AG's Tweaks Mod

I think that because I always use RAS and in setting there is a GG/GA points from barbs - I think next game will play without it, because here so many barbs almost constant waves and I think that offsets balance, also had to disband some GP so all my GP will cost more.
 
Also middle of Bronze Era techs much more expensive then even middle of Iron

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I think that because I always use RAS and in setting there is a GG/GA points from barbs - I think next game will play without it, because here so many barbs almost constant waves and I think that offsets balance, also had to disband some GP so all my GP will cost more.

Yes, the design was never intended for barbs to give GG/GA points. However, I will change the maintenance of GP because I don't like it.

Also middle of Bronze Era techs much more expensive then even middle of Iron

View attachment 619915

That's actually intentional. You get a lot of high yield buildings that will go obsolete. It's still a work in progress though.
 
New update is here! It's more foundation building with some balancing for the early game.

Summary below (both a short video and text) and details in spoilers.

Spoiler Summary Video :



Code:
Changed Iron Era
Classical Era split into Early Classical, Classical and Late Classical Eras.
New or changed Recon, Archer and Mercenary promotions (though mercenaries are still to be added)
New Regional System (Groups civilization together into 'Regions" with regional units
Bug fixes and balance changes

Spoiler AG's Tweak for VP v0.3.11 [Pre-Medieval Era Rework 1] :

Spoiler New Buildings :

Neolithic Era:
Basic Housing:
Unlocked at Agriculture.
No Maintenance
Obsoletes at Organized Warfare.
35 :c5production: Production
+1 :c5food: Food

Early Camp:
Unlocked at Trapping.
No Maintenance
Obsoletes at Organized Warfare.
35 :c5production: Production
+1 :c5food: Food

Early Dock:
Unlocked at Fishing.
No Maintenance
Obsoletes at Organized Warfare.
35 :c5production: Production
+1 :c5food: Food

Early Pen:
Unlocked at Animal Husbandry.
No Maintenance
Obsoletes at Organized Warfare.
35 :c5production: Production
+1 :c5food: Food

Iron Era:
Altar:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Worship
+1 :c5faith: Faith

Early Farm:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Iron Tools
+1 :c5food: Food.

Early Shrine:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Worship
+1 :c5faith: Faith

Early Totem:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Ceremonial Burial
+1 :c5faith: Faith

Early Walls:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Hill Forts
+1 :c5production: Production
City: +2 :c5strength: Defense and +125 HP

Hunting Camp:
Unlocked at Hunting
No Maintenance
65 :c5production: Production
+1 :c5production: Production

Hunting Hut:
Unlocked at Hunting
No Maintenance
65 :c5production: Production
+1 :c5food: Food

Mask Hut:
No Maintenance
Cost: 65 :c5production: Production
Unlocked at Mysticism
+1 :c5faith: Faith

Early Classical Era:
Obsidian Work Hut:
No Maintenance
Cost: 100 :c5production: Production
Unlocked at Early Trade
+1 :c5production: Production

Obsidian Market:
No Maintenance
Cost: 100 :c5production: Production
Unlocked at Early Trade
+2 :c5gold: Gold
+1 :c5gold: Gold to Obsidian Work Hut

Tablet Maker:
No Maintenance
Cost: 100 :c5production: Production
Unlocked at Early Text
+1 :c5production: Production and :c5food: Food

Early Temple:
No Maintenance
Cost: 100 :c5production: Production
Unlocked at Priesthood
+1 :c5faith: Faith
+1 :c5faith: Faith to Small Temple

Dock:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Sailing
+1 :c5gold: Gold

Early Boat Yard:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Sailing
+1 :c5production: Production
Naval Units: +5 XP

Medium Market:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Bartering
+1 :c5gold: Gold and :c5production: Production
+1 :c5gold: Gold to Early Trade Posts

Early Trade Posts:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Bartering
+2 :c5gold: Gold

Archive:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Early Writing
+1 :c5science: Science

Early Library:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Early Writing
+1 :c5science: Science

Reinforced Walls:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Early Siege
City: +3 :c5strength: Defense and +50 HP

Early Monastery:
No Maintenance
Cost: 120 :c5production: Production
Unlocked at Meditation
+1 :c5faith: Faith

Postal Station:
No Maintenance
Cost: 150 :c5production: Production
Unlocked at Early Currency
+1 :c5science: Science and :c5gold: Gold

Text Storage:
No Maintenance
Cost: 150 :c5production: Production
Unlocked at Literature
+1 :c5science: Science to Library, University and Public School

Early School:
No Maintenance
Cost: 150 :c5production: Production
Unlocked at Literature
+1 :c5science: Science

Small Temple:
No Maintenance
Cost: 150 :c5production: Production
Unlocked at Temple Building
+1 :c5faith: Faith

Grand Altar:
No Maintenance
Cost: 150 :c5production: Production
Unlocked at Monotheism
+2 :c5faith: Faith

Classical Era:
Codex Maker:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Calligraphy
+1 :c5culture: Culture

Lecture Hall:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Calligraphy
+1 :c5science: Science
+1 :c5science: Science to University.

Early Flood Control:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at City Governance
+1 :c5food: Food and :c5production: Production

Shelter:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at City Governance
+1 :c5food: Food

Early Infirmary:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Early Medicine
+1 :c5food: Food
Garrisoned units receive an additional 2 Health when healing in this City.

Round Pen:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Horse Breeding
Horse: +2
+5 XP to Mounted Units

Early Stable:
No Maintenance
Cost: 200 :c5production: Production
Unlocked at Horse Breeding
+1 :c5gold: Gold
+10 XP to Mounted Units

Grain Storage:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Agricultural Tools
+2 :c5food: Food

Improved Farms:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Agricultural Tools
+1 :c5food: Food to Farms (I)

Canal:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Canal System
+1 :c5food: Food

Dam:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Canal System
+1 :c5food: Food

Early Sports Arena:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Combat Sport
+1 :c5culture: Culture
+5 XP to all Land Units

Healing Sanctuary:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Folk Medicine
+1 :c5food: Food
Garrisoned units receive an additional 3 Health when healing in this City.

City Center:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at City Planning
+1 :c5science: Science, :c5food: Food and :c5production: Production

Large Palace:
No Maintenance
Cost: 200 :c5production: Production
Unlocked at Monarchy
Required Building: Palace
+1 :c5food: Food, :c5production: Production, :c5culture: Culture and :c5science: Science.

Early Academy:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Elite Tutelage
+1 :c5science: Science
+1 :c5science: Science to Academy Improvements

Chandler's Workshop:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Candle Making
+1 :c5gold: Gold and :c5faith: Faith

Ceremonial Halls:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Ceremony
+1 :c5culture: Culture and :c5faith: Faith

Late Classical Era:
Early Observatory:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Early Astronomy
+2 :c5science: Science

Early Estate:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Aristocracy
+3 :c5food: Food

Early Banks:
No Maintenance
Cost: 200 :c5production: Production
Unlocked at Early Banking
+5 :c5gold: Gold

Early Alchemy Lab:
Maintenance: 1 :c5gold: Gold
Cost: 200 :c5production: Production
Unlocked at Alchemy
+2 :c5science: Science


Spoiler Recon Line Changes :

Field Medic I: Adjacent Units Heal 5 Additional HP per turn.
Field Medic II: Adjacent Units Heal 5 Additional HP per turn.
Forage I: +50 Hit Points.
Forage II: +5 HP healed per turn outside of friendly territory.
Pillaging I: +25% :c5strength: CS on Pillaged Tiles
Pillaging II: Costs no Movement point to Pillage.
Scout I: +1 Visibility Range. +25% :c5strength: CS when defending.
Scouting I: Ignores Zone of Control. +15 Hit Points.
Scouting II: +1 Movement. +1 Visibility Range.
Scouting III: +2 XP for every turn spent unembarked in the enemy territory of a major Civ.
Scouting IV: +1 Visibility Range. Can traverse over Mountains.
Scouting V: +5 HP healed per turn outside of friendly territory. +35 Hit Points.
Survivalism I: +25% :c5strength: CS when defending.
Survivalism II: +5 HP healed per turn outside of friendly territory. +25% :c5strength: CS when defending.
Survivalism III: +5 HP healed per turn outside of friendly territory. +25% :c5strength: CS when defending.
Survivalism IV: Unit will heal every turn, even if it performs an action.
Survivalism V: Can use enemy Roads/Railroads. +50% :c5strength: CS when defending.
Tag I: Melee Attacks by this Unit inflict Tagged I status on other Units, reducing their :c5strength: CS by 25% for 3 turns. Can Move After Attacking.
Tag II: Melee Attacks by this Unit inflict Tagged II status on other Units, reducing their Movement by 1 for 3 turns.
Trailblazer I: +1 Movement. +25% :c5strength: CS when defending in rough terrain.
Trailblazer II: Double Movement in Desert and Snow.
Trailblazer III: +1 Movement. +25% :c5strength: CS when defending in rough terrain.
Trailblazer IV: +5 HP healed per turn outside of friendly territory.
Trailblazer V: +5 XP when you pillage a tile.



Spoiler Archer Promotions :

Skirmisher Line Promotions:
Skirmisher Doctrine:

Skirmisher Doctrine > Marksman I > Marksman II > Marksman III > Marksman IV > Marksman V
Skirmisher Doctrine > Support Fire II > Support Fire III > Support Fire IV > Support Fire V > Support Fire VI
Skirmisher Doctrine > Venomous I > Venomous II > Venomous III > Venomous IV > Venomous V
Skirmisher Doctrine > Poisonous I > Poisonous II > Poisonous III > Poisonous IV > Poisonous V
Skirmisher Doctrine > Skirmisher Doctrine II > Skirmisher Doctrine III
Skirmisher Doctrine > Sentry
Skirmisher Doctrine II > Coup de Grace > Infiltrators
Skirmisher Doctrine III > Parthian Tactics

Coup de Grace: +33% :c5rangedstrength: RCS when attacking Units at or below 50 HP.
Infiltrators: +50% :c5strength: CS Outside Friendly Territory. +25% :c5rangedstrength: RCS when attacking Wounded Units. -25% :c5strength: CS if adjacent to a Friendly Unit.
Parthian Tactics: Ignores ZoC. +25 HP.
Sentry: +1 Visibility Range. +25% :c5rangedstrength: RCS when attacking Units above 50 HP.
Skirmisher Doctrine: +15% :c5strength: CS while in Open Terrain. -30% :c5strength: CS while in Rough Terrain.
Skirmisher Doctrine II: +15% :c5strength: CS while in Open Terrain. +15% :c5strength: CS while in Rough Terrain.
Skirmisher Doctrine III: +20% :c5strength: CS while in Open Terrain. +15% :c5strength: CS while in Rough Terrain.


Spoiler Mercenary Promotions :

Hired Melee I > Hired Melee II > Hired Melee III > Hired Melee IV
Hired Ranged I > Hired Ranged II > Hired Ranged II > Hired Ranged II
Hired Melee I > Looting I > Looting II > Looting III
Hired Melee II > Flanker I > Flanker II > Flanker III
Hired Ranged I > Barrage I > Barrage II > Barrage III
Hired Ranged II > Sharpshooter IV > Sharpshooter V > Sharpshooter VI

Barrage I: +25% :c5rangedstrength: RCS when attacking.
Barrage II: +25% :c5rangedstrength: RCS when attacking.
Barrage III: +50% :c5rangedstrength: RCS when attacking.
Flanker I: Flank attack bonus increased by 25%.
Flanker II: Double :c5moves: Movement through Forest and Jungle. Flank attack bonus increased by 25%.
Flanker III: Flank attack bonus increased by 50%.
Hired Melee I: +25% :c5strength: CS when attacking.
Hired Melee II: +25% :c5strength: CS when attacking.
Hired Melee III: +25% :c5strength: CS when attacking.
Hired Melee IV: +50% :c5strength: CS when attacking.
Hired Ranged I: +25% :c5rangedstrength: RCS when attacking.
Hired Ranged II: +25% :c5rangedstrength: RCS when attacking.
Hired Ranged III: +25% :c5rangedstrength: RCS when attacking.
Hired Ranged IV: +50% :c5rangedstrength: RCS when attacking.
Looting I: Steal :c5gold: Gold equal to 10% of the damage inflicted on the City. +10% :c5strength: CS when attacking Cities.
Looting II: Steal :c5gold: Gold equal to 15% of the damage inflicted on the City. +15% :c5strength: CS when attacking Cities.
Looting III: Steal :c5gold: Gold equal to 25% of the damage inflicted on the City. +25% :c5strength: CS when attacking Cities.



Spoiler Changed Era :

Iron Era:
Column 1:
Sail Making:
Pathfinder (U)
Early Trireme (U)
Ancient Docks (B)

Hunting:
Archer (U)
Hunter's Camp (B)
Hunter's Hut (B)
Slave Camp (B)
Nazca Lines (W)

Hill Forts:
Granary (B)
Ger (B)
Livestock Pen (B)
Early Walls (B)
Hill Fort (B)
Road (I)

Iron Tools:
Iron Workshop (B)
Early Farm (B)
Camp (I)

Iron Mines:
Council (B)
Iron Mines (B)

Ceremonial Burial:
Early Totem (B)
Stonehenge (W)

Worship:
Early Shrine (B)
Altar (B)

Column 2:
Map Making:
Caravan (U)

Alphabet:
Bazaar (B)
Early Archive (B)
Market (B)

Iron Smelter:
Skirmisher (U)
Horse Archer (U)
Iron Smelters (B)
Weaponsmith (B)

Iron Weapons:
Spearman (U)
Early Maceman (U)
Hoplites (U)
Immortal (U)
Jaguar (U)
Pictish Warrior (U)
Barracks (B)
Ikanda (B)

Military Theory:
Horseman (U)
War Elephant (U)
Early Swordsman (U)
Siege Tower (U)
Early Weaponsmith (B)

Ritual:
Shrine (B)
Stele (B)

Mysticism:
Mask Hut (B)
Pyramids (W)



Spoiler New Eras :

Early Classical Era:
Column 1:
Seafaring:
Work Boat (U)
Fishing Boat (I)
Embark Enabled (M)

Early Trade:
Obsidian Work Hut (B)
Obsidian Market (B)
Mausoleum of Halicarnassus (W)
Quarry (I)

Early Text:
Tablet Maker (B)
Pastures (I)

Calendar:
Longhouse (B)
Herbalist (B)
Temple of Artemis (W)
Plantation (I)
Brazilwood Camp (I)

Iron Working:
Battery Ram (U)
Walls (B)
Walls of Babylon (B)
Statue of Zeus (W)
Gate of the Sun (W)
Mine (I)

Polytheism:
Totem of Life (B)
Totem of Wealth (B)
Totem of Knowledge (B)
Totem of Spirituality (B)
Totem of Creation (B)

Priesthood:
Early Temple (B)
Petra (W)

Column 2:
Sailing:
Scout (U)
Dock (B)
Early Boat Yard (B)
Additional Trade Route (M)

Bartering:
Medium Market (B)
Early Trade Posts (B)

Early Writing:
Archives (B)
Early Library (B)
Heroic Epic (NW)

Early Siege:
Catapult (U)
Ballista (U)
Reinforced Walls (B)
Forge (B)
Siege Foundry (B)
Defense (P)
Encampment (I)
Eki (I)

Masonry:
Well (B)
Watermill (B)
Stone Works (B)
Tabya (B)
Floating Gardens (B)
Terracotta Army (W)
Malwiya Minaret (W)
Terrace Farm (I)
Moai (I)
Kuna (I)
Faster Movement on Road (M)
Manufactory: +1 :c5production: Production

Early Entertainment:
Arena (B)
Colosseum (B)

Meditation:
Early Monastery (B)

Column 3:
Early Currency:
Postal Station (B)

Writing:
Library (B)
Paper Maker (B)
Royal Library (NW)
Piazza San Marco (NW)
Great Library (W)
Allows Embassies (M)

Literature:
Text Storage (B)
Early Schools (B)

Mathematics:
Hanging Gardens (W)
Chand Baori (W)

Monument Building:
Monument (B)

Temple Building:
Small Temple (B)

Monotheism:
Grand Altar (B)

Classical Era:
Column 1:
Coastal Cities:
Lighthouse (B)
Runestone (B)
Settler (U)
Great Lighthouse (W)

Calligraphy:
Codex Maker (B)
Lecture Hall (B)

Early Battle Formation:
Swordsman (U)
Mohawk Warrior (U)
Legion (U)
Kris Swordsman (U)
Bowman (U)
Atlatlist (U)
Composite Bowman (U)

City Governance:
Early Flood Control (B)
Shelter (B)

Republic:
Additional Trade Route (M)
1 Extra Happiness in all Cities (M)

Early Medicine:
Early Infirmary (B)

Prayer:
Temple (B)
Tetraconch (B)

Column 2:
Trade:
Cargo Ship (U)
Dromon (U)
Trireme (U)

