B(etter) I(mprovements) with T(ech) and T(rait) T(weaks) Mod
This is a mod I am developing off the core of the Legends of Revolution .98. One of the driving factors in creating this mod is to make playing without tech trading more fun and allowing the AI to play a bit smarter with that option off.
General Features.
Improvement growth - Almost every improvement now has the potential to grow to become better like cottages, but not exactly like them mind you. A full list of what improvements grow to can be found in the Specific Features section below.
Techs Tweaked and A few new ones - Adjusted some of the prereqs for some technologies, and added 2 new techs. Also espionage will be getting an earlier boost so that the AI will (hopefully) use spies more often. New Techs: Conservation (req Machinery and Math) - Sanitation (req Education and Conservation)
Trait Adjustments - Some tweaks to traits were made to spice things up and to make wonders a bit easier for everyone to make depending on your traits. Look at the big shakeup happening with Financial and Industrious in the Specific Features below. Due to the trait changes, all wonders costs were increased by 10%
Other ideas I have that will require work and learning on my part. (Long term projects I may not finish
)
Worker Boats- Make work boats behave like workers instead of being destroyed. Movement reduced to 1 - can be captured. Can create fishing nets along coastal tiles that will grow in commerce as they are worked Base Coast is now 1C, Fish Net +1C, Improved Fish Net +2C, Advanced Fish Net +3C. Ocean Base Commerce is 0. Astronomy Increases each commerce terrain Commerce by +1.
Further down the tech tree after we have oil being drilled in the sea we can add deep sea platforms (plastics), which are built on ocean squares. This adds +1H, and increases to +1C and +2H+2C during growth with chance to find oil (same as mine chance).
With this change I will probably have to reduce the cost to build Galleys and Triemes, as protecting worker boats now becomes important. Hopefully teaching the AI to handle them like workers shouldn't be that far of a stretch, just have to copy the behavior they take for workers to workboats. They already produce enough naval units usually, this will give them a greater reason to have them. Perhaps treat galleys as Civilian units so they don't incur large upkeeps costs with lots of boats.
Research Projects
With the discovery of Alphabet Civs can now build research projects that allow them to trade for a technology. This way you can play without tech trading, but can build these Team projects that you can only build so many per game. This allow flexibility of tech trading in a non-tech trading game, while still limiting AI abuses of tech trading like excessive begging, gold hoarding, and Peace Vassal w/o perm alliances. The idea is to allow Key non military technologies to give you a +1 to the counter to your research projects variable. Each new research project you build has an escalating costs, as your more productive cities have increasing hammers as population and improvements grow. Here's a proposed list of techs that enable research projects.
Each civ trading a tech must burn a Research Project resource, which is created by building the research project team project. Gifting a tech burns the receiving civ's research project, while demanding a tech burns the one being demanded.
Adjust Shrine Income
Depending on the map size and number of cities, having a well spread religion in the mid to late game can be a huge advantage for the civ that controls the shrine. My idea to try and balance this somewhat is to normalize the amount of commerce that the shrine provides depending on the map size, or the area of the X and Y of the map. The shrines would function like normal in the early game, but with the discovery of Liberalism (by any civ) the rules for the Shrine income change from +1G per city to a ratio of the map size, and the % spread that your religion has. This will take some number crunching to get a good equation that balances both very high spreads and low spreads. This way corporations can play a much larger role in setting up a wall street than the holy city, as sometimes the holy city for some religions is in marginal land if it's not the capitol.
Create a Logistics stat to deter SoD until later in the game
If you've played the Defense mod for CIV you've seen this mechanic in action already. The gist is that having X number of units of the same type, in the same tile lowers their overall combat rating. Perhaps this could be even further enhanced by having various types of units have differing logistics limits. Archers would have a slightly higher limit, while melee and mounted would have a medium limit, and siege would have the lowest limit.
As you progress up the tech tree you gain a +1 counter to the logistics in measured paces. This would accomidate unit creep that occurs the longer the game has been played.
Here are some numbers to chew on while I think about this aspect of the mod.
Anytime that you had more units on a tile compared to the logistics rating of the army would reduce ALL units combat rating by 1 for each unit over the limit.
Base logistics value - 1.
Archer / Recon / Gunpowder / Trench / Sailing Ship / Naval / Submarines - +2
Melee / Mounted / Helicopter / Steam Ships / Carriers - +1
Siege / Armored / Capital Ships - 0
Techs that increase the base logistics value (I had different ones, but its far easier logic wise to stick them on direct pre-req paths in the early going).
