Barebone Additions or Bare Necessities is a Vox Populi exclusive mod that adds a lot of the bare necessities that VP seems to be simply missing...
Spoiler More Processes :
Simply adds 3 more Processes. Prayer unlocked at Philosophy, Propaganda at Radio, and Prosperity at Alternative Energy.
Spoiler More Beliefs :
Simply adds 4 follower beliefs (formerly 5) to fit with your religion. It also adds 3 reformation belief that leaves one wondering a food for thought.
Divine Teachings now affects Libraries.
| Building | Basic Effect | Special Effect |
|---|---|---|
| Atash | +2 Faith, +2 Culture, -1 Unhappiness from Boredom. | Boosts pressure by 25%. 10% of Faith generated in the City is added toward Science. +1 Faith from City-State Friends and +2 Faith from City-State Allies. |
| Aul | +3 Faith, +1 Great General Point, -1 Unhappiness from Poverty. | Boosts pressure by 25%. +1 Food and +1 Production from working 3 Grassland or 3 Plain tiles. |
| Cathedral (Reference) | +2 Faith, +2 Gold, -1 Unhappiness from Poverty. | Boosts pressure by 25%. 1 Great Work of Art slot. Farms, Pastures, and Quarries generate +1 Gold. Gain 10 gold when borders expand, scaling with era. |
| Church (Reference) | +4 Faith, +2 Culture, -1 Unhappiness from Boredom. | Boosts pressure by 40%. 15 Turns of WLTKD and all Great Works generate +1 Faith. |
| Gurdwara (Reference) | +3 Food, +2 Faith, -1 Unhappiness from Distress. | Boosts pressure by 25%. +10% Food and City Defense. |
| Jinja | +2 Faith, +1 Great Admiral Point, -1 Unhappiness from Illiteracy. | Boosts pressure by 25%. +2 Faith and Culture to Sea Resources. |
| Kongmiao | +2 Faith, +3 Science, -1 Unhappiness from Urbanization. | Boosts pressure by 25%. +33% Great People Generation. |
| Mandir (Reference) | +3 Faith, +2 Food, -1 Unhappiness from Poverty. | Boosts pressure by 15% and resist conversion by 10%. Gain instant +5 of every yield when a Citizen is born in the City. |
| Mosque (Reference) | +3 Faith, +2 Science, -1 Unhappiness from Illiteracy. | Boosts pressure by 25% +15% Culture during Golden Ages. |
| Order (Reference) | +2 Faith, +2 Gold, +3 Defense, +10% Bombardment Strength, -1 Unhappiness from Distress. | Boosts pressure by 25%. +10% Combat Strength (Morale) to all units trained in this City. Gain faith from training units. Gain production from faith purchases. |
| Pagoda (Reference) | +2 Faith, -2 Unhappiness from Religious Unrest, -1 Unhappiness from Boredom. | +1 of all Yields per different followers of a religion. |
| Stupa (Reference) | +3 Faith, +5 Tourism, -1 Unhappiness from Illiteracy. | Boosts pressure by 25% and resist conversion by 10%. +1 Happiness. |
| Synagogue (Reference) | +2 Faith, +3 Production, -1 Unhappiness from Distress. | Resist conversion by 15%. +15% Science during WLTKD. |
| Teocalli (Reference) | +2 Faith, +1 Unit Supply, -1 Unhappiness from Distress. | +15 XP for units trained in the City. +3 Faith from Unit Victories, scaling with era. |
| Reformation Belief | Basic Effect | Special Effect |
|---|---|---|
| Divine Teachings (Reference) | May build Libraries, Universities, Public Schools, and Research Labs with Faith. | These buildings produce +2 Science. Gain 20 Faith when a Great Person is expended, scaling with era. |
| Enlightened Values | May build Caravansaries, Customs Houses, Banks, and Stock Exchanges with Faith. | These buildings produce +1 Golden Age Points scaling with building type. |
| Faith of the Masses (Reference) | May build Amphitheaters, Opera Houses, Museums, and Broadcast Towers with Faith. | These buildings produce +2 Culture. Holy City gains +1 Happiness for every 2 Cities following this religion. |
| Food for Thought | May build Aqueducts, Grocers, Hospitals, and Medical Labs with Faith. | These buildings produce +3 Food. WLTKD boosts the city's food by +10%. |
| Maritime Spirit | May build Lighthouses, Harbors, and Seaports with Faith. | These buildings produce +1 Great Admiral Point. +1 Production and +1 Faith for every 2 Citizens working Sea tiles in your Cities. |
Spoiler Unique Policy Buildings :
| Buildings | Policy | Basic Effect | Special Effect |
|---|---|---|---|
| Saunas | Tradition | +1 Food, +1 Culture. | 10 Turns of WLTKD, +1 Food from Well and Bath in the City. |
| City Halls | Progress | +1 Food/Border Growth/Golden Age Point/Production/Gold from Fraternity/Organization/Liberty/Expertise/Equality unlocked. | +2% Global City Connection |
| Strongholds | Authority | +1 Border Growth Point. +3 Defense, +50 City HP. +1 Science at Engineering. | +75 Border Growth Points when completed. +1 Production to Forts and Citadels (and Ordos). |
| Manor Houses | Fealty | +2 Faith | +100 Food when completed. 15% of all Faith Purchase Costs gets added toward Food and Culture. +15% Faith during WLTKD. May be faith-purchased. May be built faster when Nobility is unlocked. |
| State Embassy | Statecraft | +1 Paper. +2 Gold, +2 Culture, and +2 Science. | +1 Great Diplomat Point and +1 Delegate in the World Congress. Civil Servants globally generate +1 Gold. City-State Friendships generate +1 Gold with City-State Alliances generating an additional +1 Science and Faith. May only be constructed in the Capital. |
| Memorial | Artistry | +3 Culture, +2 Tourism. | Earn +5 Golden Age Point in the City when a Great Person is expended, scaling with era. |
| Patent Office | Industry | +3 Gold. | Engineers, Merchants, and Great Works generate +1 Gold. When technology is researched, gain 30 Production and 15 Gold, scaling with era. |
| Depot | Imperialism | +5 Production, +1 Happiness. | +10% Military Supply from Population. Internal trade route completion generates 100 Gold, scaling with era. When you train a unit, contribute 10% of its production cost toward your gold. |
| Botanical Garden | Rationalism | +3 Food, +1 Science. | +2 Food to Scientists, Garden, and Zoo. +1 Science for every 2 Forest, Jungle, and Flood Plains. +1 Science to Marshes, Oases, and Atoll. |
Adds 1 new policy building from each branch. Incorporated from thecrazyscotsman's Unique Policy Building.
Spoiler Should you play with framedarchitecture's National Wonders Collection... :
| Buildings | Prerequisite Technology + Building | Basic Effect | Special Effect |
|---|---|---|---|
| National Military Academy | Gunpowder + Armory | +1 Culture, +1 Great General Point | +10% Unit Supply from Population, all Land Units created in this city (past and future) gain +25% Combat Strength when a Great General is stationed on them. |
| National Naval Academy | Navigation + Harbor | +1 Culture, +1 Great Admiral Point | +2 Unit Supply, all Naval Units globally gain +50% Experience from Combat and +1 Movement. |
| Central Bank | Scientific Theory + Bank + Capital | +4 Gold, +1 Great Merchant Point | +1 Gold to Merchant in all Cities. |
| Central Terminal | Railroad + Train Station | +1 Culture | +25% Gold from City Connections. +1 Gold to all Factories. |
| National Air Academy | Flight + Military Academy | +1 Culture | +25% Production toward Air Units. All Air Units created in this city (past and future) gain Evasion. |
Enjoy its compatibility edition! Download framedarchitecture's National Wonder Collection!
Spoiler Should you play with artisanix's Neolithic Wonders :
- All Neolithic Wonders gain +2 Tourism from Archaeology discovery.
- Stonehenge is classified as a Neolithic Wonder.
- A city can only build one Neolithic Wonder.
- Stonehenge is classified as a Neolithic Wonder.
- A city can only build one Neolithic Wonder.
| Wonders | Prereq Tech | Construction Effect | Yield/Turn | Strategy |
|---|---|---|---|---|
| Newgrange | Pottery | A free Granary. Gain 20 Golden Age Points when a citizen is born in the City it is built in. | +2 Golden Age Point, 1 Culture | Jumpstart a Golden Age with the Newgrange. |
| Ggantija | Trapping | 2 Population and a free Smokehouse. | +1 Food, 1 Culture, +1 Great Merchant Point | Find yourself surrounded by camps and trees. Try the Ggantija. |
| Stonehenge | The Wheel | 60 Faith and a free Council. | +2 Faith, +1 Culture, +1 Great Engineer Point | Jumpstart your faith with the Stonehenge! |
| Skara Brae | Animal Husbandry | 4 Horses appear near the City it is built in and a free Worker. | +2 Food, +1 Culture, +1 Great Scientist Point | Jumpstart a war with access to Horses immediately! |
| Barnenez | Mining | 40 Science and a free Stone Works. | +1 Production, +1 Culture, +1 Great Artist Point | Jumpstart your technology and art creation with the Barnenez. |
| Pyramid (For reference, not Neolithic) | Mining | A free Settler. +50 Golden Age Points when expending a Great People, scaling with era. | +1 Culture, +1 Great Engineer Point. | - |
Spoiler (DEFUNCT) Is governing your cities too hard? :
Enjoy the pleasure of assigning a governor to micromanage your cities!
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, which will round itself down to 3. Remove an element of the equation or have a worse pantheon, and it's going down to 2. That's in renaissance (or very late medieval) once you have everything up.
GG points per turn is a massive amount. I'm not opposed to the idea, but a secure flow of even 1
bonuses would reflect this well. Also Sikhs, while they do not proselytize, also have nothing against converts, like many sects of Hinduism do, so the lower pressure makes more sense for Mandirs IMO. Lastly, Hinduism's concept of Moksha is far more conducive to asceticism than Sikhism's ideals, so happiness modifiers make more sense to me on Mandirs.
happiness-generating religious building via unique luxuries.
GPRate to 25% would bring the building more in line.