Horse Breeding:
Round Pen (B)
Early Stable (B)
Pasture: +1 :c5production: Production

Agricultural Tools:
Grain Storage (B)
Improved Farms (B)

Canal System:
Canal (B)
Dam (B)

Combat Sport:
Early Sports Arena (B)

Folk Medicine:
Healing Sanctuary (B)

Divination:
Oracle (W)

Column 3:
Floristry:
Garden (B)
Candi (B)

City Planning:
City Center (B)

Law Enforcement:
Courthouse (B)
Satrap's Court (B)

Monarchy:
Large Palace (B)

Elite Tutelage:
Early Academy (B)

Candle Making:
Chandler's Workshop (B)

Ceremony:
Ceremonial Halls (B)

Late Classical Era (formerly Classical Era):

Column 1:
Early Astronomy:
Early Observatory (B)

Aristocracy:
Early Estate (B)

Caste System:
+1 Specialist Base Yield (M)

Early Banking:
Early Banks (B)

Alchemy:
Early Alchemy Lab (B)

Column 3:
Drama and Poetry:
Amphitheater (B)
Acropolis (B)
Writers' Guild (B)
National Monument (NW)
Parthenon (W)
Arts (P)

Philosophy:
Seowon (B)
School of Philosophy (NW)
El Ghriba Synagogue

Currency:
Burial Tomb (B)
Caravansary (B)
Great Cothon (NW)
Angkor Wat (W)
Buddhas of Bamiyan (W)
Wealth (P)
Village (I)

Engineering:
Aqueduct (B)
Harappan Reservoir (B)
Great Wall (W)
Etchmiadzin Cathedral (W)
Fort (I)
Bridges over rivers (U)

Metal Casting:
Berserker (U)
Baths (B)
Circus Maximum (NW)
Colossus (W)
Lumber Mill (I)
Logging Camp (I)


Spoiler Regional Groups :

America 1 (AM1): America, Polynesia, The Iroquois, The Shoshone

America 2 (AM2): Brazil, The Aztecs, The Inca, The Mayan,

Asia 1 (AS1): Arabia, Assyria, Babylon, Egypt

Asia 2 (AS2): Mongolia, Persia, India, The Ottomans, The Huns

Asia 3 (AS3): China, Indonesia, Japan, Korea, Siam

Europe 1 (EU1): Austria, France, Germany, Venice

Europe 2 (EU2): Byzantium, Greece, Rome, The Celts

Europe 3 (EU3): Denmark, Russia, Sweden, Poland

Europe 4 (EU4): England, Portugal, Spain, The Netherlands

Africa 1 (AF1): Carthage, Ethiopia, Morocco, Songhai, The Zulu


Spoiler Units by Region and Era :

Iron Era:

AM1:
Dog Soldier (Melee Unit):
Unlocked at Military Theory
Replaces Early Swordsman
50 :c5production:
No Iron Needed
10 :c5strength: CS
2 :c5moves: Move
Heavy Infantry
Stagnation
Can Pillage Improved Tiles
Dog Sash (+33% :c5strength: CS when defending)

AM2:
Holcan (Melee Unit):
Unlocked at Iron Weapons
Replaces Spearman
50 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Tight Formation
Stagnation
Can Pillage Improved Tiles
Prisoner Capture (Killing a military unit generates :c5food: Food)

AS1:
Vulture (Melee Unit):
Unlocked at Iron Tools
Replaces Early Maceman
50 :c5production:
Iron: -1
10 :c5strength: CS
2 :c5moves: Move
Bonus vs Melee (25)
Stagnation
Can Pillage Improved Tiles
Vultures of Sumer (+10 HP when you defeat an enemy)

AS2:
Peltast (Archery Unit):
Unlocked at Hunting
Replaces Archer
35 :c5production:
5 :c5strength: CS/ 8 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
Ranged I
May Not Melee Attack
Stagnation
Can Pillage Improved Tiles
Javelin (+25% :c5rangedstrength: RCS vs Archer Units)

AS3:
Qibing (Mounted Unit):
Unlocked at Military Theory
Replaces Horseman
50 :c5production:
Horse: -1
13 :c5strength: CS
4 :c5moves: Move
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I
Stagnation
Can Pillage Improved Tiles
Heavenly Horse (+50 Hit Points)

EU1:
Warband (Melee Unit):
Unlocked at Sail Making
Replaces Pathfinder
30 :c5production:
7 :c5strength: CS
2 :c5moves: Move
Scout I
Stagnation
Can Pillage Improved Tiles
Warcry (Adjacent enemies suffer a -25% :c5strength: CS penalty.)

EU2:
Phalanx (Melee Unit):
Unlocked at Iron Weapons
Replaces Spearman
50 :c5production:
10 :c5strength: CS
2 :c5moves: Move
Tight Formation
Stagnation
Can Pillage Improved Tiles
Sarissa (+33% :c5strength: CS in Open Terrain. )

EU3:
Briton Slingers (Archery Unit):
Unlocked at Hunting
30 :c5production:
5 :c5strength: CS/ 7 :c5rangedstrength: RCS (2 Range)
3 :c5moves: Move
Ranged I
May Not Melee Attack
Stagnation
Can Pillage Improved Tiles
Slingshot (+15% :c5rangedstrength: RCS when attacking.)

EU4:
Leves (Archery Unit):
Unlocked at Hunting
No Maintenance and costs no Supply
15 :c5production:
3 :c5strength: CS/ 4 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
Ranged I
May Not Melee Attack
Stagnation
Can Pillage Improved Tiles
Screening (+25% :c5rangedstrength: RCS vs Recon Units)

AF1:
Numidian Cavalry (Archery Unit):
Unlocked at Iron Smelter
Replaces Skirmisher
50 :c5production:
Horse: -1
5 :c5strength: CS/ 7 :c5rangedstrength: RCS (2 Range)
3 :c5moves: Move
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Skirmisher Doctrine
Stagnation
Can Pillage Improved Tiles
Cantabrian Circle (+33% :c5rangedstrength: RCS vs Melee Units)


Spoiler Misc Changes :

Dromon and Trireme moved to Trade.
Stone Housing, Carving, Settlements and Megaliths now all require Fishing, Animal Husbandry, Trapping and Agriculture as prerequisite techs
Early Dock now requires a coastal city.
Fixed issue that made difficulty very unfair.
Cutting Forest and Jungles moved to Machinery
Plantations and Mines no longer remove Forests and Jungles
Each Citizen consumes 4 :c5food: Food instead of 2 (to slow down growth)
Warrior and Early Axeman :c5production: Production increased to 45 and 60 respectively.
Farming Process moved to the start of the game.
Experience gained from Barbarians is now 60 (enough for only 2 promotions)
 
Hi everyone! Just two announcements to go with the new update.
  1. I have decided to get off the hamster wheel where I constantly try to keep up with the new VP updates. I have decided to make VP 2.0.0 (including the hotfixes) the version my modmod will be compatible with. It doesn't seem like there's much interest in a gold version so I'm not expecting one to be made. While I am forgoing future VP bugfixes and patches, I can also dedicate more of my time developing my modmod as opposed to figuring out what VP has broken or changed. It's sadly a choice I must make and I choose the development of my modmod.
  2. The OP has been updated with more information and some rough plans that I have planned for the modmod. It should provide a better idea of where this modmod is headed for.
With the announcements out of the way, here is the new Update!

Spoiler Summary Video :


Code:
Tweaks of units and their upgrade paths
Mounted units split into Mounted Units and Heavy Mounted.
Barbarian, Mercenary and Slave Units added up to and including the Classical Era
More Regional Units
Natural Wonders tweaked
Bug fixes and balance changes
Few "Easter Eggs" to be developed but already existing in the code

Spoiler AG's Tweak for VP v0.3.12 [Pre-Renaissance Era Rework 1] :

Spoiler Melee/Gun Unit Changes :

Early Macemen:
Upgrades to Maceman.

Free Company:
Available to all civilization (no longer limited to Authority only)
Limit: 3 (Costs no supply)
100 :c5production:
16 :c5strength: CS
Can Pillage Improved Tiles
Tight Formation
City Plunder
No Movement Cost to Pillage
Can move after purchase

Jaguar:
Upgrades to Maceman.

Longswordsman:
100 :c5production:
15 :c5strength: CS
Stagnation
Can Pillage Improved Tiles
Heavy Infantry

Maceman:
Unlocked at Physics.
Iron: -1
100 :c5production:
15 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Bonus vs Melee (25)

Pikeman:
80 :c5production:
14 :c5strength: CS
Stagnation
Can Pillage Improved Tiles
Tight Formation


Spoiler Mounted Changes :

Horseman:
Upgrades to Light Cavalry

Knight:
Horse: -1
Iron: -1
120 :c5production:
19 :c5strength: CS

Light Cavalry:
Unlocked at Horse Breeding
Upgrades to Mounted Swordsman
Horse: -1
65 :c5production:
12 :c5strength: CS
4 :c5moves: Move
Can Pillage Improved Tiles
Stagnant
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I

Medium Cavalry:
Unlocked at Horse Breeding
Upgrades to Knights
Horse: -1
85 :c5production:
14 :c5strength: CS
3 :c5moves: Move
Can Pillage Improved Tiles
Stagnant
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I

Mounted Swords:
Unlocked at Chivalry
Horse: -1
100 :c5production:
16 :c5strength: CS
4 :c5moves: Move
Can Pillage Improved Tiles
Stagnant
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I


Spoiler Archer Changes :

Atlatlist:
Unlocked at Combat System

Crossbowman:
80 :c5production:
12 :c5strength: CS / 14 :c5rangedstrength: RCS (2 Range)

Heavy Skirmisher:
100 :c5production:
11 :c5strength: CS / 11 :c5rangedstrength: RCS (2 Range)


Spoiler Siege Changes :

Trebuchet:
100 :c5production:
9 :c5strength: CS / 12 :c5rangedstrength: RCS (2 Range)


Spoiler Barbarian Units :

Ballista (Siege Unit):
Unlocked at Early Siege
Replaces Catapult
Barbarian Only
50 :c5production:
8 :c5strength: CS / 13 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
May Not Melee Attack
Bonus vs Cities (100)
No Defensive Terrain Bonuses
Limited Visibility
Can Pillage Improved Tiles
Cover II
Sniper I

Battering Ram (Melee Unit):
Unlocked at Early Siege
Barbarian Only
50 :c5production:
13 :c5strength: CS
3 :c5moves: Move
No defensive terrain bonuses
Bonus vs Cities (150)
Moves at half-speed in enemy territory
Limited Visibility
Ram (+50% :c5strength: CS when defending against all Ranged Attacks. Damage from Cities reduced by 90%.)

Blowgunner (Archer Unit):
Unlocked at Organized Warfare
Replaces Archer
Barbarian Only
35 :c5production:
5 :c5strength: CS / 6 :c5rangedstrength: RCS (1 Range)
3 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Can Move After Attacking
Ranged I
Blowdart (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.)

Brute:
Unlocked at The Wheel.
Replaces Warrior
Barbarian Only
2 :c5moves: Movement
5 :c5strength: CS
No Maintenance
Can Pillage Improved Tiles
Bonus vs Melee (25)

Bubing (Melee Unit):
Unlocked at Organized Warfare
Replaces Early Swordsman
Barbarian Only
45 :c5production:
10 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Heavy Infantry
Jian (+33% :c5strength: CS when attacking)

Hand-Axe:
Unlocked at Copper Weapons
Replaces Early Axeman
Barbarian Only
2 :c5moves: Movement
4 :c5strength: CS
5 :c5rangedstrength: RCS (1 Range)
Can Pillage Improved Tiles
Ranged I

Heavy Horse (Mounted Unit):
Unlocked at Horse Breeding
Replaces Medium Cavalry
Barbarian Only
65 :c5production:
17 :c5strength: CS
3 :c5moves: Move
Can Pillage Improved Tiles
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Armored Cavalry I (+33% :c5strength: CS when attacking. +25 Hit Points)

Khopesh (Melee Unit):
Unlocked at Iron Weapons
Upgrades to Pikeman
Replaces Spearman
Barbarian Only
50 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Tight Formation
Disarm (Melee Attacks by this Unit inflict the Disarmed status on other units, reducing their :c5strength: CS when defending by 33% for 3 turns.)

Koa (Recon Unit):
Unlocked at Sailing
Upgrades to Explorer
Replaces Scout
Barbarian Only
45 :c5production:
11 :c5strength: CS
3 :c5moves: Move
Ignores Terrain Cost
Treasure Hunter
Reconnaissance
Stagnant
Can Pillage Improved Tiles
Scout I
Leiomano (Inflict Bleeding I status on enemies during melee combat, reducing their :c5strength: Combat Strength by 25% and HP by 10 for 2 turns.)

Sacred Band (Melee Unit):
Unlocked at Military Theory
Upgrades to Maceman
Replaces Early Maceman
50 :c5production:
13 :c5strength: CS
2 :c5moves: Move
Tight Formation
Heavy Infantry

Scutarii Cavalry (Mounted Unit):
Unlocked at Military Theory
Upgrades to Light Cavalry
Replaces Horseman
50 :c5production:
14 :c5strength: CS
4 :c5moves: Move
Can Pillage Improved Tiles
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I
Frenzied Charge (+33% :c5strength: CS vs Wounded Units)

Barbarian Archer, Spearman, Horseman and Swordsman current unused.
Spoiler Unused Barbarian Units :

Barbarian Archer:
Unlocked at Bronze Working
Barbarian Only
6 :c5strength: CS / 10 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
May Not Melee Attack
Can Pillage Improved Tiles
Ranged I

Barbarian Horseman:
Unlocked at Horseback Riding
Replaces Light Horse
Barbarian Only
12 :c5strength: CS
3 :c5moves: Move
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Can Pillage Improved Tiles
Cavalry I

Barbarian Spearman:
Unlocked at Bronze Working
Replaces Early Spearman
Barbarian Only
11 :c5strength: CS
2 :c5moves: Move
Can Pillage Improved Tiles
Tight Formation

Barbarian Swordsman:
Unlocked at Horseback Riding
Replaces Axeman
Barbarian Only
11 :c5strength: CS
2 :c5moves: Move
Can Pillage Improved Tiles
Bonus vs Melee (25)



Spoiler Mercenary Rework :

Mercenary Spearman:
Unlocked at Mercenaries
Limit: 5 (Costs no supply)
40 :c5production: Production (Gold Purchase Only)
2 :c5moves: Movement
9 :c5strength: CS
Can Pillage Improved Tiles
Tight Formation

Mercenary Archer:
Unlocked at Hunting
Limit: 3 (Costs no supply)
35 :c5production: Production (Gold Purchase Only)
2 :c5moves: Movement
5 :c5strength: CS / 8 :c5rangedstrength: RCS (2 Range)
May Not Melee Attack
Can Pillage Improved Tiles
Ranged I

Mercenary Axeman:
Unlocked at Mercenaries
Limit: 2 (Costs no supply)
40 :c5production: Production (Gold Purchase Only)
2 :c5moves: Movement
8 :c5strength: CS
Can Pillage Improved Tiles
Bonus vs Melee (25)

Mercenary Elephant:
Unlocked at Military Theory
Limit: 1 (Costs no supply)
60 :c5production: Production (Gold Purchase Only)
3 :c5moves: Movement
14 :c5strength: CS
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Can Pillage Improved Tiles
War Elephant

Mercenary Horseman:
Unlocked at Military Theory
Limit: 2 (Costs no supply)
50 :c5production: Production (Gold Purchase Only)
5 :c5moves: Movement
13 :c5strength: CS
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Can Pillage Improved Tiles
Cavalry I

Mercenary Swordsman:
Unlocked at Republic
Limit: 3 (Costs no supply)
65 :c5production: Production (Gold Purchase Only)
2 :c5moves: Movement
13 :c5strength: CS
Can Pillage Improved Tiles
Heavy Infantry

Mercenary Composite Bowman:
Unlocked at Republic
Limit: 5 (Costs no supply)
65 :c5production: Production (Gold Purchase Only)
2 :c5moves: Movement
8 :c5strength: CS / 12 :c5rangedstrength: RCS (2 Range)
May Not Melee Attack
Can Pillage Improved Tiles
Ranged I


Spoiler Slave Units and Promotions :

Slave Melee Units have multiple upgrade paths to choose from.

Slave Slinger:
Unlocked at Hunting
Upgrades into Composite Bowman
Slave: -1
No Maintenance and No Supply
5 :c5production: Production
3 :c5moves: Movement
3 :c5strength: CS / 4 :c5rangedstrength: RCS (2 Range)
May Not Melee Attack
Can Pillage Improved Tiles
Slave

Slave Spearman:
Unlocked at Hill Forts
Upgrades into Maceman, Longswordsman or Pikeman.
Slave: -1
No Maintenance and No Supply
10 :c5production: Production
3 :c5moves: Movement
5 :c5strength: CS
Can Pillage Improved Tiles
Slave

Slave Worker:
Unlocked at Organized Warfare
Limit: 1
100% faster work rate than a Worker.
Can do the following:
  • Construct a Road
  • Construct a Railroad
  • Construct a Farm
  • Construct a Mine
  • Remove Jungle
  • Clear a Marsh
  • Chop Down a Forest
  • Scrub Fallout
  • Repair an Improvement
  • Remove a Road
No Maintenance
10 :c5production: Production
3 :c5moves: Movement
Aren't improved by Wonders, Policies and Buildings.


Spoiler Units by Region and Era :

Classical Eras:
AM1:
Medicine Man (Melee Unit):
Unlocked at Early Medicine
Upgrades to Maceman
60 :c5production:
9 :c5strength: CS
2 :c5moves: Move
Stagnant
Can Pillage Improved Tiles
Bonus vs Melee (25)
Spiritual Leader (Units in this tile and in adjacent tiles Heal 5 Additional HP per turn. Adjacent enemy units receive -15% :c5strength: CS)

Qamutiik (Archer Unit):
Unlocked at Mathematics
Upgrades to Heavy Skirmisher
No Horses Needed
60 :c5production:
7 :c5strength: CS / 8 :c5rangedstrength: RCS (2 Range)
3 :c5moves: Move
May Not Melee Attack
Penalty Attacking Cities (33)
Can Move After Attacking
Stagnation
Can Pillage Improved Tiles
Skirmisher Doctrine
Skirmisher Doctrine II

AM2:
Plumed Archer (Archer Unit):
Unlocked at Early Battle Formation
Upgrades to Crossbowman
45 :c5production:
9 :c5strength: CS / 11 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
May Not Melee Attack
Stagnation
Can Pillage Improved Tiles
Ranged I
Armored Archer (+25 HP. +15% :c5strength: CS when defending.)

Kamayuk (Melee Unit):
Unlocked at Republic
Upgrades to Pikeman
60 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Tight Formation
Guard I (+25% :c5strength: CS when adjacent to Cities)

AS1:
Iry-pdt (Archer Unit):
Unlocked at Early Siege
Upgrades to Crossbowman
No Maintenance
30 :c5production:
7 :c5strength: CS / 8 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
May Not Melee Attack
Stagnation
Can Pillage Improved Tiles
Ranged I

Galatian Guard (Mercenary Melee Unit):
Unlocked at Early Battle Formation
Upgrades to Longswordsman
Limit: 5 (Costs no supply)
No Iron Needed.
Replaces Swordsman
65 :c5production: (Gold Purchase Only)
13 :c5strength: CS
2 :c5moves: Move
Can Pillage Improved Tiles
Heavy Infantry
Shieldwall (+25% :c5strength: CS when defending. +25% :c5strength: CS when defending against all Ranged Attacks.)

AS2:
Tarkan (Mounted Unit):
Unlocked at Horse Breeding
Upgrades to Mounted Swordsman
Horse: -1
60 :c5production:
14 :c5strength: CS
4 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I
Raider A (+18% :c5strength: CS when attacking Cities. Steal :c5gold: Gold equal to 100% of the damage inflicted on a City, capping at City's :c5strength: CS x 10.)

Kipchak (Archery Unit):
Unlocked at City Governance
Upgrades to Heavy Skirmisher
Horse: -1
60 :c5production:
7 :c5strength: CS / 7 :c5rangedstrength: RCS (2 Range)
3 :c5moves: Move
May Not Melee Attack
Penalty Attacking Cities (33)
Can Move After Attacking
Stagnation
Can Pillage Improved Tiles
Skirmisher Doctrine
Harasser (+15% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict the Harassed I status on other units, reducing their :c5moves: Movement by 1 for 1 turns.)

AS3:
Karambit Warrior (Melee Unit):
Unlocked at Combat Sports
Upgrades to Maceman
30 :c5production:
8 :c5strength: CS
3 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Bonus vs Melee (25)
Swarming (Flanking bonus increased by 25%)

Jibing (Melee Unit):
Unlocked at Horse Breeding
Upgrades to Pikeman
65 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Tight Formation
Dismount (+33% :c5strength: CS vs Mounted Units)

EU1:
Huskarl (Melee Unit):
Unlocked at Early Battle Formation
Upgrades to Maceman
65 :c5production:
12 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Heavy Infantry
Mail Armor (+33% :c5strength: CS when defending against all Ranged Attacks.)

Sword Master (Melee Unit):
Unlocked at Early Battle Formation
Replaces the Swordsman
Upgrades to Longswordsman
Iron: -1
65 :c5production:
13 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Heavy Infantry
Bonus vs Melee (25)
Headhunt (+15% :c5strength: CS)

EU2:
Companion Cavalry (Mounted Unit):
Unlocked at Horse Breeding
Upgrades to Mounted Swordsman
Horse: -1
60 :c5production:
14 :c5strength: CS
4 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
No Defensive Terrain Bonuses
Can Move After Attacking
Penalty Attacking Cities (33)
Cavalry I
Xyston (+33% :c5strength: CS when attacking a unit with full health)

Praetorian (Melee Unit):
Unlocked at Mathematics
Upgrades to Longswordsman
65 :c5production:
13 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Heavy Infantry
Testudo (Reduce all sources of damage by 5.)

EU3:
Oathsworn (Melee Unit):
Unlocked at Monarchy
Upgrades to Longswordsman
65 :c5production:
14 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Heavy Infantry
Hide (+33% :c5strength: CS in Rough Terrain)

Tribesman (Melee Unit):
Unlocked at Masonry
Upgrades to Pikeman
50 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Tight Formation
Veteran

EU4:
Woad Raider (Melee Unit):
Unlocked at Early Writing
Upgrades to Maceman
60 :c5production:
11 :c5strength: CS
3 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Bonus vs Melee (25)
Raider B (No Movement Cost when pillaging. +15% :c5strength: CS on Pillaged tiles.)

Veteran Shield Warriors (Melee Unit):
Unlocked at Combat Sports
Upgrades to Pikeman
60 :c5production:
11 :c5strength: CS
2 :c5moves: Move
Stagnation
Can Pillage Improved Tiles
Tight Formation
Experienced (+15% :c5strength: CS. Earns experience towards promotions 100% faster)

AF1:
African War Elephant (Mounted Unit):
Unlocked at Mathematics
No Ivory needed.
70 :c5production: Production
3 :c5moves: Movement
16 :c5strength: CS
Penalty Attacking Cities (33)
No Defensive Terrain Bonuses
Can Move After Attacking
Stagnation
Can Pillage Improved Tiles
War Elephant I

Balearic Slinger (Mercenary Ranged Unit):
Unlocked at Canal System
Upgrades to Crossbowman
Limit: 10 (Costs no supply)
45 :c5production: (Gold Purchase Only)
8 :c5strength: CS / 11 :c5rangedstrength: RCS (2 Range)
2 :c5moves: Move
May Not Melee Attack
Can Pillage Improved Tiles
Ranged I



Spoiler Terrain and Feature Yield Changes :

Cerro de Potosi: 1 :c5production: Production, (1 :c5gold: Gold / era)
El Dorado: 1 :c5gold: Gold, (1 :c5gold: Gold / era)
Fountain of Youth: 1 :c5food: Food, (1 :c5food: Food / era), Everlasting Youth
King Solomon's Mines: 1 :c5production: Production, (1 :c5faith: Faith / era)
Krakatoa: 1 :c5culture: Culture, (1 :c5production: Production / era)
Lake Victoria: 1 :c5science: Science, (1 :c5food: Food / era)
Mt. Fuji: 1 :c5culture: Culture, (1 :c5faith: Faith / era)
Mt. Kailash: 1 :c5faith: Faith, (1 :c5faith: Faith / era)
Mt. Kilimanjaro: 1 :c5culture: Culture, (1 :c5production: Production / era), Attitude Training
Mt. Sinai: 1 :c5food: Food. (1 :c5faith: Faith / era)
Old Faithful: 1 :c5science: Science, (1 :c5gold: Gold / era)
Rock of Gibraltar: 1 :c5production: Production, (1 :c5gold: Gold / era)
Sri Pada: 1 :c5food: Food, (1 :c5food: Food / era), Sacred Steps
The Barringer Crater: 1 :c5production: Production, (1 :c5production: Production / era)
The Grand Mesa: 1 :c5culture: Culture, (1 :c5food: Food / era)
The Great Barrier Reef: 1 :c5science: Science, (1 :c5food: Food / era)
Uluru: 1 :c5faith: Faith, (1 :c5production: Production / era)


Spoiler Misc Changes :

Tree of Life :c5gold: Gold removed.
Barbarian settings adjusted.
Captured Settlers and Worker become Slave Worker. Captured Slave Worker becomes Worker.

