Community Patch Mod Compatibility
Turns these mods created by their respective owners balanced and compatible with the Community Patch. Requires the Community Patch. The CBP and CSD otherwise, are recommended if you want to enable more! It's also not just turning mods to be compatible. It also includes some missing thematic features!
-Balance Doctrine-
All of these mods have been retrofitted from static modifiers to citizen modifiers. An example would be you will no longer be seeing culture modifier but rather culture per citizens instead when you download this mod. Some mods have also been updated to add in new features in which the old mod couldn't implement due to "not" being compatible with the Community Patch.
All of the designs of CPMC has been balanced thoroughly(although you may request if something needs to be changed). The designs has all been flavored accordingly so that the AIs may pick them up when it is necessary. They are also compatible throughout the Community Patch updates as long as no major features are changed.
CPMC is also component-wise. Added with a CompatibilityOptions.sql, users may change if necessary to their preferences.
-Features-
- Better balance for the supported mods below.
- A large amount of more diplomacy text responses.
- A customization CompatibilityOptions.sql which provides directions in how to disable one of the component of the CPMC you do not like! If you downloaded one of those that is.
Spoiler More Process :
- Automatically included!
- Includes Prayer, a process unlocked at Philosophy that converts 35% of your Production to Faith.
- Includes Propaganda, a process unlocked at Radio that converts 10% of your Production to Tourism.
- Includes Prosperity, a process unlocked at Globalization that converts 20% of your Production to Golden Age Points.
Spoiler More Religious Beliefs :
- Automatically included!
- Follower Belief Atash allowing Atash to be purchased with Faith. Granting +2 Culture, +2 Faith, 10% of a City's Faith is converted to Science. +3 Tourism unlocked at Acoustics. Reduces Boredom. Based on Zoroastrianism.
- Follower Belief Aul allowing Aul to be purchased with Faith. Granting +2 Faith, +2 Great General Points, +1 Food to Camps, Plantations, and Pastures. +2 Tourism unlocked at Theology. Reduces Poverty. Based on Tengriism.
- Follower Belief Gurdwara allowing Gurdwara to be purchased with Faith. Granting +3 Faith. Reduces Boredom, Distress, Illiteracy, and Poverty. 1 Great Work of Music slot. Based on Sikhism.
- Follower Belief Jinja allowing Jinja to be purchased with Faith. Granting +2 Faith, +3 Great Admiral Points, +1 Faith to water tiles. Reduce Distress. 1 Great Work of Art slot. Based on Shintoism.
- Follower Belief Xuemiao allowing Xuemiao to be purchased with Faith. Granting +2 Faith, +20% Great People Generation, 1 Great Work of Literature slot. +10 Instant Science when a GP is expended scaling with era. Based on Confucianism.
- Reformation Belief Food for Thought granting the ability for grocers, hospitals, and medical labs to be purchased with Faith and grant +5 Food to these buildings.
- Reformation Belief Opium of the People granting the ability for circuses, zoos, and stadiums to be purchased with Faith and grant +5 Golden Age Points to these buildings.
Spoiler Pontoon Bridge Compatibility :
- Subscribe to the Pontoon Bridges by BlouBlou OR Download Whoward's Pontoon Bridge
- Activate both mods and enjoy!
- Pontoon Bridge grants a promotion that is lost on movement. It is granted when a unit is on a Pontoon Bridge, and currently then grants no combat penalty with amphibious attacks, +10% Cover from all ranged attacks, but -25% combat penalty when attacking toward cities.
- Pontoon Bridge now grants +1 Gold and +1 Culture to the surrounding
Spoiler Building - Upgrade System Compatibility :
- Subscribe to Building - Upgrade Systems by BlouBlou.
- Activate both mods and enjoy!
Artist/Writer/Musician Tower|+1 culture for every 5 citizens in the city and +1 respective Great Artist/Writer/Musician slot and +1 respective GP point.
Amphitheater Upgrade|+1 culture for every 20 citizens and +1 Writer Slot
Opera House Upgrade|+1 culture for every 10 citizens and +1 Musician Slot
Museum Upgrade|+1 culture for every 6 citizens and +1 Artist Slot
Granary Upgrade|+2 food and +1 food for every 10 citizens.
Aqueduct Upgrade|+20% of the food of the city is added to the current food total every time the city gains a citizen.
Hospital Upgrade|+5 food and +1 food for every 10 citizens.
Barrack Upgrade|+7 XP to all units.
Armory Upgrade|+8 XP to all units.
Military Academy Upgrade|+10 XP to all units.
Wall Upgrade|+3 Defense and +15 HP also improves land and naval trade routes distance by 10% and 5% respectively.
Castle Upgrade|+4 Defense and +20 HP also improves land and naval trade routes distance by 20% and 10% respectively.
Arsenal Upgrade|+5 Defense and +25 HP also improves land and naval trade routes distance by 30% and 15% respectively.
Military Base Upgrade|+6 Defense and +30 HP also improves land and naval trade routes distance by 40% and 20% respectively.
Library Upgrade|+20% of the city's science output per every new citizen birth!
University Upgrade|+1 science for every 6 citizen and +1 scientist slot.|Each 4 citizens add +1 gold maintenance!
Public School Upgrade|+1 science for every 7 citizen and +1 scientist slot.|Each 3 citizens add +1 gold maintenance!
Laboratory Upgrade|+1 science for every 8 citizen and +1 scientist slot.|Each 2 citizens add +1 gold maintenance!
Workshop Upgrade|+1 production for every 4 citizen and +1 engineer slot.|Each 5 citizens add +1 gold maintenance!
Lighthouse Upgrade|+1 food to all coastal tiles.|Each 2 citizens add +1 gold maintenance!
Caravansary Upgrade|Receive a Tourism boost equal to 2% of your current Empire-wide culture per turn when a Land Trade Route originating here and targeting another Civilization is completed.
Harbor Upgrade|Receive a Tourism boost equal to 2% of your current Empire-wide culture per turn when a Sea Trade Route originating here and targeting another Civilization is completed.
Market Upgrade|+1 gold for every 20 citizens and two merchant point.
Bank Upgrade|+1 gold for every 16 citizens, one merchant slot and two merchant point.
Stock Exchange Upgrade|+1 gold for every 14 citizens, two merchant slot and two merchant point.
Industrial Buildings Pack Compatibility!
Spoiler :
Spoiler :
- Subscribe to Industrial Buildings Pack by thecrazyscotsman.
- Activate both mods and enjoy!
Textile Mill|+3 production to the city and +1 production to Sheep, Silk, Cotton|Requires Sheep, Silk, or Cotton.
General Store|+2 food, +1 food to bananas and citrus tiles, +1 food for every 10 citizens and +10% of the food output of this city is added to the total food when a new citizen is born.|Requires a market built.
Chemist|+2 science, +1 science for every 10 citizens, +10% of the research output of this city is added to the total research when a new citizen is born.|Requires a university built.
Ranch|+2 production, +1 food and +1 gold to sheep, cows, and horse tiles.|Requires a stable built.
Industrial Mine|+3 production and +3 Coal.|A maximum of three can only be built and only nearby a mountain.
Coastal Battery|+4 defense and +25 HP.|Can only be built if city is coastal and also requires an arsenal built.
Brazilwood Camp Extension Compatibility!
Spoiler :
Spoiler :
- Subscribe to Terrain - Brazilwood Camp Extension by BlouBlou.
- Activate both mods and enjoy!
- Brazilwood Camp available to all Civilizations!
- Brazil is granted a UB: Jesuit Church, a replacement of the Garden.
Jesuit Church|+25% Great people generation, +1 Faith, and also provide +1 Culture on Jungle tiles. The city also does not need to be next to a river to be constructed.|+2 gold to citrus and cocoa tiles.
Moai Extension Compatibility!
Spoiler :
Spoiler :
- Subscribe to Terrain - Moai Extension by BlouBlou.
- Activate both mods and enjoy!
- Moais available to all Civilizations!
- Polynesia is granted a UB: Marae, a replacement of the Temple.
Marae|+2 faith, +1 culture to ocean tiles, +1 Great Work of Art or Artifact Slot. Reduces religious unhappiness by -25%.|+1 gold and culture to incense and wine tiles.
Polder Extension Compatibility!
Spoiler :
Spoiler :
- Subscribe to Terrain - Polder Extension by BlouBlou.
- Activate both mods and enjoy!
- Polders available to all Civilizations!
- Fixes a tooltip issue with CBP's Polders. (Gazebo won't look at this. )
Polder Mills|+3 food, +2 production, +1 culture, +25% building modifier.
Kasbah Extension Compatibility!
Spoiler :
Spoiler :
- Subscribe to Terrain - Kasbah Extension by BlouBlou.
- Activate both mods and enjoy!
- Kasbah available to all Civilizations!
- Morocco is granted a UB: Riad, a replacement of the Garden.
Riad|+25% Great People Generation, +1 happiness, and +1 Culture to all desert tiles. The city also does not need to be next to a river to be constructed.|+2 gold to citrus and cocoa tiles.
Terrace Farm Extension Compatibility!
Spoiler :
Spoiler :
- Subscribe to Terrain - Terrace Farm Extension by BlouBlou.
- Activate both mods and enjoy!
- Terrace Farms available to all Civilizations!
- Inca is granted a UB: Stone Temple, a replacement of the Temple.
Stone Temple|+2 faith, +2 culture, +1 Great Work of Art or Artifact Slot, reduces religious unhappiness by 25%.|+1 culture and gold to wine and incense.
Chateau Extension Compatibility!
Spoiler :
Spoiler :
- Do not activate the Chateau Extension or any other mod that replaces the Chateau in the France Civilization.
- Activate the CPMC and enjoy!
- Chateau available to all Civilizations!
- France is granted a UB: Palais, a replacement of the castle.
- Palais yields +9 Defense, +90 HP, +5 culture, and +1 food for every 10 citizens for no maintenance.
Palais|+9 Defense, +90 HP, +5 culture, and +1 food for every 10 citizens
Neolithic Wonders Compatibility!