Mathematics +1 (2)
Compass +1 (3)
Optics +1 (4)
Astronomy+1 (5)
Electricity +1 (6)
Satellites +1 (7)
Buildings and Improvements that give bonuses to the logistics value for that tile
Forts would provide +2 to land and sea domain units
Towns (cottage improvement) would provide +1 to land domain units
Cities would have (1 + (city size / 3)) bonus to land domain units
Walls give +1 to land domain units
Castles give +1 to land domain units
Bunker gives +1 to land domain units
Harbor give +3 to sea domain units
Shipyard give +3 to sea domain units
Drydock give +6 to sea domain units
So here is the max stack size you could have at the various logistics levels without any city or improvement bonuses. Any slashes indicate that those units share the value instead of having their own.
Land Domain
Sea Domain
Anytime that the logistics value < domain_units on the tile would reduce by 1 each combat value of each unit of that domain on that stack.
or in pseudo code
v0.4
This is a mod I am developing off the core of the Legends of Revolution .98. One of the driving factors in creating this mod is to make playing without tech trading more fun and allowing the AI to play a bit smarter with that option off.
General Features.
Improvement growth - Almost every improvement now has the potential to grow to become better like cottages, but not exactly like them mind you. A full list of what improvements grow to can be found in the Specific Features section below.
Techs Tweaked and A few new ones - Adjusted some of the prereqs for some technologies, and added 2 new techs. Also espionage will be getting an earlier boost so that the AI will (hopefully) use spies more often. New Techs: Conservation (req Machinery and Math) - Sanitation (req Education and Conservation)
Trait Adjustments - Some tweaks to traits were made to spice things up and to make wonders a bit easier for everyone to make depending on your traits. Look at the big shakeup happening with Financial and Industrious in the Specific Features below. Due to the trait changes, all wonders costs were increased by 10%
Other ideas I have that will require work and learning on my part. (Long term projects I may not finish

Worker Boats- Make work boats behave like workers instead of being destroyed. Movement reduced to 1 - can be captured. Can create fishing nets along coastal tiles that will grow in commerce as they are worked Base Coast is now 1C, Fish Net +1C, Improved Fish Net +2C, Advanced Fish Net +3C. Ocean Base Commerce is 0. Astronomy Increases each commerce terrain Commerce by +1.
Further down the tech tree after we have oil being drilled in the sea we can add deep sea platforms (plastics), which are built on ocean squares. This adds +1H, and increases to +1C and +2H+2C during growth with chance to find oil (same as mine chance).
With this change I will probably have to reduce the cost to build Galleys and Triemes, as protecting worker boats now becomes important. Hopefully teaching the AI to handle them like workers shouldn't be that far of a stretch, just have to copy the behavior they take for workers to workboats. They already produce enough naval units usually, this will give them a greater reason to have them. Perhaps treat galleys as Civilian units so they don't incur large upkeeps costs with lots of boats.
Research Projects
With the discovery of Alphabet Civs can now build research projects that allow them to trade for a technology. This way you can play without tech trading, but can build these Team projects that you can only build so many per game. This allow flexibility of tech trading in a non-tech trading game, while still limiting AI abuses of tech trading like excessive begging, gold hoarding, and Peace Vassal w/o perm alliances. The idea is to allow Key non military technologies to give you a +1 to the counter to your research projects variable. Each new research project you build has an escalating costs, as your more productive cities have increasing hammers as population and improvements grow. Here's a proposed list of techs that enable research projects.
- Alphabet
- Paper
- Constitution
- Scientific Method
- Medicine
- Quantum Mechanics
Each civ trading a tech must burn a Research Project resource, which is created by building the research project team project. Gifting a tech burns the receiving civ's research project, while demanding a tech burns the one being demanded.
Adjust Shrine Income
Depending on the map size and number of cities, having a well spread religion in the mid to late game can be a huge advantage for the civ that controls the shrine. My idea to try and balance this somewhat is to normalize the amount of commerce that the shrine provides depending on the map size, or the area of the X and Y of the map. The shrines would function like normal in the early game, but with the discovery of Liberalism (by any civ) the rules for the Shrine income change from +1G per city to a ratio of the map size, and the % spread that your religion has. This will take some number crunching to get a good equation that balances both very high spreads and low spreads. This way corporations can play a much larger role in setting up a wall street than the holy city, as sometimes the holy city for some religions is in marginal land if it's not the capitol.
Create a Logistics stat to deter SoD until later in the game
If you've played the Defense mod for CIV you've seen this mechanic in action already. The gist is that having X number of units of the same type, in the same tile lowers their overall combat rating. Perhaps this could be even further enhanced by having various types of units have differing logistics limits. Archers would have a slightly higher limit, while melee and mounted would have a medium limit, and siege would have the lowest limit.
As you progress up the tech tree you gain a +1 counter to the logistics in measured paces. This would accomidate unit creep that occurs the longer the game has been played.
Here are some numbers to chew on while I think about this aspect of the mod.
Anytime that you had more units on a tile compared to the logistics rating of the army would reduce ALL units combat rating by 1 for each unit over the limit.
Base logistics value - 1.
