Bare Necessities

Enginseer

Salientia of the Community Patch
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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.​
BuildingBasic EffectSpecial 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 BeliefBasic EffectSpecial 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 ValuesMay 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 ThoughtMay build Aqueducts, Grocers, Hospitals, and Medical Labs with Faith.These buildings produce +3 Food. WLTKD boosts the city's food by +10%.
Maritime SpiritMay 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 :

BuildingsPolicyBasic EffectSpecial Effect
SaunasTradition+1 Food, +1 Culture.10 Turns of WLTKD, +1 Food from Well and Bath in the City.
City HallsProgress+1 Food/Border Growth/Golden Age Point/Production/Gold from Fraternity/Organization/Liberty/Expertise/Equality unlocked.+2% Global City Connection
StrongholdsAuthority+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 HousesFealty+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 EmbassyStatecraft+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.
MemorialArtistry+3 Culture, +2 Tourism.Earn +5 Golden Age Point in the City when a Great Person is expended, scaling with era.
Patent OfficeIndustry+3 Gold.Engineers, Merchants, and Great Works generate +1 Gold. When technology is researched, gain 30 Production and 15 Gold, scaling with era.
DepotImperialism+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 GardenRationalism+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... :

BuildingsPrerequisite Technology + BuildingBasic EffectSpecial Effect
National Military AcademyGunpowder + 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 AcademyNavigation + Harbor+1 Culture, +1 Great Admiral Point+2 Unit Supply, all Naval Units globally gain +50% Experience from Combat and +1 Movement.
Central BankScientific Theory + Bank + Capital+4 Gold, +1 Great Merchant Point+1 Gold to Merchant in all Cities.
Central TerminalRailroad + Train Station+1 Culture+25% Gold from City Connections. +1 Gold to all Factories.
National Air AcademyFlight + 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.​
WondersPrereq TechConstruction EffectYield/TurnStrategy
NewgrangePotteryA free Granary. Gain 20 Golden Age Points when a citizen is born in the City it is built in.+2 Golden Age Point, 1 CultureJumpstart a Golden Age with the Newgrange.
GgantijaTrapping2 Population and a free Smokehouse.+1 Food, 1 Culture, +1 Great Merchant PointFind yourself surrounded by camps and trees. Try the Ggantija.
StonehengeThe Wheel60 Faith and a free Council.+2 Faith, +1 Culture, +1 Great Engineer PointJumpstart your faith with the Stonehenge!
Skara BraeAnimal Husbandry4 Horses appear near the City it is built in and a free Worker.+2 Food, +1 Culture, +1 Great Scientist PointJumpstart a war with access to Horses immediately!
BarnenezMining40 Science and a free Stone Works.+1 Production, +1 Culture, +1 Great Artist PointJumpstart your technology and art creation with the Barnenez.
Pyramid (For reference, not Neolithic)MiningA free Settler. +50 Golden Age Points when expending a Great People, scaling with era.+1 Culture, +1 Great Engineer Point.-
Enjoy its compatibility edition! Download artisanix's Neolithic Wonders!


Spoiler (DEFUNCT) Is governing your cities too hard? :


Enjoy the pleasure of assigning a governor to micromanage your cities!


 
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I can already tell you that ggantija is OP. A free temple in ancient is more faith than Stonehenge, and far more powerful than the other 3 neolithic wonders.
 
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The buildings require just to pick the tree, or to finish it? If I were to play Tall, I could see myself go Tradition > open Statecraft > switch to Artistry just for this building alone. Still, it does look cool, I will try this once I play again.
 
What about to give the Neolithic Wonders the ability to reveal one bonus rescourses ? Like Ggantija +2 gold and reveals one source of catle/sheeps. Each worked source of caatle,horses,sheeps +1 culture and faith.
 
Skara Brae reveals 2 wheat resources and granary provides 2 culture and 1 faith.
 
Introducing a new component to the mod: Automated Cities (Just click on a button near your CityPanel and it'll automate production for you [if you're lacking units, it'll build units; if you're lacking buildings, it'll build buildings! Have fun!)

  • Stonehenge now generates +2 Tourism when Archaeology has been researched and is now mutually exclusive with the Neolithic Wonders.
  • Barnenez now requires Mining to be constructed and provides 1 Great Merchant Point along with +1 Production to all Stone Works. (cost increased to 150 from 110).
  • Ggantija now requires Trapping and grants 30 Food to the City when completed (cost increased to 200 from 110).
  • Skara Brae now requires Animal Husbandry and provides 1 Great Scientist Point along with +1 Food to all Granaries. (cost increased to 150 from 110).
  • Newgrange now requires The Wheel and provides 5 Faith from owned unit's death scaling upon era (cost increased to 150 from 110).

  • Saunas now provide 10 Turns of WLTKD when constructed.
  • City Hall no longer generates +1 Gold from Market.
  • City Hall's Instant Reward of Border Growth Points reduced from 50 to 40.
  • Manor House no longer cost maintenance.
  • Manor House no longer grants +33% Instant Yield Output per Citizen Growth.
  • Manor House now provides +10% Supply from Population.
  • State Embassy's Bonus to Civil Servants in the Capital reduced from +2 to +1.
  • Depot's ITR bonus reduced from 30 to 20.

  • Atash grants +1 Faith per CS Friend or Ally.
  • Aul's Great General Point reduced from +3 to +2.
  • Aul now grants +1 Base Military Supply and -5% Empire Needs Reduction in the City.
  • Kongmiao's GPP Rate reduced from +33% to +25%.
  • Jinja's Great Admiral Point reduced from +3 to +1.
  • Food for Thought now boosts Production instead of Food by 10% during WLTKD.
  • New Reformation Belief: Enlightened Values (May build Caravansaries, Custom Houses, Banks, and Stock Exchanges with Faith. These buildings produce +1 Golden Age Points).
 
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Atash seems pretty bad, a non-capital city with the best pantheon/religion choice + temple/shrine will be providing what, 3 Science? And that's assuming all is already built. In most cases that's just 1-2 Science. Not even a GW slot there. Pagoda with only your religion only is comparable in power, this one has nothing appealing or going for it.

Maths:
Shrine + Temple (GT) = 7:c5faith:
Atash + Monastery + Fealty Finisher = 7:c5faith:
Faith-heavy Pantheon = 1-4:c5faith:
Another belief/building? 2-4:c5faith:,
Fealty specialists? 0-4:c5faith: (average)
25 :c5faith: tops. That's 3.75:c5science:, 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.

Capital's going to have a better output in some cases, but you only get one of these. It'll be providing 4.
 
Could someone post the info for the new belief buildings? All the other components have information posted
 
It's in the mod on Steam as a fourth picture IIRC. They don't seem very balanced to me tbh, Aul seems too RNG based and good. Maybe ninja too, but that one seems pretty much ok with just faith. Here's attached:

 
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Atash - Faith generation in cities isn't usually high enough to make 15% conversion any good. Unless you have stacked religious wonders, that's never going to exceed 3:c5science:, and it's not going to scale into late game at all.
Aul - 3:c5capital:GG points per turn is a massive amount. I'm not opposed to the idea, but a secure flow of even 1:c5capital:GGP per turn in all cities is a substantial boost for some civs. I would reduce that to 1:c5capital:GGP
Gurdwara - Seems fine, but if it were me I would swap the Mandir's bonuses with the Gurdwara's. Gurdwaras double as soup kitchens and homeless shelters, and are the most charity-minded of all the religious buildings present in-game. I think :c5food: 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.
Good lord the Jinja is OP - That's a lot of faith on a lot of tiles. I would restrict that to tiles sea tiles with resources on them only. 3:c5capital:GA points is even more OP than 3:c5capital:GG points, since naval combat is less common and starts later than land combat. This means that each :c5capital:GAP per turn is even more of a big deal. This also means than Jinja is the single biggest :c5happy:happiness-generating religious building via unique luxuries.
Kongmiao - Seems pretty close to fine. I think reducing the :c5greatperson:GPRate to 25% would bring the building more in line.
 
Atash - Faith generation in cities isn't usually high enough to make 15% conversion any good. Unless you have stacked religious wonders, that's never going to exceed 3:c5science:, and it's not going to scale into late game at all.
Aul - 3:c5capital:GG points per turn is a massive amount. I'm not opposed to the idea, but a secure flow of even 1:c5capital:GGP per turn in all cities is a substantial boost for some civs. I would reduce that to 1:c5capital:GGP
Gurdwara - Seems fine, but if it were me I would swap the Mandir's bonuses with the Gurdwara's. Gurdwaras double as soup kitchens and homeless shelters, and are the most charity-minded of all the religious buildings present in-game. I think :c5food: 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.
Good lord the Jinja is OP - That's a lot of faith on a lot of tiles. I would restrict that to tiles sea tiles with resources on them only. 3:c5capital:GA points is even more OP than 3:c5capital:GG points, since naval combat is less common and starts later than land combat. This means that each :c5capital:GAP per turn is even more of a big deal. This also means than Jinja is the single biggest :c5happy:happiness-generating religious building via unique luxuries.
Kongmiao - Seems pretty close to fine. I think reducing the :c5greatperson:GPRate to 25% would bring the building more in line.
Everything from pic is outdated because Atash provides +1 Faith per CS Ally/Friend (which allows you to exceed science especially when you have a lot of friends)...
Aul has the GGP because it can't hold any art slot, it used to generate tourism upon researching a tech but the idea was thrown away.
I have no intentions of switching Gurdwara and Mandir since the base building of Mandir bonuses can change at any time.
Jinja already changed to +2 Faith on Sea Resources.
Kongmiao was already done.
 
have no intentions of switching Gurdwara and Mandir since the base building of Mandir bonuses can change at any time.
just change the icon and text references for the Mandir. We did something similar with penteconter/dromon. Mandir can change all it wants and you won’t have to change anything
 
Hi, trying this mod out. Before this I used to play with Community Patch Compatibility mod, now just built State Embassy but it appeared in the list of regular buildings, no slots for civil servants. In Civilopedia entry it listed in buildings category near State Treasure, might it be the problem with new National wonders collection?
 
Hi, trying this mod out. Before this I used to play with Community Patch Compatibility mod, now just built State Embassy but it appeared in the list of regular buildings, no slots for civil servants. In Civilopedia entry it listed in buildings category near State Treasure, might it be the problem with new National wonders collection?
Huh? I'm confused.
 
Appoint and recall a governor allows to press Next button with nothing to build in a city (even all of them)
Civ5Screen0183.png
 
Appoint and recall a governor allows to press Next button with nothing to build in a city (even all of them)
View attachment 524910
Unfixable until you click on next turn to which production will pop up for those cities...
National Air Force Academy gives all Air Units Evasion promotion ! Seriously?
What the point to get B17 with Freedom then ?
National Air Force Academy only gives trained air units in that city evasion I.
National Naval Academy gives all Naval Unit Seamanship Academy (Double movement on Ocean) Wow !
Why not to rename it "Very Advanced Nuclear Fusion powered promotion" ? :lol:
Supposed to be double movement on coast rather than ocean.. hmm.
 
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