Better City Defenses for VP

N.Core

1st Class of Neoa
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:c5strength: Better City Defenses for VP :c5strength:
Originally made by Tofusojo, overhauled for Vox Populi by N.Core

---------- Download here ----------
(Version 6)

City defense rebalance and adds new defense buildings!
I heard that some people complained about cities getting harder to capture in early-mid game.
Especially after the new defense building addition, Bastion Fort, that adds CS and HP to city defense and unlocks at Navigation (early Renaissance) which kinda troubling for units around that time.

So I made this mod, which an overhauled version of Better City Defenses (here on Steam) and adapted to VP city defenses.

Defense buildings rebalance, and adds three new defense buildings plus one new national wonder!
All existing defense buildings had its Combat Strength, Hit Points, and other stats reduced.
Now, city defense upgrade become exponential, so it's easier to attack and conquer at early eras and harder at later eras where you already have lots of strong units.

Palisades
Spoiler :
- Unlocked at Agriculture.
- Walls now require Palisades.
- +4:c5strength: CS and +25 HP.
- +5% Military Supply based City's population.
- :c5citystate: Empire Size Modifier is reduced by 5% in the City.

Reason:
After VP 3.0, barbarians are getting more harsh and difficult to defend a city. So adding a defense building that instantly unlocked at the start of the game is good to ease things out.
BCD-Palisades.png



Walls
Spoiler Changes :
-1:c5strength: CS and -50 HP
Requires Palisades.

Old:
+6:c5strength: CS and +125 HP
New:
+5:c5strength: CS and +75 HP

Reason:
To make Walls not as a huge spike of HP when you built it.
The city still has more :c5strength: CS thanks to Palisades, but it's better than more HP.
The city also needs to build Palisades first, so there is a friction to build Walls.

Total city defense:
9:c5strength: CS and 100 HP
BCD-Walls.png



Castle
Spoiler Changes :
-2:c5strength: CS and -75 HP

Old:
+8:c5strength: CS and +150 HP
New:
+6:c5strength: CS and +75 HP

Reason:
Same thing like Walls, to make Castle not as a huge spike of city defense when you built it.
Big nerf to HP, but I think that's the proper one if you consider how many attacks you need to take down a city with a proper siege.

Total city defense:
15:c5strength: CS and 175 HP
BCD-Castle.png



Bastion Fort
Spoiler Changes :
-2:c5strength: CS and -50 HP

Old:
+10:c5strength: CS and +150 HP
New:
+8:c5strength: CS and +100 HP

Reason:
Reduce CS and HP a bit, so it's not as a huge increase as before.

Total city defense:
23:c5strength: CS and 275 HP, +5 Heal rate
BCD-Bastion_Fort.png



Arsenal
Spoiler Changes :
-1:c5strength: CS and -50 HP

Old:
+12:c5strength: CS and +175 HP
New:
+11:c5strength: CS and +125 HP

Reason:
Same things as Bastion Fort.

Total city defense:
34:c5strength: CS and 400 HP, +10 Heal rate
BCD-Arsenal.png



Military Base
Spoiler Changes :
-4:c5strength: CS and -75 HP
-15 Heal rate for units
-10% Military Supply from City's population
-10:c5strength: CS to air strike defense

Old:
+20:c5strength: CS and +200 HP
+20 Heal rate for units
+20% Military Supply from City's population
15:c5strength: CS to air strike defense

New:
+16:c5strength: CS and +125 HP
+5 Heal rate for units
+10% Military Supply from City's population
5:c5strength: CS to air strike defense


Reason:
This building is way too OP and create a huge city defense spike when you built it.
It already has that many abilities, so it doesn't need to have more. So instead, some of it moved to Weapons Depot.

Total city defense:
50:c5strength: CS and 525 HP, +15 Heal rate
BCD-Military_Base.png



Weapons Depot
Spoiler :
- Unlocked at Combined Arms.
- Requires Arsenal.
- +10:c5strength: CS and +125 HP.
- +10:c5strength: CS to air strike defense.
- +15 Heal rate for units in City.
- +30% Military Supply based City's population.
- :c5citystate: Empire Size Modifier is reduced by 5% in the City.

Reason:
Some of Military Base abilities moved to this building, so it won't create a huge city defense spike after you build Military Base, and you have to build this building to get back the perks of old Military Base, with an extra +20% Military Supply based on City's population.

Total city defense:
60:c5strength: CS and 650 HP, +30 Heal rate
BCD-Weapons_Depot.png



Strategic Defense System
Spoiler Changes :
-50 HP

Old:
+5:c5strength: CS and +200 HP
New:
+5:c5strength: CS and +150 HP

Reason:
Just a minor total city HP adjustment.