Archer / Recon / Gunpowder / Trench / Sailing Ship / Naval / Submarines - +2
Melee / Mounted / Helicopter / Steam Ships / Carriers - +1
Siege / Armored / Capital Ships - 0
Techs that increase the base logistics value (I had different ones, but its far easier logic wise to stick them on direct pre-req paths in the early going).
Mathematics +1 (2)
Compass +1 (3)
Optics +1 (4)
Astronomy+1 (5)
Electricity +1 (6)
Satellites +1 (7)
Buildings and Improvements that give bonuses to the logistics value for that tile
Forts would provide +2 to land and sea domain units
Towns (cottage improvement) would provide +1 to land domain units
Cities would have (1 + (city size / 3)) bonus to land domain units
Walls give +1 to land domain units
Castles give +1 to land domain units
Bunker gives +1 to land domain units
Harbor give +3 to sea domain units
Shipyard give +3 to sea domain units
Drydock give +6 to sea domain units
So here is the max stack size you could have at the various logistics levels without any city or improvement bonuses. Any slashes indicate that those units share the value instead of having their own.
Land Domain
- [3 archers / recon, 2 melee, 2 mounted, 1 siege.] 8 Max optimal Stack
- [4 archers / gunpowder / recon / 3 melee, 3 mounted, 2 siege] 12 MoS
- [5 archers / gunpowder, 5 recon, 4 melee, 4 mounted, 3 siege] 21 MoS
- [6 archers / gunpowder, 6 recon, 5 melee, 5 mounted, 4 siege] 26 MoS
- [7 archers / gunpowder / trench, 7 recon, 6 melee, 6 mounted, 5 siege] 31 MoS
- [8 archers / gunpowder / trench / recon, 7 melee / mounted / helicopter, 6 armored, 6 siege] 28 MoS
- [9 archers / gunpowder / trench / recon, 8 melee / mounted / helicopter, 7 armored, 7 siege] 39 MoS
Sea Domain
- [3 Sailing Ships] 3 MoS
- [4 Sailing Ships] 4 MoS
- [5 Sailing Ships, 4 Naval] 9 MoS
- [6 Sailing Ships, 6 Naval, 5 Steam] 17 MoS
- [7 Sailing / Naval, 6 Steam] 12 MoS
- [8 Sailing / Naval / Submarines, 7 Steam, 7 Carriers, 5 Capital] 27 MoS
- [9 Sailing / Naval / Submarines, 8 Steam / Carriers, 6 Capital] 21 MoS
Anytime that the logistics value < domain_units on the tile would reduce by 1 each combat value of each unit of that domain on that stack.
or in pseudo code
Spoiler :
Code:
on discovered technology
logistics_techs_array = [Mathematics, Compass, Optics, Astronomy, Electricity, Satellites]
tech_discovered = get_tech_discovered
logistics_tech_value = get_logistics_tech_level
do 6 times
if tech_discovered = logistics_tech_array[step]
logistics_tech_value++
end do
set_logistics_tech_level (logistics_tech_value)
end on discovered technology
onplot
int // define ints and get number of units (int implied on all lines
iarchers_units = getnumofunitclass(archer)
iarmored_units = getnumofunitclass(armroed)
icapital_ships_units = getnumofunitclass(capital_ship)
icarrirer_units = getnumofunitclass(carrier)
irecon_units = getnumofunitclass(recon)
igunpowder_units = getnumofunitclass(gunpowder)
ihelicopter_units = getnumofunitclass(helicopter)
imelee_units = getnumofunitclass(melee)
imounted_units = getnumofunitclass(mounted)
inaval_units = getnumofunitclass(naval)
irecon_units = getnumofunitclass(recon)
isailing_ship_units = getnumofunitclass(sailing)
isiege_weapon_units = getnumofunitclass(siege)
isteamship_units = getnumofunitclass(steamship)
isubmarine_units = getnumofunitclass(submarine)
itrench_units = getnumofunitclass(trench)
// Define logistic values for both domains
int logistics_value_land = get_logistics_tech_level + getplayer_traits(if imperilistic : 1, else 0)
int logistics_value_sea = logistics_value_land
// Add city and improvement logistic bonuses
if plot is a city
if city belongs to players team
{
logistics_value_land = (1 + (city_size / 3) + logistics_value_land
if city has building wall then logistics_value_land++
if city has building castle then logistic_value_land++
if city has building bunker then logistic_value_land++
if city has building harbor then logistic_value_sea += 3
if city has building shipyard then logistic_value_sea +=3
if city has building drydock then logistic_value_sea +=6
}
if plot has improvement town
if plot belongs to players team
logistics_value_land++
if plot is a fort
if fort belongs to players team
logistics_value_land += 2
logistics_value_sea += 2
// check if over the logistics land limit, if true then loop to decrease combat strength of all land units by 1 for number of units over logistics_value_land of the stack on this plot
// check if over over the logistics sea limit, if true then loop to decrease combat stregth of all sea units by 1 for number of units over limit on this plot
end onplot
v0.4