Ancient Techs Rebalanced modmod available for VP

Fair enough @ Elder Council.

Actually ~20% play epic and 8% play Marathon but costs scale proportionally so I wouldn't think it would be any more of an issue at any particular speed.

One important note is that Carpenter affects all production, including units and Wonders. At least they did in the Inca game I played a bit earlier. I don't think that's intended.

Regarding building backlog, the most recent release on VP had investments costs greatly reduced to make gold more valuable. The massively increased production afforded by Carpenter may be an issue. 10% faster construction is just strong no matter how you look at it. It was dropped from most policies for a reason. Specialist slots were also reduced across the board, so this just adds one back. Progress also had the building modifier reduced to 10% for balance. This mod effectively reverts that nerf.

As I said, I would suggest dropping one of the two modifiers for the VP version for consistency and balance's sake.

Otherwise, thanks for continuing to work on this mod!
 
Fair enough @ Elder Council.

Actually ~20% play epic and 8% play Marathon but costs scale proportionally so I wouldn't think it would be any more of an issue at any particular speed.

One important note is that Carpenter affects all production, including units and Wonders. At least they did in the Inca game I played a bit earlier. I don't think that's intended.
No, it certainly is not meant to affect production of units. I will look into that when I get the time. I will also remove the engineer slot and replace it with a brute +2 production and probably add a bit on discovery of certain techs, but will certainly not exceed +5 prod. Thanks for the continued feedback!
 
No problem! I really enjoy this mod so I'm glad to help. I can't play without it now! :D

I have a few notes :D

  • I believe this mod make Archery acquire the same tech slot as Military Theory in VP as it also provides the Defense production afforded by it. I would suggest fixing this so Military Theory in your mod corresponds to Military Theory in VP (and thus puts Temple of Artemis in its rightful spot), as well as Defense.
  • This will end up making Archery only have an Archer. Sailing only has Trireme and Embark only though so that might not be a big deal? You can always create a new building if you desire.
  • This mod somewhat affects the tech prerequisites in VP. I'm not sure if it's possible, but perhaps you could look into returning them? If not, it's no big deal.
  • I'm glad Lascaux Caves lost the Artist slot, but it could use a great person point for the VP version at least in order to remain consistent with other wonders in the same era. I would suggest 1 Great Artist point.
  • Also, the wonders could provide something for free to keep it consistent with VP. You could reduce the culture afforded by Lascaux caves to keep it balanced. Of course you should use what buildings are added by this mod (as the wonders are also cheaper than the VP ancient ones). Perhaps whatever buildings you are planning could be used.
  • I notice that this mod specifically buffs a few luxuries, namely Furs and Crabs. That's excellent for flavor, and I would encourage what new buildings you decide to create continue this trend.
 
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No problem! I really enjoy this mod so I'm glad to help. I can't play without it now! :D

I have a few notes :D

  • I believe this mod make Archery acquire the same tech slot as Military Theory in VP as it also provides the Defense production afforded by it. I would suggest fixing this so Military Theory in your mod corresponds to Military Theory in VP (and thus puts Temple of Artemis in its rightful spot), as well as Defense.
  • This will end up making Archery only have an Archer. Sailing only has Trireme and Embark only though so that might not be a big deal? You can always create a new building if you desire.
  • This mod somewhat affects the tech prerequisites in VP. I'm not sure if it's possible, but perhaps you could look into returning them? If not, it's no big deal.
  • I'm glad Lascaux Caves lost the Artist slot, but it could use a great person point for the VP version at least in order to remain consistent with other wonders in the same era. I would suggest 1 Great Artist point.
  • Also, the wonders could provide something for free to keep it consistent with VP. You could reduce the culture afforded by Lascaux caves to keep it balanced. Of course you should use what buildings are added by this mod (as the wonders are also cheaper than the VP ancient ones). Perhaps whatever buildings you are planning could be used.
  • I notice that this mod specifically buffs a few luxuries, namely Furs and Crabs. That's excellent for flavor, and I would encourage what new buildings you decide to create continue this trend.
Ok, I have just posted an update with the following modifications to the carpenter building:

Spoiler Mod Update :
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Buildings
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Carpenter:

- Removed engineer slot
- Added 2 default production
- Fixed issue where carpenter was also giving 10% boost to unit production

As for your other suggestions:
  • I also believe the defense production belongs in military theory as opposed to archery. Will put that as a todo for the next release.
  • Not sure what new building to add to archery. Any suggestions?
  • I think Lascaux Caves would be OP if it gave great artist generation (consider how early its available before the next artist generating building). Further to this there would be no slot to put in the great artist. The default 3 culture is good enough as its sort of like a free monument on top of whatever faith it will generate.
  • I am working on a couple of new wonders, 1 of which will provide a free building.
 
Did a quick game just now - still think that despite the carpenter nerf, its still too strong with its default +2 production. Any thoughts?
 
Remove the % modifier honestly. You have a lot of buildings that provide small yields. Why does the carpenter get to scale so hard? Its effect is comparable to policies.

If you really want to keep it, remove the 2 production. That way if its purpose is to scale, then it does just that.

Alternatively, nerf the bonus to 5%. That way it doesn't scale as hard.

By the way, there is somewhat of a science bloat in the early game if using this mod with VP. Cities easily reach +3 science with Elder Council + Apiary + Council. Something to keep in mind.

Keep up the good work!
 
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Cant Seem to Get your mod to work with Regular Latest 2/1 Vox+EUI and Wonders Expanded when making a modpack for MP. Works fine when loaded from the menu in singleplayer, when loaded from a pack it breaks tech screen. Am I doing something wrong?
 
The breaking of the tech tree in a created modpack seems to have been around since 2018. I too experience the same as @Jakethedane has commented above. Sorry for necroing this old thread, but I really like this mod and it would be great if this were to work in self-made modpacks as well.
 
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