be number of points to get a GG should be raised and GP in initial stage got no gold maintenance.
 
In first game started at emperor, but it was hopeless, so next started at prince and I'm not sure, looking at demographic I'm doing OK, but not even once had a chance to start at early WW and now as can be seen in screenshots some AI are already outpace me at techs by more than era. I built a shaman's hut and don't see how they sprint in techs so quick may be they start close to Natural Wonder?

View attachment 619859 View attachment 619860 View attachment 619861

In 4 turns 2 other AI start to build Karnak, so it seems AI get some bonus to research.

I will look into this. I probably missed something so hopefully some digging will help. This is not what's intended.

Looks very interesting, promising, very big and complex mod.
In progress tree I can choose settlement and labor force but can't choose language. Playing as Japan with raging barbarians by turn 110 got GW, GA, GM and 2 GG. While have 0 income, got 5 gold expenses for keeping those, GG I can place as citadels but cultural GP - GM can only disband, GW gives 15 culture and cost of current policy 185, GA also very low.
May be number of points to get a GG should be raised and GP in initial stage got no gold maintenance.

The mod needs a lot of work before it's at an acceptable rate. I appreciate the feedback you have provided. They really help me gauge what I need to tackle next.

I'll look into the policy trees. I'm just bouncing between my priorities and I'll see if I can figure out what bug this might be.

I never knew you can get GGs from fighting Barbarians. That was never taken into account so I'll figure out what to do. I honestly have no issues making Great People costing no maintenance. It seems silly to me.

I'll make notes on these and revise what I'm doing for the next patch. Just slowly chipping away at this project. Thanks! :)
 
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