Enginseer's Wholesome Tweaks (VERSION 12!!!!!!!!!!!!)

Enginseer

Salientia of the Community Patch
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Overview
Enginseer's Wholesome Tweaks
is another tweak mod for Vox Populi so users can test things out that I did not get to propose in the World Congress or testing a few things out. These are all modular, so you can delete the changes you don't like!

For the sake of easiness to read, I've put all the version changelog into their posts below the OP.
Game ConceptsTweaks
Barbarian Consistency "Fixes"Barbarian Galley, Brutes, and Spearman are unaffected.
Barbarian Horseman takes -1 CS from regular Horseman.
Barbarian Swordsman no longer requires Iron and gains Discipline promotion.
(They're already -1 CS from regular Swordsman).
Proto-Skirmisher BuffsChariot Archer and Hand-Axe gain Skirmisher Doctrine.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Greatest Followers Acquired
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in mid-game era desired more.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh, how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religions near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Carthage

Naval Military Units cost 15% less Production to produce and (effectively 15% less gold to purchase).
Celts

Ceilidh Hall reduces reformation follower requirement.
Egypt

War Chariot gains Skirmisher Doctrine.
Maya

Receive a free Observatory in your Capital after researching Mathematics.
Spain

May purchase Work Boats (100) and Cargo Ships (200) with Faith.
Missions add +1 of all City Yield to the Courthouse in the City.
May purchase Missions in captured cities (and recaptured original cities) instead of just Conquistator-settled Cities.

Venice

Merchant of Venice generates 100 Influence with the City-State they are conducting trade with.
Version 1 is the smallest file size.
Version 2 is a bigger file size.
Version 3 is bigger than Version 2's file size.
Version 4 is bigger than Version 3's file size.
Version 5 is bigger than Version 4's file size.
Version 6 is bigger than Version 5's file size.
Version 7 is bigger than Version 6's file size.
Version 8 is bigger than Version 7's file size.
Version 9 is bigger than Version 8's file size but are only meant for VP version lower than 3.8

Version 10 is very small at 18.2 KB and is meant for VP 3.8+.

Version 11 is bigger than Version 10 and is meant for VP 3.10+. It can be found by clicking on this link!
Version 12 is bigger than Version 11 and is meant for VP 4+. it can be found by clicking on this link!
 

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Last edited:
Please leave me any feedback!

Spoiler Version 1 Changelog :

Game ConceptsTweaks
Chichen ItzaNow provides a free Observatory when constructed.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Highest Faith/Turn
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in that era desired more.
Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

Missions add +2000 Pressure of the Capital's Religion Majority in the City it is constructed instead of +1000.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

No longer gain a free Inquisitor when conquering a City.
 
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Some Tweaks are really awesome, such as the Technology Bell Curve Cost Increase (I got a heavy modlist, so a lot of yields from a huge amount of sources). Early Vassallage is cool. For the city States maybe I'll notice only a bit (I always play with a 1 Civ : 2 CS ratio).
Early Observatory for Maya could be OP.

Everything else should be balanced.
 
Some Tweaks are really awesome, such as the Technology Bell Curve Cost Increase (I got a heavy modlist, so a lot of yields from a huge amount of sources). Early Vassallage is cool. For the city States maybe I'll notice only a bit (I always play with a 1 Civ : 2 CS ratio).
Ye that was my main intent of those changes.
Early Observatory for Maya could be OP.
Yet very flavorful.
Everything else should be balanced.
Thanks!
 
Version 2 released (the one that has a bigger file size than Version 1).

Tweaked Mongolia's Ger to have no gold maintenance, grant +1 Great General Point from border growth, and removed plot purchase reduction.
Morocco and Pagoda now provides all yields like the Statecraft Opener.
Added ReligionUI changes that cannot be implemented into base VP at the moment.
Denmark now gains XP from pillaging (and adding toward Great General and Great Admiral Progress like regular XP does).

Spoiler Version 2 Changelog :

Game ConceptsTweaks
Chichen ItzaNow provides a free Observatory when constructed.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Highest Faith/Turn
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in that era desired more.
Consistent "All Yields" Pagoda now grants +1 Tourism and +1 Golden Age Point for every foreign follower in a City. Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points
Keeping track of Religion Dates
Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type).
Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants +1 Great General Point everytime your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

Missions add +2000 Pressure of the Capital's Religion Majority in the City it is constructed instead of +1000.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

No longer gain a free Inquisitor when conquering a City.
 
Last edited:
Version 3 released (biggest file size so far)

Chichen Itza now grants a free Teocalli and not an Observatory.
Denmark UA bonus GGP and GAP now scale with any modifiers.
Tradition Buffs
  • Throne Room now grants +10% Tourism and +10% Golden Age Points, but no longer reduces 2 Urbanization Unhappiness.
  • State Treasury now reduces 2 Urbanization Unhappiness, provides +1 Gold to all Specialists in the Empire, and an instant yield of 500 Gold.
  • Ceremony grants +25% Production toward National Wonders that Ceremony buffs Happiness to.
Adding Nearby Founder Penalty, if more than 1 Religion is founded in your area, you and other non-Founding members convert some of your Faith into Culture and Golden Age Points. This gives room to let that one person that's 300 oceans away get an attempt to found something.

Spoiler Version 3 Changelog :

Game ConceptsTweaks
Chichen ItzaNow provides a free Teocalli when constructed.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Highest Faith/Turn
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in that era desired more.
Consistent "All Yields"Pagoda now grants +1 Tourism and +1 Golden Age Point for every foreign follower in a City. Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religion near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Tweaking Tradition
Ceremony now grants +25% Production toward National Wonders that it grants Happiness to.
Adopting Majesty injects your treasury with 500 Gold, scaling on Game Speed but not Era.
State Treasury now reduces Urbanization by 2.
State Treasury now grants +1 Gold to all Specialists in the Empire.

Throne Room no longer reduces Urbanization by 2.
Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type), the Great General/Admiral Point scales with any policy that makes you produce them faster!
Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants +1 Great General Point everytime your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

Missions add +2000 Pressure of the Capital's Religion Majority in the City it is constructed instead of +1000.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

No longer gain a free Inquisitor when conquering a City.

 
Last edited:
Version 4 released (one of the biggest file sizes ever so far)
  • Let's fix Customs House in 3.5.2 thanks to @Zuizgond's report. Hopefully it is fixed in the VP Versions afterwards.
  • Pagoda's yield is surprisingly a vanilla bug and sometimes the VP team has not resolved in years... even I do not know how to fix it, however I can try to fix the yield miscalculation somewhat by halving what yield broke (Food, Gold, and Science) somewhat... I also removed Pagoda giving +1 Tourism and +1 Golden Age Point per follower from Version 3.
  • I dislike how Proto-Skirmishers didn't give Skirmisher Doctrine since this wouldn't teach players how to use them early so I gave Chariot Archer, Hand-Axe (yes they are one too), and War Chariot the Skirmisher Doctrine. Run free!
  • Legen's proposal to buff Babylon is great, a little too great! My changes tone down its strength so it doesn't feel like an instant build for science.
    • Walls of Babylon's Science Yield reduced from +4 to +2.
    • Walls of Babylon grants +1 Science to Council, Library, and University.
    • Walls of Babylon also gains +1 Science when Astronomy is discovered.
    • This means you can technically get +6 total Science out of them instead of +4 as you build more science buildings. Now that's some efficiency!
  • I noticed Barbarian were inconsistent and not that fun to play when I was playing a certain nomadic civilization. So I want to make them consistent and fun to use if you ever held them!
BarbarianMain Difference from OriginalChanges Made
BruteOG Warrior has Brute Force (+33% vs Barbarian)None.
SpearmanOG Spearman has Brute Force (+33% vs Barbarian)None.
ArcherOG Archer has +1 CSNone.
GalleyOG Trireme is well unlocked in the Classical Era and has +2 more CS.None.
Hand-AxeChariot Archer has +2 Movement Speed, a bunch of promotions attached to it, and +1 CS/RCS as well.Hand-Axe gains +1 RCS, Naval Targeting Penalty (-20% vs Naval Units), Penalty Attacking Cities (-33% vs Cities), but can move after attacking.
HorsemanNo difference.Not good, vanilla made them not require horses. Barbarian Horseman now has -1 CS but no longer requires horses.
SwordsmanOG Swordsman has +1 more CS and has Discipline (+10% Ranged Defense and +10 Max Hitpoints)Not good, vanilla made them not require Iron. Barbarian Swordsman no longer requires Iron and has Discipline as well now.
  • France UA Reworked to Valeur et Discipline(Valor and Discipline)
    • "There is no shame in deterrence. Having an army is very different from using one." - Leader's Name, Surname
    • Keep the same subsequent attack bonus.
    • Ditch the GWAM and +40% Culture/Production in all Cities on City Conquest.
    • Add +1 Culture in all Cities for each 10 Military Units, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic so maxes out at +4)
      • The interesting thing is that you can use Hotels with this UA bonus. ;)
    • Add +1 Production in all Cities for each 10 Unused Supply, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic so maxes out at +4)
    • +15% Unit Supply from Population.
    • One of the interesting things I did not like about France's current UA was that it didn't emphasize Napoleonic genuity with logistics. Sure it helped a lot that he conquered cities and influenced his ways of the Napoleonic Code as such to give GWAM. However, this feels boring with his +40% Culture/Production on City Conquest since it became this mini-Golden Age in all Cities. Let's not talk about getting 50% GWAM being too easy/similar to Japan's UA 50% GWAM from a Great General/Admiral...
    • Now use the abundant amount of Unit Supply (and unused being converted into Production) to reign cultural supremacy or military might! You got good reasons to place them in Chateau and Forts now. It's very important to note that Air Units do not count toward Unit Supply but will count as a military unit giving you the maximum cultural benefit of his UA.
  • Let's buff Spain now by making her actually a good naval civilization. She can purchase Work Boats and Cargo Ships with Faith as long as she founded or adopted a Religion and we can make her Inquisitors cheaper to purchase. I also made Mission add +1 of all City Yields to the Courthouse so Spain can really get into that Reconquista mood. The important thing to note here is that she can purchase Cargo Ships without having a harbor due to the power of "Faith Purchases."

Spoiler Version 4 Changelog :

Overview
Game ConceptsTweaks
Customs House FixCustoms House needed a Resource Yield Bugfix for More Luxuries Resources (this will be reverted after VP gets an update)
Pagoda "Bugfix"Pagodas will have.. proper +1 of all city yields. They are heavily bugged right now giving 2x the Food/Gold/Science per different follower. To do this, I had to halve the yields in 2... making me realize they are producing +0.5 Food/Gold/Science at 1 follower of a religion, but then +0.5x2 the Food/Gold/Science again after 2 followers of a religion.. This means Pagodas will initially generate at half Food/Gold/Science yield until you gain another follower of a different religion. Taj Mahal is incldued in this bugfix but since it produces +3 Science (+1.5 halved), it will produce properly the right yield but the UI will be weird for the time being.
Barbarian Consistency "Fixes"Barbarian Galley, Brutes, and Spearman are unaffected.
Barbarian Horseman no longer requires Horses but takes -1 CS from regular Horseman.
Barbarian Swordsman no longer requires Iron and gains Discipline promotion. (They're already -1 CS from regular Swordsman).
Barbarian Hand-Axe now gains +1 RCS and also gains Naval Targeting Penalty, Penalty Attacking Cities, and can move after attacking.

These do not change the Barbarians that much but buff the player in case they somehow... captured them. :) (Not a Hunnic buff at all).
Proto-Skirmisher BuffsChariot Archer and Hand-Axe gain Skirmisher Doctrine.
Chichen ItzaNow provides a free Teocalli when constructed.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Greatest Followers Acquired
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in mid-game era desired more.
Consistent "All Yields"Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh, how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religions near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Tweaking Tradition
Ceremony now grants +25% Production toward National Wonders that it grants Happiness to.
Adopting Majesty injects your treasury with 500 Gold, scaling on Game Speed but not Era.
State Treasury now reduces Urbanization by 2.
State Treasury now grants +1 Gold to all Specialists in the Empire.

Throne Room no longer reduces Urbanization by 2.
Babylon

Wall of Babylon grants +1 Science to Council, Library, and University in the City.
Wall of Babylon gains +1 Science at Astronomy.

Wall of Babylon's Science yield reduced from 4 to 2.
Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type) with their Great General or Great Admiral Point scales with any policy that produces Great General or Great Admiral faster.
Egypt

War Chariot gains Skirmisher Doctrine.
France


France now gains +1 Culture/Production in all Cities for every 10 Military Units/Unused Supply, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic)
France now gains +10% Unit Supply from Population.

France no longer gains GWAM nor a Cultural/Production bonus from City Conquests.
Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants +1 Great General Point everytime your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

May purchase Work Boats (100) and Cargo Ships (200) with Faith.
Missions add +1 of all City Yield to the Courthouse in the City.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

 
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I use bal's reduced supply mod, which more or less halves the average supply cap; what would I need to change in the files in order to have France's UA trigger for every 5 or 6 Units/Supply rather than every 10?
 
I use bal's reduced supply mod, which more or less halves the average supply cap; what would I need to change in the files in order to have France's UA trigger for every 5 or 6 Units/Supply rather than every 10?
YourWholesomeness.lua
Ctrl+F for iThreshold, make it 6 instead of 10.

That would fix the effect to 6 instead of 10, of course, the tooltip won't display every 6, but it still works nonetheless.
 
Pagoda fixed for next version :D
 
This is definitely an interesting wholesome tweaks mod that makes the game more interesting and flavourful with some balance!

Was wondering if there are any planned civs that may be looked into or other ideas? Would love to hear more!
 
This is definitely an interesting wholesome tweaks mod that makes the game more interesting and flavourful with some balance!

Was wondering if there are any planned civs that may be looked into or other ideas? Would love to hear more!
I wanna work on the Huns and their... underperformance. Mongolia still needs to be looked at but I hope he's doing better.
 
Ah, ja, Huns are pretty meh. I think it would help if Enki could be built next to water/on hills (either/or would probably be fine). But I'm sure you have other, more interesting ideas!
 
Problem is if you do that then the ideology policies that give big yields to UIs will become a deluge of yields. Eki is already one of the easiest unique improvements to place
 
Problem is if you do that then the ideology policies that give big yields to UIs will become a deluge of yields. Eki is already one of the easiest unique improvements to place
Oh yeah, good point. I was more thinking of Eki-triangles.
 
Version 5 was released (to coincide with 3.6)
  • Removed Pagoda's Yield Bugfix since it is fixed now!
  • France UA now gets +10% Unit Supply from Population instead of +15%.
  • Teocalli now grants +2 Golden Age Points.
  • Hun buffed significantly.
    • UA now inflicts +100% War Weariness instead of +50%.
    • UA now applies Coercion to Recon units.
    • Coercion now also heals the unit for 10 after defeating an enemy unit.
    • Eki now takes 1 turn faster to build (more or less depending on your worker's improvement speed and game speed).
    • One of the hardest points of playing the Hun was not knowing how to apply War Weariness. If the enemy kills a captured unit that they lost, it almost became like a net zero. Now warring with the Hunnic will create public outcry and have people insisting you make peace with them as soon as possible. Ekis requiring 8 turns to build is shocking considering that their UA will want to proc on Eki built adjacent to Hunnic territory. What if that 1 turn difference made it expand to a different area instead of the area you wanted? Grrrr.. hopefully, this will keep Hunnic UA in-tact without requiring a massive rework.
  • Authority tweaked a lot about its early game usage.
    • Opener's Culture reduced to 50% of Combat Strength of Defeated Units.
    • Scaler now gains 10% Culture+Science from Combat Strength of Defeated Units.
    • Dominance's Science reduced to 50% of Combat Strength of Defeated Units (technically 60% due to scaler).
    • It's too easy to get yields in the current barbarian state, perhaps TOO easy. This WILL reduce the Culture from kills you get in the early game as well as hinder Dominance rusher who wants to get Science from kills. However, there's a benefit for those who want to skip Dominance for Imperium+Tribute getting a tiny bit of Science.
Spoiler Changelog :

Game ConceptsTweaks
Authority Tweaks
Opener's Culture from Kills reduced from 100% to 50%.
Scaler now grants Culture and Science from Kills by 10% of the Killed's strength.
Dominance's Science from Kills reduced from 100% to 50% (60% technically).
Barbarian Consistency "Fixes"Barbarian Galley, Brutes, and Spearman are unaffected.
Barbarian Horseman no longer requires Horses but takes -1 CS from regular Horseman.
Barbarian Swordsman no longer requires Iron and gains Discipline promotion. (They're already -1 CS from regular Swordsman).
Barbarian Hand-Axe now gains +1 RCS and also gains Naval Targeting Penalty, Penalty Attacking Cities, and can move after attacking.

These do not change the Barbarians that much but buff the player in case they somehow... captured them. :) (Not a Hunnic buff at all).
Proto-Skirmisher BuffsChariot Archer and Hand-Axe gain Skirmisher Doctrine.
Chichen ItzaNow provides a free Teocalli when constructed. Also Teocalli gains +2 Golden Age Points.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Greatest Followers Acquired
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in mid-game era desired more.
Consistent "All Yields"Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh, how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religions near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Tweaking Tradition
Ceremony now grants +25% Production toward National Wonders that it grants Happiness to.
Adopting Majesty injects your treasury with 500 Gold, scaling on Game Speed but not Era.
State Treasury now reduces Urbanization by 2.
State Treasury now grants +1 Gold to all Specialists in the Empire.

Throne Room no longer reduces Urbanization by 2.
Babylon

Wall of Babylon grants +1 Science to Council, Library, and University in the City.
Wall of Babylon gains +1 Science at Astronomy.

Wall of Babylon's Science yield reduced from 4 to 2.
Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type) with their Great General or Great Admiral Point scales with any policy that produces Great General or Great Admiral faster.
Egypt

War Chariot gains Skirmisher Doctrine.
France


France now gains +1 Culture/Production in all Cities for every 10 Military Units/Unused Supply, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic)
You can view this near your City Yield Panel. Just hover over the Napoleon icon.
France now gains +10% Unit Supply from Population.

France no longer gains GWAM nor a Cultural/Production bonus from City Conquests.
Huns

The Huns inflict +100% War Weariness on their Enemies instead of +50%.
Recon units can now gain access to Coercion.
Coercion now grants 10 HP upon defeating/capturing an enemy unit.
Ekis take 0-2 Turns faster to build (varying on your Worker's Improvement Speed and Game Speed)

Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants 3 Great General Points everytime your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

May purchase Work Boats (100) and Cargo Ships (200) with Faith.
Missions add +1 of all City Yield to the Courthouse in the City.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

 
Last edited:
Version 6 is released probably as my last version before... whenever the next update is as I have less free time.
  • Hun buffed again
    • Eki now has -15% less BuildTime stacking up to -60% over Chivalry, Economics, Fertilizer, and Robotics.
    • This translates usually to 1 less turn to build as you research these technologies.
  • Barbarian Throwing Axeman now has a Movement Speed of 3 (You know this unit is a runner!)
  • Tradition Retweaked again
    • Majesty vs Splendor Rework
      • Majesty switches spots with its State Treasury with Splendor's Palace Gardens.
      • Majesty no longer grants 500 Gold upon adopting it.
      • Splendor's State Treasury has the same +4 Gold, grants +2 Gold to Specialists in the Capital, +2 Culture to every Monuments, Gardens, and Baths with the same Merchant Slot!
      • Majesty's Palace Gardens has the same +5 Food, same Writing Slot, and Writer Specialist, but now has a +25% Great People Rate, -2 Urbanization Unhappiness.
      • This rework allows Majesty and Splendor to both be competitive as a 4th pick in Tradition. Enrichen yourself in gold+culture with a wide Tradition by taking Splendor early or grow taller than ever before with Majesty granting you +5 Food in the Capital and Specialists eating less food. The choice is yours!
    • Justice now increases Combat Strength of all Cities by +10%.
    • Justice now grants a free Slinger near the Capital.
  • Added Stinky Rome UI for Conquered City-State.
  • Babylon's Wall of Babylon now cost 1 Gold.


Spoiler Changelog :

Game ConceptsTweaks
Authority Tweaks
Opener's Culture from Kills reduced from 100% to 50%.
Scaler now grants Culture and Science from Kills by 10% of the Killed's strength.
Dominance's Science from Kills reduced from 100% to 50% (60% technically).
Barbarian Consistency "Fixes"Barbarian Galley, Brutes, and Spearman are unaffected.
Barbarian Horseman no longer requires Horses but takes -1 CS from regular Horseman.
Barbarian Swordsman no longer requires Iron and gains Discipline promotion. (They're already -1 CS from regular Swordsman).
Barbarian Hand-Axe now gains +1 RCS, +1 Moves and also gains Naval Targeting Penalty, Penalty Attacking Cities, and can move after attacking.

These do not change the Barbarians that much but buff the player in case they somehow... captured them. :) (Not a Hunnic buff at all).
Proto-Skirmisher BuffsChariot Archer and Hand-Axe gain Skirmisher Doctrine.
Chichen ItzaNow provides a free Teocalli when constructed. Also Teocalli gains +2 Golden Age Points.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Greatest Followers Acquired
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in mid-game era desired more.
Consistent "All Yields"Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh, how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religions near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Tweaking Tradition (Buffing really)
Justice now grants +10% Combat Strength in all Cities and grants a free Slinger near the Capital.
Ceremony now grants +25% Production toward National Wonders that it grants Happiness to.

Palace Gardens and State Treasury have swapped places with each other. Take Majesty to grow more tall or take Splendor to grow more wide!
Palace Gardens now reduces Urbanization by 2.
Palace Gardens no longer grants +2 Culture to Monuments, Gardens, and Baths.

State Treasury now grants +2 Gold to all Specialists in the Capital.
State Treasury now grants +2 Culture to Monuments, Gardens, and Baths.

State Treasury no longer grants +25% Great People Generation.
Throne Room no longer reduces Urbanization by 2.
Babylon

Wall of Babylon grants +1 Science to Council, Library, and University in the City.
Wall of Babylon gains +1 Science at Astronomy.

Wall of Babylon's Science yield reduced from 4 to 2.
Wall of Babylon now cost 1 Gold Maintenance.

Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type) with their Great General or Great Admiral Point scales with any policy that produces Great General or Great Admiral faster.
Egypt

War Chariot gains Skirmisher Doctrine.
France


France now gains +1 Culture/Production in all Cities for every 10 Military Units/Unused Supply, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic)
You can view this near your City Yield Panel. Just hover over the Napoleon icon.
France now gains +10% Unit Supply from Population.

France no longer gains GWAM nor a Cultural/Production bonus from City Conquests.
Huns

The Huns inflict +100% War Weariness on their Enemies instead of +50%.
Recon units can now gain access to Coercion.
Coercion now grants 10 HP upon defeating/capturing an enemy unit.
Ekis take 0-2 Turns faster to build (varying on your Worker's Improvement Speed and Game Speed)
Ekis take 0-1 Turns faster to build per Technology (Chivalry, Economics, Fertilizer, and Robotics).

Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

Receive a free Khan after researching Military Strategy.
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants 3 Great General Points everytime your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Rome

Conquer a City-State look in their City. See this.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

May purchase Work Boats (100) and Cargo Ships (200) with Faith.
Missions add +1 of all City Yield to the Courthouse in the City.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.

 
Last edited:
Version 7 is released surprisingly before the next update!
  • France tweaked a bit buffed again
    • No longer gains +Production in every City from Unused Unit Supply.
    • Unit Supply from Population increased from +10% to +25%.
    • Fixed some rounding errors.
  • Authority Retweaked again
    • Opener and Scaler no longer grant +1 Production in every City.
    • Opener grants +1 Production in every City for every 10 Military Units in the Empire.
    • Scaler grants +1 Production in the Capital.
  • India nerfed to no longer be immune to religious unrest (Considering India's history, this is a slap in the cheek for them to be immune)
  • Mongolia reworked
    • No longer gains a free Khan at Military Strategy.
    • No Religious Unrest.
    • Ger now grants +50 Great General Point when constructed.
    • Ordo gains +1 Food at Physics and +1 Gold at Ballistics.
    • The one free Khan is great, but why not more? If they conquer a few cities or expand, they can get the Ger to grant them more progress toward the Khan.

Spoiler Changelog :
Game ConceptsTweaks
Authority Tweaks
Opener's Culture from Kills reduced from 100% to 50%.
Opener and Scaler no longer grant +1 Production in every City.

Opener now grants +1 Production for every 10 Military Units in the Empire.
Scaler now grants Culture and Science from Kills by 10% of the Killed's strength.
Scaler now grants +1 Production in the Capital.

Dominance's Science from Kills reduced from 100% to 50% (60% technically).
Barbarian Consistency "Fixes"Barbarian Galley, Brutes, and Spearman are unaffected.
Barbarian Horseman no longer requires Horses but takes -1 CS from regular Horseman.
Barbarian Swordsman no longer requires Iron and gains Discipline promotion. (They're already -1 CS from regular Swordsman).
Barbarian Hand-Axe now gains +1 RCS, +1 Moves and also gains Naval Targeting Penalty, Penalty Attacking Cities, and can move after attacking.

These do not change the Barbarians that much but buff the player in case they somehow... captured them. :) (Not a Hunnic buff at all).
Proto-Skirmisher BuffsChariot Archer and Hand-Axe gain Skirmisher Doctrine.
Chichen ItzaNow provides a free Teocalli when constructed. Also Teocalli gains +2 Golden Age Points.
Great AdmiralRepair Fleet now grants +15 XP to nearby Embarked and Navy Units.
VassalageUnlocked earlier in the Classical Era, reduced free yield from +20% to 10%. (Those bonus yields from policies aren't affected since they are additive).
City-State Quest Rewards (Should delete if you like playing on a smaller map with <30 City-States or keep up to you.)I usually play with 40 City-States to get the most Spies. However, I must reduce all passive city-state rewards by 40% (20% if I like 30 City-States) since they don't require any extra steps and you might not have noticed you were doing a quest, giving you a lot of yields for just being you have met a lot of city-states!
Quest affected:
  • Connecting a Luxury
  • Constructing a National Wonder
  • Highest Culture/Turn
  • Greatest Followers Acquired
  • Highest Tourism/Turn
  • Most Tech Researched
  • Finding a City-State
  • Finding a Natural Wonder
  • Finding a Player
  • Generating a Great Person.
  • Pledging to Protect.
Technology Bell Curve Cost IncreaseApplied a +5%-45% cost to the entire technology tree. Early-game tech and late-game get the lower percentage while Medieval, definitely Renaissance, and Industrial get a massive cost increase. From my experience, this is to let me play in mid-game era desired more.
Consistent "All Yields"Morocco also generates +1 Tourism (he already generated Golden Age Points) from his UA. Throne Room now provides +10% Tourism and +10% Golden Age Points.
Keeping track of Religion Dates
Faith Conversion from Nearby FoundersI get tired of having possibly too many religious neighbors in the same area. When I did some examples, I noticed that the one who were far away were only off from founding by 1-2 Turns. Oh, how better my game would've been if they didn't keep fighting amongst each other as neighbors. So I created this. If there are 2 founding religions near your area, you will gain Culture + Golden Age Points in exchange for 10% of your Faith, increasing by 10% per founding religion in your area.
Tweaking Tradition (Buffing really)
Justice now grants +10% Combat Strength in all Cities and grants a free Slinger near the Capital.
Ceremony now grants +25% Production toward National Wonders that it grants Happiness to.

Palace Gardens and State Treasury have swapped places with each other. Take Majesty to grow more tall or take Splendor to grow more wide!
Palace Gardens now reduces Urbanization by 2.
Palace Gardens no longer grants +2 Culture to Monuments, Gardens, and Baths.

State Treasury now grants +2 Gold to all Specialists in the Capital.
State Treasury now grants +2 Culture to Monuments, Gardens, and Baths.

State Treasury no longer grants +25% Great People Generation.
Throne Room no longer reduces Urbanization by 2.
Babylon

Wall of Babylon grants +1 Science to Council, Library, and University in the City.
Wall of Babylon gains +1 Science at Astronomy.

Wall of Babylon's Science yield reduced from 4 to 2.
Wall of Babylon now cost 1 Gold Maintenance.

Carthage

+1 Gold from Specialists that scales by +1 in the Medieval, Industrial, and Atomic Era.
Denmark

Denmark now gains +4 XP from Pillaging (including Great General or Great Admiral Point from the XP earned on the unit type) with their Great General or Great Admiral Point scales with any policy that produces Great General or Great Admiral faster.
Egypt

War Chariot gains Skirmisher Doctrine.
France


France now gains +1 Culture/Production in all Cities for every 10 Military Units, scaling with Odd Era (Ancient, Medieval, Industrial, Atomic)
You can view this near your City Yield Panel. Just hover over the Napoleon icon.
France now gains +25% Unit Supply from Population.

France no longer gains GWAM nor a Cultural/Production bonus from City Conquests.
Huns

The Huns inflict +100% War Weariness on their Enemies instead of +50%.
Recon units can now gain access to Coercion.
Coercion now grants 10 HP upon defeating/capturing an enemy unit.
Ekis take 0-2 Turns faster to build (varying on your Worker's Improvement Speed and Game Speed)
Ekis take 0-1 Turns faster to build per Technology (Chivalry, Economics, Fertilizer, and Robotics).

Maya

Receive a free Observatory in your Capital after researching Mathematics.
Mongolia

No Religious Unrest (took from India's UA)
Expending a Khan will grant you 2 Horses.
Ger no longer has gold maintenance.
Ger grants 50 Great General Points when constructed and 3 Great General Points every time your border expands, scaling with era.
Ger no longer reduces gold purchase of tiles.

Polynesia

Moais grants +2 Border Growth Point, removed by 1 at Architecture and Astronomy.
Portugal
Feitorias can act as a canal and gain +1 Gold if Trade Routes/Roads passes over them, increased to +2 Gold if Industrial Trade Routes/Railroads passes over them.
Rome

Conquer a City-State look in their City. See this.
Siam

Siam will always acquire a gift or better from meeting city-states (Guaranteed Food in the Capital from Maritime, Science from Militaristic, Gold from Mercantile, Faith from Religious, and Culture from Cultured City-States).

Spain

May purchase Work Boats (100) and Cargo Ships (200) with Faith.
Missions add +1 of all City Yield to the Courthouse in the City.
May purchase Missions in captured cities (and recaptured original cities) instead of just only Conquistator-settled Cities.
 
Last edited:
Version 7 is released surprisingly before the next update!
  • France tweaked a bit buffed again
    • No longer gains +Production in every City from Unused Unit Supply.
    • Unit Supply from Population increased from +10% to +25%.
    • Fixed some rounding errors.
  • Authority Retweaked again
    • Opener and Scaler no longer grant +1 Production in every City.
    • Opener grants +1 Production in every City for every 10 Military Units in the Empire.
    • Scaler grants +1 Production in the Capital.
  • India nerfed to no longer be immune to religious unrest (Considering India's history, this is a slap in the cheek for them to be immune)
  • Mongolia reworked
    • No longer gains a free Khan at Military Strategy.
    • No Religious Unrest.
    • Ger now grants +50 Great General Point when constructed.
    • Ordo gains +1 Food at Physics and +1 Gold at Ballistics.
    • The one free Khan is great, but why not more? If they conquer a few cities or expand, they can get the Ger to grant them more progress toward the Khan.
I love them, especially the Mongolia rework (It's so "historically accurate" to have more Khan Points if we have a big empire, as it was the Mongolian Empire IRL).
Only a question: I play, as many players, with super Balparmak's Reduced Military Supply, so where should I do the changes to have bonus more in line with that mod?
 
I love them, especially the Mongolia rework (It's so "historically accurate" to have more Khan Points if we have a big empire, as it was the Mongolian Empire IRL).
Only a question: I play, as many players, with super Balparmak's Reduced Military Supply, so where should I do the changes to have bonus more in line with that mod?
How does balparmak handle that regarding Fiefdom's Bonus? (+1 Happiness for every 10 Military Units)

In YourWholesomeness.lua, Ctrl+F for iThreshold = 10 and change the 10 to something else. The text won't update unless you edit it, but the bonus still checks for that.
 
Last edited:
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