 
So... when i chose this policy, all my possible builds disappeared and the policy itself was not activated.
Ill put this save on hold and wait for your help, thanks!
 

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I think Policies are bugged.

Not quite sure which you are referring to. The UI will need to be fixed. It's low priority for me at the moment. If you are referring to the Industrial Era policy trees, I haven't gotten to them yet. I'm moving through the eras bit by bit and Industrial Era hasn't been looked at yet. Once I get there, I'll work on those policy trees.

So... when i chose this policy, all my possible builds disappeared and the policy itself was not activated.
Ill put this save on hold and wait for your help, thanks!

Can you upload the save? I don't see anything obvious on the logs so a save can be useful. Maybe it will shed some light as to why it's happening for your game. I actually checked those policies prior to the new update so it could be something I overlooked. I probably won't be getting back to you for another couple of hours due to work. And are you using events? And any other mods? My setup has been VP components, this mod and really advanced setup with no events or ruins. Maybe there's something different involved here. Thanks!
 
The UI will need to be fixed

Yes i refer to the UI in the first post.

Can you upload the save?

Well i already delete the save, my bad. Let me start another one.

And are you using events? And any other mods? My setup has been VP components, this mod and really advanced setup with no events or ruins.

Yes using events. No other mods besides VP and yours. Ill try again using your setup except RAS.

Thank you!
 
Man, I don't know how this has flown under my radar for so long. This looks awesome! I always feel like the early game gets rushed through so fast and I want to enjoy it way longer.

However, I'm getting confused with all these versions. Is there one compatible with the latest version of Vox? I'm sorry, I'm not that experienced with modding and I can imagine it's a hassle to always update when the base CBP gets updated. Just wondering.

Keep doing what you like doing!

EDIT:

I had read your post a few above this before posting here, but was confused with all teh different numbers. I think I understand all your separate numbers/dl links on the main post are just like all the possible "modules" that your mod offer and they're all supposed to be played on VP 2.0.0?
 
Last edited:
Man, I don't know how this has flown under my radar for so long. This looks awesome! I always feel like the early game gets rushed through so fast and I want to enjoy it way longer.

However, I'm getting confused with all these versions. Is there one compatible with the latest version of Vox? I'm sorry, I'm not that experienced with modding and I can imagine it's a hassle to always update when the base CBP gets updated. Just wondering.

Keep doing what you like doing!

EDIT:

I had read your post a few above this before posting here, but was confused with all teh different numbers. I think I understand all your separate numbers/dl links on the main post are just like all the possible "modules" that your mod offer and they're all supposed to be played on VP 2.0.0?

Sorry for the confusion! The numbers show the versions of this modmod. Each of them are supposed to build on top of the previous one so, in theory, the new versions should be better. There are naturally still bugs and issues that need to be fixed. I would generally recommend downloading the newest version if you want to try the modmod out. However, I'd recommend waiting a few days because a new update will be ready soon (just updating a few things and tweaking a few numbers). The next update should be a pretty massive one. It has quite a few fixes and new mechanics that still need to be fleshed out.

As for development, it has been a hassle keeping up with VP so I've decided to update to VP once every couple of months until I get a version that I'm happy with. That would allow me to make more progress as opposed to fixing things all the time.
 
New update is here! The update is compatible with VP 2.0.3 and might be compatible with the current VP version.

Spoiler Summary Video :


Code:
Iron Era Start now viable (though more balancing still must be done)
Melee line split into: Blade, Blunt and Polearm
Mounted Archer and Elephant line now exist (with some units changed to their respective line)
Major Promotion changes to address balance and the line changes
Promotion in Civilopedia updated and organized
Start of the Naval rework
Start of the Religion rework
Four new yields: Health, Heresy, Corruption and Crime
Integration of luxury factories from Modified Modern Era mod
Bugfixes and balance changes

Spoiler AG's Tweak for VP v0.3.13 [Pre-Renaissance Era Rework 2] :

Spoiler Unit Combat Type Changes :

Melee will become: Polearm, Blade and Blunt
Archer will become: Archer and Mounted Archer

In terms of hard counters, we have:
Polearm > Cavalry (Both Mounted and Heavy Mounted) > Siege > Elephant > Blunt > Blade > Archer > Mounted Archer > Polearm

Groups will have a built-in promotion:
Polearm:
Tight Formation

Mounted:
Cavalry I

Heavy Mounted:
Armored Cavalry

Siege:
Anti-Elephant (+50% :c5strength: CS vs Elephant Units.)

Elephant:
Elephantry (+50 Hit Points. Adjacent enemy units receive -20% CS)

Blunt:
Bonus vs Melee (25)

Blade:
Heavy Infantry

Archer:
Ranged I

Mounted Archer:
Skirmisher Doctrine


Spoiler Melee Unit Changes :

Axeman:
Blunt Combat Type

Brute:
Blunt Combat Type

Bubing:
Blade Combat Type

Dog Soldier:
Blade Combat Type

Early Axeman:
Blunt Combat Type

Early Maceman:
Blunt Combat Type

Early Spearman:
Polearm Combat Type

Early Swordsman:
Blade Combat Type

Holcan:
Polearm Combat Type

Hoplite:
Polearm Combat Type

Huskarl:
Blade Combat Type

Immortal:
Polearm Combat Type

Jaguar:
Blunt Combat Type
Loses Heals 25 Damage if Kills a Unit
Jaguar [formerly Combat Bonus in Forest/Jungle (33)]: +33% :c5strength: CS when fighting in Forest/Jungle. Heals 10 Damage if Kills a Unit.

Jibing:
Polearm Combat Type

Kamayuk:
Polearm Combat Type

Karambit Warrior:
Blunt Combat Type

Khopesh:
Polearm Combat Type

Kris Swordsman:
Blade Combat Type

Legion:
Blade Combat Type

Medicine Man:
Blunt Combat Type

Mohawk Warrior:
Blade Combat Type

Oathsworn:
Blade Combat Type

Phalanx:
Polearm Combat Type

Pictish Warrior:
Blade Combat Type

Praetorian:
Blade Combat Type

Sacred Band:
Polearm Combat Type

Spearman:
Polearm Combat Type

Sword Master:
Blade Combat Type

Swordsman:
Blade Combat Type

Tribesman:
Polearm Combat Type

Veteran Shield Warriors:
Polearm Combat Type

Vulture:
Blunt Combat Type

Warrior:
Blunt Combat Type

Woad Raider:
Blunt Combat Type


Spoiler Mounted/Heavy Mounted/Elephant Changes :

War Elephants:
No longer needs Barracks in City and improved Ivory nearby
Now has 11 :c5rangedstrength: RCS (due to new Elephant promotions)


Spoiler Archer/Siege Line Changes :

Horse Archer:
Mounted Archer Combat Type

Kipchak:
Mounted Archer Combat Type

Numidian Cavalry:
Mounted Archer Combat Type

Qumutiik:
Mounted Archer Combat Type

Skirmisher:
Mounted Archer Combat Type

War Chariot:
Mounted Archer Combat Type


Spoiler Promotion Changes :

Promotions for Melee now split up into: Melee, Polearm, Blade and Blunt with Melee promotions being available to all the melee (non-mounted) units.

Shared Promotions:
Medic: This Unit and all Units in adjacent tiles Heal 2 Additional HP per turn.
Medic II: This Unit and all Units in adjacent tiles Heal 3 Additional HP per turn. This Unit Heals 2 Additional HP per turn when outside of Friendly Territory.
Trample I (now Heavy Mounted and Elephant): +20% :c5strength: Combat Strength when attacking.
Trample II (now Heavy Mounted and Elephant) +15% :c5strength: Combat Strength when attacking. Inflict Disruption IV status on enemies during melee combat.
Trample III (now Heavy Mounted and Elephant): +20% :c5strength: Combat Strength when attacking.
Trample IV (now Heavy Mounted and Elephant): +25% :c5strength: Combat Strength when attacking.
Trample V (now Heavy Mounted and Elephant): +30% :c5strength: Combat Strength when attacking. Inflict Disruption V status on enemies during melee combat.
Trample VI (now Heavy Mounted and Elephant) +60% :c5strength: Combat Strength when attacking.