Total city defense:
65:c5strength: CS and 800 HP, +30 Heal rate
BCD-Strategic_Defense_System.png



Defense Satellites
Spoiler :
- Unlocked at Satellites.
- Requires Military Base.
- +1%:c5strength: CS in all cities.
- +2:c5rangedstrength: City Range Strike.
- +5%:c5rangedstrength: RCS when attacking enemy units.
- +20% Nuke interception chance.
- All owned Defense Satellites gain +2 :c5science: Science.
- Maximum of 5 of these satellites in the Empire.
- :c5production: Production cost increases based on number of owned cities.
- Requires 1 Aluminum.

Reason:
A fun and kinda unique "building" that affects global city defenses if you build more of it, of course at a limited amount.
Also gives other Defense Satellites gain +2 :c5science: Science as a kind of "sharing intelligence".
In addition, provides insane perks to the city that owns it, but it's an end-game building anyway, so it matters a bit to the whole gameplay I think.
The most important thing, the more city you own, the more production it needs to build.

BCD-Defense_Satellites.png



Satellite Network Headquarters - National Wonder
Spoiler :
- Unlocked at Satellites.
- Requires Defense Satellites.
- +10%:c5strength: CS in all cities.
- +1 :c5production: Production and +2 :c5science: Science to all owned post-Industrial defense buildings. +3 :c5science: Science from all owned Defense Satellites.
- :c5production: Production Cost and :c5citizen: Population Requirements increase based on the number of cities you own.

Reason:
As a kind of end-game national wonder which ability is to improve :c5strength: CS in all cities. Also provides additional "intelligence" to all post-Industrial defense buildings, and also get "intelligence" from Defense Satellites.
BCD-Satellite_Network_Headquarters.png



Total city defense altogether:
Old:
+61:c5strength: CS and 1000 HP
New:
+65:c5strength: CS and 800 HP

Substantially less HP, and slightly more :c5strength: CS, and more friction for building defense buildings.

I know there are other mods that also change city defenses, but I don't recommend you to combine this mod with that mod since it will make city defense weaker.

It's a standalone mod, so the original mod is not needed.
Credit:
- Tofusojo, for the mod inspiration and artwork.
- N.Core, code rewrite and ability overhaul
 
Last edited:
Still too much HP between Walls and Arsenal. There's no need to increase HP at all between these two, as the number of attacks to a city stays constant.
 
Still too much HP between Walls and Arsenal. There's no need to increase HP at all between these two, as the number of attacks to a city stays constant.
Well, what this mod do is decrease the amount of HP that defense buildings provide, but only a little to encourage serious siege attacks. As you can see, I added the total city defense calculation from defense buildings in each spoiler.

This will alleviate a problem of city having too much HP on early-mid game, and I also felt that in my recent games.

But to make up for it, I moved some of the CS and HP to later eras with Weapons Depot building (which also nerfing Military Base because it's too OP for a defense building). More buildings mean there is more friction you need to build a defense building.

Palisades is gold free, so you just need to build it to defend from barbarians. Weapons Depot is just Military Base but split up into two to prevent city defense spike. The rest is just a fun addition to me on end-game.

This mod also not touching other hidden aspects that also adds city CS & HP, such as Policy, # of Population, etc.
 
Assuming city CS scales linearly with unit CS, each attack should do the same amount of damage to the city regardless of era. Having more HP means more attacks are needed to reduce the city to 0. From Walls to Arsenal, you only have range 2 units so the number of units attacking the city should be the same, which means more turns needed if you add HP to Castle, Bastion Fort or Arsenal.
 
Might be worth tweaking the production numbers down a bit. The extra defense buildings do indirectly nerf effects that affect defense buildings like Neuschwanstein castle buffs.
 
I actually think the palisade to wall transition is the biggest problem here. You've increased the CS by 2 overall, at that early in the game that's actually a really big deal, that's like 15% more CS in some cases. That will make walled cities significantly harder to take down (and they will do even more damage to spears than they already do now). I don't thin the -25 HP makes up for that.
 
I actually think the palisade to wall transition is the biggest problem here. You've increased the CS by 2 overall, at that early in the game that's actually a really big deal, that's like 15% more CS in some cases. That will make walled cities significantly harder to take down (and they will do even more damage to spears than they already do now). I don't thin the -25 HP makes up for that.
Well, that's by design. I added a prereq Palisades for Walls, so you need more turns to build it, which delays city growth.
By the time you have to build Walls, you are probably already in the Classical Era and unlocked the Catapult unit.
Well, unless the AI built Palisades first, which I think is more likely given they will defend themselves from barbarians.

Basically, now it requires more turns to build early city defense. And by the time you reach Castle, it returns to the same CS as before, with the HP reduced.
 
I saw from your signature that this mod is now outdated. Why? What happened?
It's not updated and I have no plan to update it since I have a grander plan for building line overhaul.
It's technically still working.
 
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