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Bare Necessities

Discussion in 'Mods Repository' started by Enginseer, Apr 21, 2019.

  1. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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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 Globalization.

    Spoiler More Beliefs :


    Simply adds 5 follower beliefs to fit with your religion. It also adds 1 reformation belief that leaves one wondering a food for thought.

    Spoiler Unique Policy Buildings :


    Adds 1 new policy building from each branch. Incorporated from thecrazyscotsman's Unique Policy Building.

    Spoiler Is governing your cities too hard? :


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

    Spoiler Should you play with framedarchitecture's National Wonders Collection... :

    Enjoy its compatibility edition!

    Spoiler Should you play with artisanix's Neolithic Wonders :


    Enjoy its compatibility edition!
     
    Last edited: May 3, 2019
  2. JNZS13

    JNZS13 Chieftain

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    Tnk u mr. Modmods/Submods. Always make us have more fun.
     
    ryanmusante and Drakul like this.
  3. pineappledan

    pineappledan Warlord

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  4. Enrico Swagolo

    Enrico Swagolo Warlord

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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.
     
  5. JNZS13

    JNZS13 Chieftain

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    Just pick the tree
     
  6. Drakul

    Drakul Chieftain

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    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.
     
  7. Drakul

    Drakul Chieftain

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    Skara Brae reveals 2 wheat resources and granary provides 2 culture and 1 faith.
     
  8. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Last edited: May 4, 2019
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  9. Enrico Swagolo

    Enrico Swagolo Warlord

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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.
     
  10. pineappledan

    pineappledan Warlord

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  11. Enrico Swagolo

    Enrico Swagolo Warlord

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    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:

     
    Last edited: May 4, 2019
  12. pineappledan

    pineappledan Warlord

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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.
     
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  13. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    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.
     
  14. pineappledan

    pineappledan Warlord

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    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
     
  15. AndreyK

    AndreyK Chieftain

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    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?
     
  16. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Huh? I'm confused.
     
  17. Asterix Rage

    Asterix Rage Warlord

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    Appoint and recall a governor allows to press Next button with nothing to build in a city (even all of them)
    Civ5Screen0183.png
     
  18. Asterix Rage

    Asterix Rage Warlord

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    National Air Force Academy gives all Air Units Evasion promotion ! Seriously?
    What the point to get B17 with Freedom then ?
     
  19. Asterix Rage

    Asterix Rage Warlord

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    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:
     
  20. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    Unfixable until you click on next turn to which production will pop up for those cities...
    National Air Force Academy only gives trained air units in that city evasion I.
    Supposed to be double movement on coast rather than ocean.. hmm.
     

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