Spoiler Melee/Blade/Blunt/Polearm Promotion Illustration :

Civ5PromotionMelee2.jpg



Melee Promotions:
Amphibious
March
March II: All Units in adjacent tiles Heal 2 Additional HP per turn
March III: All Units in adjacent tiles Heal 3 Additional HP per turn. This Unit Heals 3 Additional HP per turn when Outside of Friendly Territory.
Veteran I: +10% :c5strength: Combat Strength vs Melee Units. Earn experience towards promotions 20% faster. (Unlocked at Organized Warfare)
Veteran II: +15% :c5strength: Combat Strength vs Melee Units. Earn experience towards promotions 30% faster.
Woodsman
Woodsman II
Woodsman III

Polearm Promotions:
Formation I: (Unlocked at Organized Warfare)
Formation II
Formation III
Formation IV
Formation V: +50% :c5strength: Combat Strength vs Mounted Units. +45% :c5strength: Combat Strength when defending in Open Terrain.
Formation VI: +50% :c5strength: Combat Strength vs Mounted Units. +45% :c5strength: Combat Strength when defending in Open Terrain.
Mobility: (Unlocked at Organized Warfare)
Mobility II
Mobility III
Spearhead I
Spearhead II
Spear Wall
Tight Formation
Tight Formation II
Tight Formation III

Blunt Promotions:
Bonus vs Melee (25)
Bonus vs Melee (50) [Previously Bonus vs Melee/Gunpowder (50) but changed due to change to Gun Units]
Drill I: +5% :c5strength: Combat Strength. +10 HP. (Unlocked at Organized Warfare)
Drill II: +5% :c5strength: Combat Strength. +10 HP.
Drill III: +5% :c5strength: Combat Strength. +15 HP.
Drill IV: +10% :c5strength: Combat Strength. +15 HP.
Drill V: +10% :c5strength: Combat Strength. +25 HP.
Drill VI: +15% :c5strength: Combat Strength. +25 HP.
Overrun: Flanking bonus increased by 15%. +10 HP when you defeat an enemy.
Overrun II: Flanking bonus increased by 15%. When you advance after destroying an Enemy Unit, all newly-adjacent Enemy Units take 10 damage.
Stalwart: +10% :c5strength: Combat Strength when defending. +15 HP. (Unlocked at Organized Warfare)
Stalwart II: +15% :c5strength: Combat Strength when defending. +15 HP.
Stalwart III: +25% :c5strength: Combat Strength when defending. +20 HP.

Blade Promotions:
Bonus vs Archer (50)
City Assault
City Assault II
City Assault III
Cover I: (Unlocked at Organized Warfare)
Cover II
Heavy Infantry
Heavy Infantry II
Heavy Infantry III
Shock I: Inflicts Disruption I status on enemies during melee combat. (Unlocked at Organized Warfare)
Shock II
Shock III:
Shock IV:
Shock V: +20% :c5strength: Combat Strength when attacking. Inflicts Disruption II status on enemies during melee combat.
Shock VI: +50% :c5strength: Combat Strength when attacking.

Gun Promotions (To be Reworked):
DFPs
Enhanced Flank Attack [For Mercenaries]
Entrenchments
Field Works
Tank Ambush
Tank Ambush II
Tank Hunter I
Tank Hunter II

Spoiler Mounted Promotion Illustration :

Civ5PromotionMounted2.jpg



Mounted Promotions:
Ambushing I
Ambushing II
Ambushing III
Ambushing IV
Ambushing V
Cavalry I
Cavalry II
Cavalry III
Cavalry IV (+25% :c5strength: CS when attacking. +25% :c5strength: CS in Open Terrain)
March IV
Penalty Attacking Cities (33)
Pillaging I
Pillaging II
Recon I
Recon II
Recon III
Recon IV
Recon V
Recon VI
Rout I
Rout II
Scouting 1
Scouting 2
Siege Hunter I
Siege Hunter II
Support I
Support II

Spoiler Elephant Promotion Illustration :

upload_2022-5-7_10-19-35.png



Elephant Promotions:
Elephantry (+50 Hit Points. Adjacent enemy units receive -20% CS)
War Elephant I
War Elephant II
War Elephant III
Elephant Archer I (Cannot melee attack. +1 Range. +25 Hit Points)
Elephant Archer II (+25 Hit Points. +5% :c5strength: CS when defending.)
Elephant Archer III (+25 Hit Points. +5% :c5strength: CS when defending.)
Elephant Archer IV (+25 Hit Points. +5% :c5strength: CS when defending.)
Elephant Archer V (+15% :c5strength: CS when defending.)
Elephant Archer VI (+20% :c5strength: CS when defending.)

Spoiler Heavy Mounted Promotion Illustration :

Civ5PromotionHeavyMounted.jpg



Heavy Mounted Promotions:
Armored Cavalry
Body Guards I
Body Guards II
Charge III
Charge IV
Charge V
Hammer Blow I
Hammer Blow II
Heavy Armor I
Heavy Armor II
Heavy Cavalry I
Heavy Cavalry II
Heavy Cavalry III
Heavy Cavalry IV
Heavy Cavalry V
Loose Formation I
Loose Formation II

Spoiler Ranged Promotion Illustration :

Civ5PromotionArcher2.jpg



Ranged Promotions:
Anti-Melee I
Anti-Melee II
Assistance I (+25% :c5rangedstrength: RCS if adjacent to a Friendly Unit)
Assistance II (+25% :c5rangedstrength: RCS if adjacent to a Friendly Unit)
Barrage I
Barrage II
Barrage III
Blanket Fire I
Blanket Fire II
Counter-Sniper I
Counter-Sniper II
Horsebane I
Horsebane II
Marksman I
Marksman II
Marksman III
Marksman IV
Marksman V
May Not Melee Attack
Poisonous I: +10% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Poisoned I status on other Units.
Poisonous II: +15% :c5rangedstrength: RCS when attacking.
Poisonous III: +20% :c5rangedstrength: RCS when attacking.
Poisonous IV: +25% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Poisoned II status on other Units.
Poisonous V: +55% :c5rangedstrength: RCS when attacking.
Ranged I (+10% :c5rangedstrength: RCS when attacking.)
Ranged II (+20% :c5rangedstrength: RCS when attacking.)
Ranged III (+30% :c5rangedstrength: RCS when attacking.)
Ranged IV (+40% :c5rangedstrength: RCS when attacking.)
Sharpshooter I
Sharpshooter II
Sharpshooter III
Sharpshooter IV
Sharpshooter V
Sharpshooter VI
Slow Poison I
Slow Poison II
Sniper I
Sniper II
Sniper III
Sniper IV
Sniper V
Solo I
Solo II
Support Fire I: +15% :c5rangedstrength: RCS when attacking.
Support Fire II: +10% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Barraged I status on other Units.
Support Fire III: +15% :c5rangedstrength: RCS when attacking.
Support Fire IV: +20% :c5rangedstrength: RCS when attacking.
Support Fire V: +25% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Barraged II status on other Units.
Support Fire VI: +55% :c5rangedstrength: RCS when attacking.
Suppression I
Suppression II
Venomous I: +10% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Venom I status on other Units.
Venomous II: +15% :c5rangedstrength: RCS when attacking.
Venomous III: +20% :c5rangedstrength: RCS when attacking.
Venomous IV: +25% :c5rangedstrength: RCS when attacking. Ranged Attacks by this Unit inflict Venom II status on other Units.
Venomous V: +55% :c5rangedstrength: RCS when attacking.

Spoiler Mounted Ranged Promotion Illustration :

Civ5PromotionMountedArcher.jpg



Mounted Ranged Promotions:
Coup de Grace
Infiltrators
Parthian Tactics
Sentry
Skirmisher Doctrine
Skirmisher Doctrine II
Skirmisher Doctrine III

Scouting Promotions:
Attack Bonus (25)
Brute Force

Plague Promotions:
Barraged I: -15% :c5strength: CS for 4 turns.
Barraged II: -50% :c5strength: CS for 8 turns.
Disruption I: -30% :c5strength: CS for 2 turns.
Disruption II: -75% :c5strength: CS for 4 turns.
Disruption IV: -50% :c5strength: CS for 4 turns.
Disruption V: -100% :c5strength: CS for 6 turns.
Poisoned I: -1 Movement for 2 turns.
Poisoned II: -2 Movement for 4 turns.
Venom I: -10 HP for 2 turns.
Venom II: -35 HP for 5 turns.

Unique Promotions:
Where promotions given to unique units are located. Meant to clean things up in the other categories.

Bonus vs Gunpowder (25) [For Impi]
Bonuses in Snow, Tundra, and Hills [For Pictish Warrior]
Jaguar {formerly Combat Bonus in Forest/Jungle (33)} [For Jaguar]
Combat Bonus in Forest/Jungle (33) [For Mohawk Warrior]
Doppelsoldner [For Landsknecht]
Grenadiers [For Carolean]
Haka War Dance [For Maori Warrior]
Raider [For Mandekalu Cavalry]
Ranged Support Fire [For Impi]
Two Hander [For Two-Handed Swordsman]

Mystic Blade Promotions:
Ambition
Ancestral Protection
Mystic Blade
Enemy Blade (Heal 5 HP if the unit ends its turn in Enemy Territory. 2 Damage to all adjacent enemy Units each Turn.)
Invulnerability (Damage from all sources reduced by 2. +10 HP when healing.)
Restlessness
Sneak Attack

Eight Virtues of Bushido:
Benevolence
Courage
Eight Virtues of Bushido
Honor
Loyalty
Respect
Righteousness
Self Control
Sincerity

Ikanda Promotions:
Buffalo Chest
Buffalo Horns
Buffalo Loins

Other Promotions:
Slave (+5% :c5strength: CS when attacking.)
Experienced Slave (+5% :c5strength: CS when attacking)
Veteran Slave (+15% :c5strength: CS when attacking. Earn experience toward promotions 100% faster.)

Unused Promotions:
Barraged III
Bonus vs Mounted (100)
Bonus vs Siege (25)
Disruption III
Guerilla Fighter
Iklwa
March
Naval Target Penalty
Penalty vs Mounted (33)
Poisoned III
Rough Terrain Penalty
Spear Throw [old Impi promotion?]
Transfer Movement to General
Venom III


Spoiler Naval Unit Changes :

Naval Units no longer use Supply. Instead, they will require strategic resources to be built. Early game naval units need Timber while late game naval units need Steel.

Units:
Dromon:
No Supply
Timber: -1

Early Trireme:
No Supply
Timber: -1

Quinquereme:
No Supply
Timber: -1

Trireme:
No Supply
Timber: -1

Changed Buildings:
Ancient Docks:
Timber: +2

Dock:
Timber: +1

Early Boat Yard:
Timber: +2


Spoiler Religion Rework :

The following buildings are mutually exclusive:

Mahabodhi:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Ceremonial Burial
+2 :c5faith: Faith
+2 :c5culture: Culture when Theology is researched

Church of the Nativity:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Worship
+2 :c5faith: Faith
+6 :c5faith: Faith when Theology is researched

Kong Miao:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Ritual
+2 :c5faith: Faith
+6 :c5food: Food when Theology is researched

Kashi Vishwanath:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Ritual
+2 :c5faith: Faith
+6 :c5gold: Gold when Theology is researched

Masjid Al-Haram:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Ritual
+2 :c5faith: Faith
+6 :c5goldenage: GAP when Theology is researched

Temple of Solomon:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Mysticism
+2 :c5faith: Faith
+6 :c5production: Production when Theology is researched

Dai Miao:
Only 1 allowed in the world.
No Maintenance
Cost: 30 :c5production: Production
Unlocked at Mysticism
+2 :c5faith: Faith
+2 :c5science: Science when Theology is researched

New Specialist:
Monk:
Base: 2 :c5faith: Faith
Theology: +2 :c5faith: Faith
Astronomy: +1 :c5science: Science

Monk Slots:
Shrine: 1 Slot
Temple: 2 Slots
Grand Temple: 1 Slot
Monastery: 1 Slot
Hagia Sophia: 1 Slot

New Great Person:
Great Monk:
The Great Monk can construct the special Sanctuary improvement which, when worked, produces :c5faith: Faith. The Great Monk is expended when used to make the Sanctuary. When expended, gain +1 Holy Relic.

Sanctuary:
Base Yields: +2 :c5faith: Faith


Spoiler New Yields :

New yields are introduced to add a bit more depth into decision making.
_____________
Health affects :c5food: Food

Health can be positive (healthy) and negative (unhealthy). Healthy increases city growth by ensuring more :c5food: Food is added for growth while unhealthy decreases city growth by wasting more :c5food: Food.

Health will be affected by:
  • +1 Health for Oasis
  • +1 Health in City with Fresh Water
  • If possible, Jungles, Floodplains and Marshes also produce -1 Health
  • Some buildings (aqueduct, hospital, etc) will provide health as flat yields while others (factories, forge, etc) will reduce health
  • -2 Health per pop
  • Policies can either provide Health to the Capital or a building in all Cities
Each positive health provides +1 :c5food: Food to the City when growing while each negative health consume an extra 2 :c5food: Food.
_____________
Heresy mainly affects :c5faith: Faith
  • +0.25 Heresy per Pop
  • :c5science: Science buildings starting in Enlightenment Era increases Heresy

Each Heresy produces -4 :c5faith: Faith, +1 :c5food: Food and +1 :c5science: Science. 0 Heresy will see no change in :c5faith: Faith, :c5food: Food and :c5science: Science.
_____________
Corruption affects :c5gold: Gold
  • +0.34 Corruption per Pop
  • Policies and certain buildings produce Corruption.

Each Corruption produces +4 :c5gold: Gold, -1 :c5production: Production and -1 :c5food: Food.
_____________
Crime affects everything.
  • +1 Crime per Pop
  • Policies, buildings, beliefs, etc... reduces Crime
Each Crime produces +2 :c5gold: Gold, +1 :c5science: Science, -1 :c5food: Food, -1 :c5culture: Culture, -2 :c5goldenage: GAP and -1 :c5production: Production.
_____________
Building Yield Changes:
Neolithic:
Shaman Hut: +2 Health (No longer provides +1 :c5science: Science)
Tree of Life: +2 Health, -2 Crime

Copper:
Advanced Pottery Kiln: -1 Health

Bronze:
Early Canal: +2 Health, +3 :c5food: Food
Early Constabulary: -3 Crime
Early Courthouse: -2 Crime, -2 Corruption
Early Dam: +3 Health, +7 :c5food: Food
Early Tax Office: +10 :c5gold: Gold, -2 Corruption (No longer provides +5 :c5food: Food and :c5production: Production)
Slave Market: +2 Crime (No longer affects Distress)
Slave Pen: +2 Crime (No longer affects Distress)
Tin Smelter: -2 Health

Iron:
Early Shrine: -1 Heresy
Early Weaponsmith: -1 Health
Iron Smelters: -1 Health
Weaponsmith: -1 Health


Spoiler Modified Modern Era Changes :

Cars - Car Factory
Electronics - Electronics Electronics
Furniture - Furniture Factory
Television - Television Factory
Soft Drink - Soft Drink Plant
Fast Food - Fast Food Restaurant
Liquor - Liquor Distillery

One Luxury associated with each Corporation. The luxury will spawn underneath the city where the associated building is built. The buildings require the Corporation Office to build.

Car Factory:
Requires: Civilized Jewelers Office
No Maintenance.
+5 :c5production: Production to Factory in the city.
Luxury Monopoly Bonus: +10% :c5production: Production

Electronics Factory:
Requires: Centaurus Extractors Office
No Maintenance.
+5 :c5science: Science to Factory in the city.
Luxury Monopoly Bonus: +5% :c5science: Science

Furniture Factory:
Requires: Giorgio Armeier Office
No Maintenance.
+5 :c5gold: Gold to Factory in the city.
Luxury Monopoly Bonus: +10% :c5gold: Gold

Television Factory:
Requires: Trader Sid's Office
No Maintenance.
+5 :c5goldenage: Golden Age Points to Factory in the city.
Luxury Monopoly Bonus: +25% :c5goldenage: Golden Age Lengths

Soft Drink Plant:
Requires: Hexxon Refinery Office
No Maintenance.
+5 :tourism: Tourism to Factory in the city.
Luxury Monopoly Bonus: Units gain +5 HP when Healing

Fast Food Restaurant:
Requires: TwoKay Foods Office
No Maintenance.
+5 :c5culture: Culture to Factory in the city.
Luxury Monopoly Bonus: +5% :c5culture: Culture

Liquor Distillery:
Requires: Firaxite Materials Office
No Maintenance.
+5 :c5food: Food to Factory in the city.
Luxury Monopoly Bonus: +10% :c5food: Food


Spoiler Misc Changes :

Aztec UA now gives :c5gold: Gold and :c5food: Food (instead of :c5gold: Gold and :c5faith: Faith)

 
Last edited:
Just a quick announcement! After some thoughts and with all that's happening in my life, I have to take a long break from my tweak mod. I appreciate all those who have helped this project and do apologize for leaving the mod in its current incomplete state. I'm unsure when I'll be returning so I wish the best for everyone here! I'll still respond to messages but I expect myself to be a lot less active overall. Thank you!
 
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