Spoiler :
Spoiler :
- Subscribe to Neolithic Wonders by artisanix.
- Activate both mods and enjoy!
- All Neolithic Wonder produces +2 tourism upon discovering Archaeology.
Barnenez|+2 production, +1 culture. +1 production for every 5 citizens.
Ggantija|10% growth in all cities and +1 faith.
Newgrange|+3 faith, +1 faith for every 5 citizens.
Skarabrae|+2 food, +1 food to cow and sheep tile. +1 food for every 10 citizens.
Spoiler National Wonders Collection Compatibility :
- Subscribe to National Wonders Collection by framedarchitecture.
- Activate both mods and enjoy!
National Sea Academy|+25 XP to naval units. +15% production toward sea units. Spawn a free admiral.|Requires a harbor.
National War Academy|+20% Great General generation. Free arsenal. +15 XP to land units, +15% production toward land units.|Requires a national population of 65 and an armory.
National Air Academy|Grants evasion promotion to all air units, +25% production toward air units.|Requires a national population of 75 and a military academy.
Hydroelectric Company|Grants +1 gold, +2 research, +2 production to all cities.|Requires a national population of 80.
Central Bank|Provides +2%(max 8%) from mutual open borders agreements.|Requires a national population of 70, bank and a capital city status.
Central Station|+10% gold and all roads are transformed into railroads.|Requires a national population of 70.
Strategic Building Compatibility!
Spoiler :
- Subscribe to Strategic Buildings by thecrazyscotsman.
- Activate both mods and enjoy!
School of Equestrian Art| +2 culture, +2 tourism, +1 happiness and culture for every stable.|Requires one horse and 100 national population.
Racing Course|+1 happiness, +1 gold to all horse tiles.|Requires two horses.
Steel Mill|+4 production, +2 production to iron tiles.|Requires two iron.
- Ironworks now additionally require one iron resource while giving +1 production to all iron tiles in the city.
Motte-and-Bailey Fort Compatibility!
Spoiler :
- Subscribe to Motte-and-Bailey Fort by BlouBlou.
- Activate both mods and enjoy!
Motte-and-Bailey Fort|+20% defensive strength, deals 10 damage to adjacent enemies, can only be built inside friendly territories. May function as a coastal fort.|+1 production with Engineering, +2 culture with Archaeology and +1 gold if on a city connection.
Unique Policy Buildings Compatibility!
Spoiler :
Spoiler :
- Do not activate the Unique Policy Building mod by thecrazyscotsman.
- Activate the CPMC and enjoy!
- All buildings are unlocked in the Ancient Era as long as you have the required policies opened.
Saunas|+1 food and +1 culture, additional food and culture for every 6 citizens.|Requires Tradition.
Town Council|+1 culture. +1 production for every 4 citizens. -10% cultural and gold cost of tiles.|Requires Liberty.
Stronghold|+10 XP to ONLY land and naval units. +3.5 Defense and +40 HP.|Requires Honor.
Parochial School|+1 science and +1 faith. +1 science for every 6 citizens and +1 faith for every 3 citizens.|Require Piety. Has a production cost of a medieval era building.
State Embassy|Produces +1 world congress vote(vary on gamespeed), 1 civil servant slot, +1 great diplomat point, +2 science, gold, and culture.|Requires Patronage. building. National Wonder.
Memorial|+4 culture. +1 tourism for every 5 citizens.|Requires Aesthetics.
Depots|+1 production and +1 gold for every 4 citizens.|Requires Industry.
Botanical Garden|Provides +3 of all yields.|Requires Imperialism.
Patent Office|+3 science and +1 gold for every 9 citizens.|Requires Rationalism.
Medieval and Renaissance Compatibility!
Spoiler :
Spoiler :
- Activate both mods and enjoy!
Apothecary|+1 food, +1 science, +1 food for every 10 citizens. Adds +10% of the city's science output to the total science when a new citizen is born.
Alchemist|+1 science to various metal resources.
Blacksmith|+1 production, +1 production for every 10 citizens.|+10% production toward melee, mounted, siege, and archer units.
Printer|+1 culture, tourism, and science. +1 culture, science, and tourism for every 10 citizens in the city.
Sewer Systems|Provides food upon a new citizen being born depending on your food output.|Isn't exactly the same as carrying over food.
F.A.Q.
Q. Why can't I use Chateau by BlouBlou or Unique Policy Buildings by thecrazyscotsman?
A. They're installed automatically.
Q. Can I have none of these supported mods installed and still have this mod work?
A. Of course, the Chateau and Unique Policy Buildings have already been incorporated into the mod. Be sure to delete those.
Q. Can I have some of the mods installed and have some of them not installed?
A. Of course!
Q. This "thing" isn't balanced.
A. Not a question, but make sure to explain the reasoning why it isn't balanced.
Q. I found a bug.
A. Okay report it..?
Q. When will you do Feitorias?
A. Never. AIs will overcrowd city-states with feitorias, it's ridiculous.
Feedback is appreciated.
Last edited: