Couple of Mods

Possible modmod bug: Exploration opener doesn't seem to give the free settler promised?

Thanks for pointing that out. Fixed it. The newest version in the original post should have that effect working now. I haven't tested it (because it would take getting that far into the game to do so) but it should work.
 
Thanks for pointing that out. Fixed it. The newest version in the original post should have that effect working now. I haven't tested it (because it would take getting that far into the game to do so) but it should work.
To test it I'd just start a new game in the Renaissance Era. :p

edit: Seems to work fine.
 
Can you give us a least a mini patch note, like Highlight( detail like production from wood cutting isn't really interesting ) and policies changes.
 
Here's a summary of the things that this mod does. Keep in mind that I tried to separate the code to make it readable and editable, so if there are things that you like and things that you don't like it's fairly easy to comment out or delete the things you don't like. There are a lot of things because I perceived a lot of things to be out of balance, but different people have different perspectives so take what you want and leave out what you don't want.

Starting with the tech tree:

Triremes and Biremes are both unlocked at Sailing, which is available in the early classical era. Work boats are on Calendar in the late ancient era. Cargo ships are on Optics in the late classical era. The reasoning behind this is to diminish the power of navies (actually eliminate them) in the ancient era. It was too easy to just build a Bireme and bash enemies endlessly in the ancient era.

Stonehenge is moved to Pottery so that Calendar isn't overloaded with too many things.

Chopping forests is moved to mining. Animal Husbandry was too strong and mining too weak.

Composite bowman are shifted from Mathematics to Engineering, which is late classical era. This was done to have Archers be used longer. Composite bowman are used too much waiting for Crossbowman in the late medieval era.

Horseman are likewise shifted back to the late classical era so that chariot archers are used more. Chariot archers are late ancient era, then horseman late classical era, then knights late medieval era. I never used chariot archers without this change. Also, shifting horseman and composite bowman back a bit while having swordsman and catapults available in the early classical era allows for some offensive campaigns in the early classical era.

A few minor changes to the later tech tree to prevent out of control beelining in the later eras.

Museums are available at Guilds along with the Artists Guild. The museum's cost is also lowered. Now you can create artists right away and not have to wait until archaeology to use them. Helps tourism.

Barracks is shifted from Mining to Bronze Working.

Faster movement on roads is shifted to Horseback Riding, which is late classical era.

Landsknects are removed from the game entirely.

Flavian Amphitheatre is moved to Construction.

Hagia Sophia is moved to Philosophy.

Angkor Wat is moved to Political Science.

Many national wonders are shifted back. This is done so that wide empires don't build national wonders. They are meant for smaller/taller empires to help level the natural advantages that wide empires have over tall ones. So, the Heroic Epic is available at Physics. National Epic at Theology. National College at Education. Oxford University at Scientific Theory. The earliest one is Circus Maximus in the late classical era. Most of them are in the medieval era. By this point wide empires are expanding rapidly and don't build the national wonders. Tall empires only get them.



Terrain changes:

In the communitas mod, I see gold as being too powerful. The AI doesn't really know how to use it well and it's too easy to just buy everything. So I increased the cost of purchasing buildings and units by 50%. So instead of a Monument costing 50 hammers or 100 gold to build, it now costs 50 hammers or 150 gold.

Specialists in cities were unbalanced too with Scientists being too strong compared to the others. So, scientists now yield 2 science, engineers yield 3 production, and merchants yield 4 gold. The higher gold yield of merchants is to partially offset gold purchase prices being higher. Now when I play, having a merchant specialist is quite valuable and I use all 3 about equally.

This ratio of 1 science equals 1.5 productions equals 2 gold is also used for great tile improvements. The academy yields 6 science. Manufactory 9 production. Custom House 12 gold.

Hammers from chopping forests is also reduced from 100 hammers to 40 hammers.

Natural wonders are also re-balanced. Too many to list but the ratio used is 1 science = 1.5 production = 2 gold = 1 culture = 1 food = 0.67 happiness. All of them add up to a total of 9. For example Lake Victoria yields 6 food and 6 gold. A food yield is twice as valuable as a gold yield, so 6 gold is as valuable as 3 food. 6 food + 3 food (or 6 gold) = 9. The goal is to make each natural wonder equally valuable and not some better than others. They are all beneficial.


Army changes:
Not much here. Lowered the cost and combat value of Musketman to be more in-between Arquebusiers and Rifleman. They were too expensive and too strong. Arquebusiers also upgrade to Musketman. I can't remember what they upgraded to before, but it was strange.


Navy changes:
Lowered the cost of Frigates and raised the cost of Galleons so that Galleons and Frigates cost the same.

Lowered the cost of submarines since they were so expensive.

Set Destroyers to upgrade to Missile Destroyers instead of Carriers. It's odd to have them change into a different type of ship like that. Carriers don't upgrade to anything but stay as Carriers.

Overhauled the healing system for ships. All ships start with a free, unearnable promotion. It depends on what type of ship that on which promotion it gets.

Biremes/Triremes: +20 in friendly territory, +5 in neutral territory.

Galleass/Carrack: +20 in friendly, +10 in neutral.

Galleon/Frigate: +20 in friendly, +15 in neutral.

Ironclad/Destroyer/Submarine/Battleship/Carrier: +30 in friendly, +20 in neutral, +5 in enemy territory.

Missile Destroyer/Missile Cruiser/Nuclear Submarine: +35 in friendly, +25 in neutral, + 10 in enemy territory.

Also, if you build a Trireme and then upgrade it to a Carrack, then it gets the new and better promotion automatically.

I also got rid of the Naval Recon 1 promotion which allowed healing. It's now a purely scouting promotion. It's not always a must-have. There is also a new promotion called Naval Supply that's a level 4 promotion allowing for advanced healing for heavily experienced ships.



Religion changes:
Pagodas give 4 happiness instead of 3 happiness.

The delta for great prophets is increases so it requires more faith to get additional great prophets.

Balanced many religious beliefs. Probably too many to mention. Mostly buffed weak ones but a couple of nerfs. The nerfs were primarily those giving culture as they gave too much culture. This probably still needs a bit more work, but it's a big improvement from where it was.



Policy changes:

Where to start...

Tradition - Oligarchy: Gives +1 free defense unit and +1 food on defensive buildings like walls, castles, etc.

Liberty - Citizenship: Gives +1 free worker instead of +2 free workers.

Honor - Opener: Removes showing where barb camps are. I always found it annoying. Just a preference thing. Also seemed like a cheat. Increased strength against barbarians and increased culture from barbarian kills.

Honor - Military Caste: +1 free defense units and +1 happiness on defensive buildings. Meant as a military defense policy.

Honor - Gladiators: +1 happiness on happiness buildings. Not just Arenas. Also Zoos and Stadiums.

Honor - Spoils of War: increased gold from killing units. 3 gold per strength of the unit killed.

Piety - Opener: Gives +1 culture and +1 faith in the capital along with double production for shrines.

Piety - Unity: 15 turn golden age (instead of 10 turn) and 30% less happiness required for future golden ages. Slight buff.

Piety - Charity: +25% gold on temples. +3 gold and +3 culture on holy sites. Added the culture on holy sites.

Piety - Finisher: removed the culture on holy sites, which was shifted to Charity.

Patronage - Opener: +2 gold from city state trade routes and other player's influence degrades 20% faster.

Patronage - Special Relationship: Other player's influence degrades 30% faster and your influence degrades 30% slower.

The Patronage policies are designed to cause you to have to invest more gold in city states to keep them. It's too easy to just buy them all up later in the game. This is a work in progress.

Aesthetics - Fine Arts: +1 culture per excess happiness instead of +1 culture per 2 excess happiness.

Aesthetics - Flourishing of the Arts: Archaeologists are produced twice as fast and 1 free archaeologist.

Wealth - Opener: +10% gold and +10% production in every city.

Wealth - Caravans: +4 gold per trade route.

Wealth - Entrepreneurship: +1 free great merchant. Double gold from trade missions to city states. +25% great merchant rate.

Wealth - Maritime Infrastructure: +4 gold per lighthouse and seaport.

Wealth - Protectionism: +1 gold per village. +1 production per lumbermill or mine.

Wealth - Mercenary Army: +4 production on military buildings (barracks, armories, military academies). (Effective when it's multiplied by other multipliers)

Exploration - Opener: +1 free settler. +2 movement for embarked units and great admirals. +1 sight for ships.

Exploration - Colonization: New cities start with 7 population.

The knowledge tree is designed to be used by small/tall empires in balance to the exploration tree for wide empires.

Knowledge - Opener: +4 science on national wonders.

Knowledge - Free Thought: Double yield from great person tile improvements (like academies).

Knowledge - Counterintelligence: +2 food on defense buildings. +50% production for defense buildings. +2 free defense units.

Knowledge - Humanism: +1 free great engineer. +50% great person rate.

Knowledge - Scientific Revolution: +1 food on farms.

Knowledge - Finisher: +1 great engineer, +1 great scientist, +1 great merchant.



Ideology changes:

I also altered beliefs in the ideologies. Order is designed for peaceful, wide empires. Freedom is for peaceful, tall empires. Autocracy is more military victory. I altered 4 policies in autocracy, 7 in freedom, and 10 in order. I tried to make level 3 policies stronger than level 2 policies, which are stronger than level 1 policies. Also, tried to make them as powerful as "normal" policies in the policy trees.



Civilization changes:

America: Increased strength and movement for the minuteman unit. Starts with a worker and scout. +50% tile purchases. +1 sight for military units. No free techs on the NASA building.

Austria: removed the Coffee House from the game (seemed like a bug).

Aztecs: more food and production on the Chinampa. Units have woodsman promotions to move faster in jungles and forests.

Brazil: Increased length of golden ages by 50% so they can take advantage of their unique abilities better.

Byzantium: Added a free great prophet at Theology.

Carthage: Starts with a Trireme and Settler. No warrior. Free harbors in every city. No free sailing tech.

Denmark: Removed Jelling Stones. Add a Viking Longship that is a unique Carrack. Faster and stronger than a Carrack. Makes them more of a naval warfare civilization.

England: ships have +2 movement and a free targeting 1 promotion (low-level promotion). Starts with a Warrior, Trireme, and a Settler. Removed Longbowmen unit since it was so overpowering. Kept Steam Mill. Added Ship of the Line. England is designed as the strongest naval civ in the game.

Ethiopia: Stele gives +2 faith instead of +1 faith. The faith per population thing still isn't working as this is a bug with the core mod. Maybe it's been fixed in the newest version I hope.

Greece: Slight nerf to their city state friendship rates which were too strong.

Inca: increased strength of slingers and they start with the Mining tech for free.

Indonesia: Civilian units like settlers and workers can embark onto coastal tiles immediately. Starts with a Bireme unit to help defend those civilians from barbarians. Only civ to start with a Bireme, which is really powerful.

Iroquois: more production in forests and jungles from the longhouse building.

Japan: lowered combat strength of the Samurai to be reasonable (fixing a bug).

Morocco: starts with Animal Husbandry (to help get trade routes going earlier). better yields from the Kasbah improvement.

Netherlands: moved the trade office from a unique caravansary to a unique harbor. Fits better with a coastal naval trading powerhouse civ.

Ottomans: added a starting trireme.

Portugal: tweaked the Nau ship to allow it to cross oceans at Compass instead of Astronomy. This allows Portugal to explore the world earlier.

Russia: more culture and production on the Krepost. Tundra start bias which ensures a more isolated start. Units have the Arctic Power promotion. Designed to be a wide empire.

Siam: added +1 gold per farm. This allows them to be a tall empire building farms but still having some gold coming in to help them buy up city states (which happen to be a bit more expensive).

Songhai: +1 production from unimproved jungles (helps them have some production for military units even in jungle locations). Tweaked their mounted unit to be just a good all-around unit.

Spain - tweaked the Conquistador to be a city conqueror by starting with the Siege promotion (which the Songhai calvary doesn't have anymore). No missionary bonuses.

Sweden - free unit when tech researched (fixed to work right).

Venice - Starts with a Trireme. +1 science per tile improvement. Double trade routes. Cannot acquire settlers or build cities. Free merchant of Venice at Optics. The science bonus helps them get more out of the smaller amount of land that they have and keep up in science with other civs.


That's pretty much what the mod does. If I make any changes I can update this.
 
...
Ethiopia: Stele gives +2 faith instead of +1 faith. The faith per population thing still isn't working as this is a bug with the core mod. Maybe it's been fixed in the newest version I hope.
...

The faith per pop is working. ( has been for me for months, not sure which version you are working from)
 
Patronage - Opener: +2 gold from city state trade routes and other player's influence degrades 20% faster.
Patronage - Special Relationship: Other player's influence degrades 30% faster and your influence degrades 30% slower.
I was wondering why influence decayed so fast. Perhaps fine for gold gifting, but I use CSD so it feels a little oppressive. Guess I'll have to mod it out.
edit: The tooltip for Patronage opener says that your influence decays slower, not that other players' influence decay faster...
 
Another bug: Arquebusier UUs (Minuteman, Tercio, Janissary, Musketeer, and I might have forgot some) still upgrade to Gatling Gun and obsolete at Steam Power.
 
Another bug: Arquebusier UUs (Minuteman, Tercio, Janissary, Musketeer, and I might have forgot some) still upgrade to Gatling Gun and obsolete at Steam Power.

Thanks for the feedback. I fixed that error.

I'm also going to try using this mod with the latest communitas version and see how that goes.
 
So I went through the latest patch, version 3.16.

I looked at the policy changes in that patch and reconciled it with my mod. I kept most of the changes, removed some of them. Basically trying to make it compatible. The mod should be compatible with version 3.16. Let me know if you find any bugs as I haven't looked at it very closely.
 
English Ship of the Line still lacks heal promotion (I think this has got something to do with the load order of your files?)
 
English Ship of the Line still lacks heal promotion (I think this has got something to do with the load order of your files?)

Thanks. It was in the build order. I found the same bug with the Portuguese Nau and fixed it in both the Nau and the English Ship of the Line.
 
On another topic: At first I was opposed to the rehaul of the Knowledge tree, but after some thought and play I think it makes it more strategically meaningful, as opposed to just being a tree for "moar science and MOAR SCIENCE", which pretty much everyone would want. :p

I do think it might be able to use a rename/retheming though. Here are my brainstormed suggestions:

Knowledge -> Enlightenment (broadens the scope, and contrasts with Exploration as the two "flavors" of the Renaissance Era. Flavor I'm aiming for is somewhat of a mix of the ideals of the French and American revolutions.)

Free Thought (double yields from great improvements) -> Metric System
Humanism (increased GP rate + 1 Great Engineer) -> Laureateship (as in Nobel Prize)
Counterintelligence (free defense units + defense building bonuses) -> hmm... either Constitution or Partisanship
Secularism (+2 Science per specialist) -> Scientific Revolution or Peer Review
Scientific Revolution (+1 Food per farm) -> Sharecropping

I'm not that well-versed in my history though, so there might be better ideas...
 
@EricB

Why don't you and I pool our resources and steer the main Communitas mod in the direction this mod-mod is going?
 
There are some specific changes in here that are very good, some that are interesting but maybe unnecessary in the exact usage, and some that are probably unnecessary entirely (mostly leaders and some of the policy changes). But there are definitely a lot of changes in here that can be absorbed or in a few cases probably already were.
 
On another topic: At first I was opposed to the rehaul of the Knowledge tree, but after some thought and play I think it makes it more strategically meaningful, as opposed to just being a tree for "moar science and MOAR SCIENCE", which pretty much everyone would want. :p

I do think it might be able to use a rename/retheming though. Here are my brainstormed suggestions:

Knowledge -> Enlightenment (broadens the scope, and contrasts with Exploration as the two "flavors" of the Renaissance Era. Flavor I'm aiming for is somewhat of a mix of the ideals of the French and American revolutions.)

Free Thought (double yields from great improvements) -> Metric System
Humanism (increased GP rate + 1 Great Engineer) -> Laureateship (as in Nobel Prize)
Counterintelligence (free defense units + defense building bonuses) -> hmm... either Constitution or Partisanship
Secularism (+2 Science per specialist) -> Scientific Revolution or Peer Review
Scientific Revolution (+1 Food per farm) -> Sharecropping

I'm not that well-versed in my history though, so there might be better ideas...


I made those changes that you suggested to the names. I never much liked the naming of them before anyways. Just didn't know what to call them and was more focused on the gameplay elements. I changed the design of the Knowledge tree because I wanted it to be situational. Sometimes it's useless, and sometimes it's really powerful. Really meant to be the opposite of the Exploration tree. Also, it's limited to what things can be done with simple XML table edits.

For example, the Military Caste policy in Honor has bonuses for garrisons. I've never liked this policy, either in Honor or earlier when it was in Tradition. It forces a playstyle of always keeping garrisons in cities. So, I changed it from bonuses for the garrisons to bonuses on defensive buildings. Seems superficial and unnecessary. It's still a defensive-oriented policy, but now you can move that garrisoned unit around and still get the benefits.

When using that policy I noticed that the happiness effects were working, but the culture effects weren't working on the city walls. Probably some change would need to be made to the yield library for that to work, so I changed the policy to yield happiness and gold on city walls. Haven't tested it yet, but I figured that gold is always a need for militaristic empires.

BTW, I wanted to mention the policy change made in the most recent patch. The new policy Mentors replaced the old policy giving culture buildings. I never much liked the old policy, but didn't really know what to change it to. I prefer the new idea, but it seems a little strong on the surface (for such an early policy in the tradition tree). I'll try a few games out with it as is though. +5 science in the capital so early seems too powerful. The one time I tried it out it doubled my science. Something like +2 or +3 science seems more appropriate.
 
Uploaded a new version today buffing the God King belief. It was so weak that I never used it before.
 
It seems works are starting on a big next patch without thal,but maybe you could fix culture/diplo victory.
The ai seems less focused on getting a diplo/cult victory plus this mod greatly increases culture gains without touching culture gains.

Optional there could also be added a time for the rocket to reach aplha centauri.

ps: Thx for your work =)
 
Optional there could also be added a time for the rocket to reach aplha centauri.
I don't think there is a need for that. Building the spaceship already gives global notifications, and once it's launched what can anyone do to stop that player from winning during that time? Conquer every city they own? (Or perhaps winning themselves first, but that just makes the lag feel cheap if you're the one who was winning)
 
Should be attacking the Spaceship civ ahead of that time to slow them down or prevent the launch (or others attack you), or prep some other victory condition if catching up to the spaceship isn't possible. There isn't a need for a timer once it is launched.

Culture sources should be adjusted, mostly downward (especially from beliefs and some policies) in the attempt to make some revisions to the mod elsewhere.
 
Bug report: More missing free units.
Order -> Resettlement
Order -> Patriotic War
Freedom -> Their Finest Hour
Autocracy -> Third Alternative

edit: For some reason, trying to do what you did with the Exploration opener does not seem to fix it...
 
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