amateurgamer88
Emperor
- Joined
- Aug 24, 2018
- Messages
- 1,612
Hi everyone! This is amateurgamer! After a break, I've decided to return to VP modmod making. A lot has changed for VP since I last made a modmod so I'm going start fresh and go from there. I intend to make a foundation modmod (this one) and other modular modmods that needs this mod as a dependency. If you ever tried any of my old mods, you'll see some of the ideas there seeping in my new modmods.
Anyways, let's talk about AG's Yields Reduction Mod or AGYRM for short. The main goal of the mod is to reduce yield bloat/inflation.
I want to tackle yield bloat/inflation due to the following issues I've seen in-game:
Do note that, while the main goal is cutting yields, I will take the liberty of making tweaks as well. I will try my best to leave most of the tweaks to the modular components but some changes just makes more sense as they are tied to the changes made here.
Feedback and thoughts are appreciated!
The plan for this modmod (this will be updated after a new patch) is the following:
v0.1: Details here.
v0.2: Details here.
v0.3: Details here.
v0.4: Details here.
v0.5: Details here.
v0.6: Details here.
v0.7: Details here.
v0.8: Details here.
v0.9: Details here.
v0.10: Details here.
v0.11: Details here.
v0.12: Details here.
v0.13: Details here.
v0.14: Details here.
v0.15: Details here.
v0.16: Details here.
Download:
Link here.
Anyways, let's talk about AG's Yields Reduction Mod or AGYRM for short. The main goal of the mod is to reduce yield bloat/inflation.
I want to tackle yield bloat/inflation due to the following issues I've seen in-game:
- Greatly limits what you can add to the mid to late game. Enlightenment Era is a good example where you either make things worthwhile & worsening the yield bloat or not contribute to the yield bloat and being useless.
- Creates a tougher time to make diverse and unique ideas. For instance, if one Pantheon gives yields for condition A and B while also providing yields and GPPs to the Capital/Holy City, then another Pantheon may need the same number of components with comparable yields to be fair.
- UA, UB and UI
- Buildings, Improvements and Wonders
- Resources, Terrain and Natural Wonders
- All Beliefs
- Policies and Ideologies
- Technologies (Yield changes unlocked by researching certain techs)
- Specialists and Great People
- City-States (yields from befriending and allying along with quest rewards)
- World Congress
Do note that, while the main goal is cutting yields, I will take the liberty of making tweaks as well. I will try my best to leave most of the tweaks to the modular components but some changes just makes more sense as they are tied to the changes made here.
Feedback and thoughts are appreciated!
The plan for this modmod (this will be updated after a new patch) is the following:
- Balance the tech and policy costs (ongoing)
- Bugfixes and Minor balance changes (ongoing)
- Maintenance (keeping mod the same through all VP updates)
Spoiler Archived Versions :
v0.1: Details here.
v0.2: Details here.
v0.3: Details here.
v0.4: Details here.
v0.5: Details here.
v0.6: Details here.
v0.7: Details here.
v0.8: Details here.
v0.9: Details here.
v0.10: Details here.
v0.11: Details here.
v0.12: Details here.
v0.13: Details here.
v0.14: Details here.
v0.15: Details here.
v0.16: Details here.
Download:
Link here.
Last edited: