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

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.
It doesn't handle with Fiefdom, you're right. His mod wan't updated in a year more or less

Anyway, thank you! Your return to modding was really appreciated, I liked and I like your mods, they add a nice flavour to VP
 
I've found with the tech bell curve increases that there is no era in which I have to make choices between buildings to build, there is enough time to build them all if desired. I don't enjoy this so much so I don't play with it in effect.
Very much like the Maya flavour change of free observatory. Haven't tried the other Civ tweaks out but most look fine, I think the Babylon changes are good also.
What is the authority building stronghold pictured in the screenshots?
The barbarian horsemen and hand axe changes make the barbarians a real pain early game, workers can't move near the cities borders unescorted.
 
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.
Hej, love the concept, and the fact that authority kinda more scale into the endgame, but i have two tiny issues..

First, for long time i was thinking there is a bug, and tooltip is incorrect, but nothing show in production que.. It turned out that it is in fact added, but to the city production tile, so in production que it is included
but indirectly as production "from the terrian".. When city sumarises all the prodcution, it says "from terrian", "from population", "from buildings", "from religion", sometimes if i recall correctly it says "other sources",
but if it said like "form policies" or at least maybe the wording on policy description should be added, that the "+1 to production on every City tile" or something similar.. it confused me a lot for long time :) thou maybe im just stupid xD
Early game i didn't noticed, that my capitol tile had 2 production, and 2 should be only on the hill.. I just noticed it later in the game, when my capitol had 11 production on city tile, just then i realised its not a bug..

Second issue, but maybe this is just me resisting to adapt xD, usually you opened with authority, to get production boost, so you sacriface, growth/gp that you could get from tradition or good/gold/science that you could get from progress..
..to get the production, so that you could build more army and develop cities.. Now you only have it in the capitol, but other cities suffer tremendously..
I mean, ok, regarding capitol it seems fair.. since about second city+barracks, you can have 10 units, so with authority finisher capitol can have 7-8 production, so its even better then old authority..
But same 10 units will give u 1 production it other cities, which for early game is fare worse then +3 from progress.. So im thinking, now actually best opener on higher difficulty would be probably progress into authority..
To get production boost outside capitol, to reach values presented in progress you would have to get like 30 units, so this is like 5-6 decently developed cities..
To get benefits from authority, you need army, and with current state, practically only your capitol can build it..
I believe progress was buffed before to from +2p to +3p, to probably balance authority, so maybe now progress should go back to +2p, and authority got like +2p in every city on opener.
Then on reaching 10 units, it will have +3p comparing to +2p on progress, which is not that much considering progress have also free worker and 15% towards buildings..
Hmm, maybe then authority would need some percentage production towards units? Units are like mobile buildings, at least when you consider their prize :)
Or maybe free warrior on opener, to be coherent with tradition slinger..
I mean assuming, you are in the endgame, you have the possibility for the authority to be much superior to old authority, but then, 1 additional mine will give you like 7-8 production, so this could be better in progress cities, which
are better at managing happiness, and has some +3 food.. so yea..
Additional issue, is that, "archetypically" authority should allow you to go wide instead tall, and now, basically you stuck with your capitol..
But just to summarise, i think a little bit scaling from authority into endgame is amazing, but non-capitol cities, are in early game worse then tradition and fare worse then progress..
But then again one thing i didnt consider is balancing around production/gold from culture expansions that you get from "Imperium".. maybe something like 2 culture for border scaler would do the job..

To sumarise, imho non-capitol cities were nerfed 2 much for early game..
 
I've found with the tech bell curve increases that there is no era in which I have to make choices between buildings to build, there is enough time to build them all if desired. I don't enjoy this so much so I don't play with it in effect.
That's pretty much my intent with that change. Can just delete it, I don't mind. Makes the eras last longer so you can play in each era (especially Renaissance when most of the tiebreaking begins).
Very much like the Maya flavour change of free observatory. Haven't tried the other Civ tweaks out but most look fine, I think the Babylon changes are good also.
thx
What is the authority building stronghold pictured in the screenshots?
See https://forums.civfanatics.com/threads/bare-necessities.645157/ adapted from thecrazyscotsman's Policy Buildings
The barbarian horsemen and hand axe changes make the barbarians a real pain early game, workers can't move near the cities borders unescorted.
:)
 
Hej, love the concept, and the fact that authority kinda more scale into the endgame, but i have two tiny issues..

First, for long time i was thinking there is a bug, and tooltip is incorrect, but nothing show in production que.. It turned out that it is in fact added, but to the city production tile, so in production que it is included
but indirectly as production "from the terrian".. When city sumarises all the prodcution, it says "from terrian", "from population", "from buildings", "from religion", sometimes if i recall correctly it says "other sources",
but if it said like "form policies" or at least maybe the wording on policy description should be added, that the "+1 to production on every City tile" or something similar.. it confused me a lot for long time :) thou maybe im just stupid xD
Early game i didn't noticed, that my capitol tile had 2 production, and 2 should be only on the hill.. I just noticed it later in the game, when my capitol had 11 production on city tile, just then i realised its not a bug..
Just the issue of not being able to use the DLL to change things. Have to adapt.
Second issue, but maybe this is just me resisting to adapt xD, usually you opened with authority, to get production boost, so you sacriface, growth/gp that you could get from tradition or good/gold/science that you could get from progress..
..to get the production, so that you could build more army and develop cities.. Now you only have it in the capitol, but other cities suffer tremendously..
I mean, ok, regarding capitol it seems fair.. since about second city+barracks, you can have 10 units, so with authority finisher capitol can have 7-8 production, so its even better then old authority..
But same 10 units will give u 1 production it other cities, which for early game is fare worse then +3 from progress.. So im thinking, now actually best opener on higher difficulty would be probably progress into authority..
To get production boost outside capitol, to reach values presented in progress you would have to get like 30 units, so this is like 5-6 decently developed cities..
To get benefits from authority, you need army, and with current state, practically only your capitol can build it..
I believe progress was buffed before to from +2p to +3p, to probably balance authority, so maybe now progress should go back to +2p, and authority got like +2p in every city on opener.
Then on reaching 10 units, it will have +3p comparing to +2p on progress, which is not that much considering progress have also free worker and 15% towards buildings..
Hmm, maybe then authority would need some percentage production towards units? Units are like mobile buildings, at least when you consider their prize :)
Or maybe free warrior on opener, to be coherent with tradition slinger..
I mean assuming, you are in the endgame, you have the possibility for the authority to be much superior to old authority, but then, 1 additional mine will give you like 7-8 production, so this could be better in progress cities, which
are better at managing happiness, and has some +3 food.. so yea..
Additional issue, is that, "archetypically" authority should allow you to go wide instead tall, and now, basically you stuck with your capitol..
But just to summarise, i think a little bit scaling from authority into endgame is amazing, but non-capitol cities, are in early game worse then tradition and fare worse then progress..
But then again one thing i didnt consider is balancing around production/gold from culture expansions that you get from "Imperium".. maybe something like 2 culture for border scaler would do the job..
Authority does allow you to go wide? You should train a lot of units without an issue. Purchase units. Maybe the angle for Progress is to reduce the City Yields to +2 and then make the Finisher grant +1 Food, Production, and +1 Gold in every City... not sure to be honest just testing things.
To sumarise, imho non-capitol cities were nerfed 2 much for early game..
I assumed this was always the case considering Palace Economy was the main model of the ancient world.
 
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Just the issue of not being able to use the DLL to change things. Have to adapt.

Authority does allow you to go wide? You should train a lot of units without an issue. Purchase units. Maybe the angle for Progress is to reduce the City Yields to +2 and then make the Finisher grant +1 Food, Production, and +1 Gold in every City... not sure to be honest just testing things.

I assumed this was always the case considering Palace Economy was the main model of the ancient world.
Im starting to seeing this, Authority was kinda no-brainer for me for longer time, due to production boost, which helped to develop cities.. which is rather not intended..
And i kinda was starting to think i could have took progress for more reliable production early game, but then, i honestly cant play without endurance (15HP on kill),
so when "in fight" Authority is superior to Tradition and Progress, and now this choice is more obvious and meaningful..
But in current state Authority opener seems like too fragile for me.. Ok, you get culture and science from kills, but its not enough to keep-up with progress openers..
So in the domain of developing cities you don't have much except production/gold on border growth, but then again no real good sources of border growth.. again im speaking non-capital..
And yea, domination means conquering, and historically it was economically justified.. Hmm, im thinking, maybe some scaler to border growth per each
military unit inside borders of the city? The more military units in the city, the more city "grabs" surrounding tiles..
(Hmm, maybe like 1-2 flat border growth per unit within city borders would solve those temporary issues?)
Im just thinking out loud :)

Economy is a foundation to keep healthy army, which needs money and production.. Hmm, maybe like 15% military production on Honour, would be in line with 15% buildings production on progress..
But then again, you dont want "over do" since authority may be too powerful late game..
Also for very long time i have problem to keep up with AI and timing of first worker and developing tiles, would be unjustified to do something like: worker gets 25-50% boost when on same tile with military unit?
This way, not directly army could help to improve those strategic resources, and compensate focusing on army instead development..

The way im seeing those openers is..
Tradition - big cities, lots of people with lots of great people
Progress - more cities, with good infrastructure and more balance, not focusing on one
Authority - Better army and "strong hand" of the Ruler.. And Im not seeing this "strong hand" in non capital cities..

Historically im seeing Authority kinda like a slavery :) So people don't have "the right" to have needs and you rule with army.. so maybe like
additional reduction of need from military unit in the border of the city? Hmmm.. lets assume for a moment, instead 1 happiness from
Barracks, you get -10% reduction from needs per military unit on the city border.. would that be OP? Well, maybe 5% then..
Ok, so you can have more cities but then again you need 2-3 units in each city borders to keep them calm, so you have army, you can defend, but with
too much cities you cant go to war, since army is needed to secure "calmnes" of your own cities.. Which is technically as in reality..
The more people, the more army you need to keep order.. they are unhappy, but they are doing what they are told, until there is an army to show them their place :)
Hmm, this would allow you to have more cities then other, but they would not have extra yields, and since you need money for army to keep order, then hey,
if you can sustain it, then go for it :)

Again, im thinking out loud.. :)
Haha, had those thoughts from some times already, and you touching Authority provoke me to discussion :)
Any way, im playing your mod and i love it, so eventually Authority is good enough, so you might see me as complaining, but im really not xD
Any way have a nice day, i stole too much of your attention any way :)
 
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Version 8
Carthage
  • Gold Specialist bonus replaced with granting gold from unit promotions.
Venice
  • Piazza San Marco now generates +1 Faith and reduces Urbanization Unhappiness by 1.
  • Piazza San Marco also generates 15 Culture for a Citizen's birth in the Capital, and 50 Golden Age Points when you unlock the policy (Keep with National Monument).
  • Murano Glassworks now strengthens Historic Events from completing Trade Routes (A small bonus like 20% of Caravansary's and Harbor's). Its unique property is strengthening Historic Events generated by the Palace (A small bonus of 14% roughly).
  • Arsenale di Venezia no longer grants +5 Military Supply or +25% Military Supply from Population. Now grants +10% Military Supply from Population in all Cities and a free Arsenal in the City. It also allows Internal Trade Routes from Venice to generate +4 Production.
  • Rialto District now generates +1 Gold from each CS Friend and +2 Gold from each CS Ally.
Tradition
  • Opener now grants +1 Happiness each for every 15 Population in all Cities.
  • Justice no longer provides a free Slinger.
  • Royal Guardhouse grants the ability to Indirect Strike. (Capital can indirect strike without needing Bastion Fort basically).
Progress
  • Organization no longer provides +25% Production toward Settlers.
  • Equality no longer provides +1 Happiness each for every 15 Population in all Cities.
Authority
  • Scaler no longer grants +1 Production in the Capital but +1 Border Growth Point in every City.
  • Tribute now grants +25% Production toward Settlers, Pioneers, and Colonists.

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 Border Growth Point in all Cities.
Tribute grants +25% Production toward Settlers, Pioneers, and Colonists.
(Progress's Organization lost its Production Bonus toward Settlers).
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)
Opener now grants +1 Happiness for every 15 Citizens in a City.(Equality lost their bonus).
Justice now grants +10% Combat Strength in all Cities.
Royal Guardhouse now grants Indirect Strike.
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!
Majesty and Splendor REWORKED
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

Gain Gold from leveling up units, scaling on their current Level.
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.

Venice
Piazza San Marco now generates +1 Faith and reduces Urbanization Unhappiness by 1.
Piazza San Marco also generates 15 Culture for a Citizen's birth in the Capital, and 50 Golden Age Points when you unlock the policy (Keep with National Monument as a bugfix).
Murano Glassworks now strengthens Historic Events from completing Trade Routes (A small bonus like 20% of Caravansary's and Harbor's). Its unique property is strengthening Historic Events generated by the Palace (A small bonus of 14% roughly).
Arsenale di Venezia
no longer grants +5 Military Supply or +25% Military Supply from Population. Now grants +10% Military Supply from Population in all Cities and a free Arsenal in the City. It also allows Internal Trade Routes from Venice to generate +4 Production.
Rialto District now generates +1 Gold from each CS Friend and +2 Gold from each CS Ally.
 
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Scaler no longer grants +1 Production in the Capital but +1 Border Growth Point in every City.
I like this one, this is not indirectly scaling production and gold in early city, and at the same time, endgame scaling is trough army size..
This should be overall much less then previously flat production, but early game should be comparable considering first few border growths are relatively quickly..
So basically, around the time, you are stopping to get some money from border growth, which take longer and longer, your army should be enough to give you some production..
And additional benefit, is that your borders in early cities won't be neglected, not to mention, its kinda "unique" in terms of 3 available openers..
I'm honestly excited to do a test run xD

One note thou..
"Opener grants +1 Production in every City for every 10 Military Units in the Empire."
I'm not sure this should be in the opener, otherwise its just worth to much to take opener only, same as with Fealty monasteries and reduced buildings faith cost..
Just and idea, if you play around with balance, regarding Fealty, maybe it would be worth to move reduced cost or monasteries to Organized Religion?
This way this node wouldn't be that useless.. i'm only taking it always cause i need the a finisher..
 
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Yes. People keep saying tradition is weak compared to authority/progress.

Tradition doesn’t need to be buffed. Progress and authority need to be nerfed
 
That's a pretty big nerf, are these really justified?
In my case from what I've noticed, I've never seen wide civs being able to go 15+ population until it's much much later in the eras like way into Industrial Era. I think a Tradition civ is able to hit 15 population faster than most non-Tradition civs and deserves such a happiness buff. In the case of Equality Nerf, they still get +1 Happiness in every City and the ability to negate A LOT OF UNHAPPINESS that comes from going Wide. Organization only got nerfed because the +3 Production in every City has so much value (back from +2 Production when it was first proposed) and the worst part of Organization to me? It didn't apply to Settler upgrades. It was only exclusively an early-game buff. I rather have Tribute have it (where they get the free Settler as well) and apply it to all its upgrades. Authority civs may raze and those production bonus will come in handy.
 
Hey Enginseer, I played your mod a few times and I found some bugs.

Spoiler Here I am forced to select a 7th cultural choice before advancing to the second tier of culture picks: :
CantPickNext.png


Spoiler This one was the worst one late game. It pops this error constantly in your cities with certain artifacts: :
ArtError.png


Here I was playing France, Emperor, Standard Speed / Large Size -1 Civ, No modmods other than VP installed. I guess these errors could be on my end but I have no idea how. Other than that I liked how France played out. I did disable your tech change but I kept everything else. Also this was the newest version of VP so it might have something to do with that.
 
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Hey Enginseer, I played your mod a few times and I found some bugs.

Spoiler Here I am forced to select a 7th cultural choice before advancing to the second tier of culture picks: :


Spoiler This one was the worst one late game. It pops this error constantly in your cities with certain artifacts: :


Here I was playing France, Emperor, Standard Speed / Large Size -1 Civ, No modmods other than VP installed. I guess these errors could be on my end but I have no idea how. Other than that I liked how France played out. I did disable your tech change but I kept everything else. Also this was the newest version of VP so it might have something to do with that.
I can't replicate your first problem. Also do you have this?
1687653239483.png
 
Hey Enginseer, I played your mod a few times and I found some bugs.

Spoiler Here I am forced to select a 7th cultural choice before advancing to the second tier of culture picks: :
For this issue, what era were you in at the time of needing to choose the social policy? The tooltip is suggesting you are not in the Medieval era which bypasses the requirement.
 
Spoiler :

1687653604397.png
1687653642660.png


I feel you have a messed up VP Install. Since I'm able to unlock normally and I can see the Artifacts without an issue.
 
I don't have time currently but I'll do a fresh install of VP / delete other mods (they aren't active but I'll delete them ) and do a fresh mod install. I'll see if I can replicate the errors I got. I think there is a way to send the game as a bug report or something I'll look into that as well. I'll also check to see what era. I might do a quick game pre fresh install to see if I can replicate and answer BornDownUnder's question about era.
 
Do you have the 6th policy mod ever activated?
 
Spoiler Here I am forced to select a 7th cultural choice before advancing to the second tier of culture picks
Got this one also, one time, was just about to pick fealty opener, but was before medieval. Usually i play with, option that allows you take policy later, but this time i wasn't..
Spoiler This one was the worst one late game. It pops this error constantly in your cities with certain artifacts
Not sure about "load texture" error, but i had sometimes some bug about missing font, usually at very beginning of the game, wasnt figure out whats the problem, but usually, strange enough i just switch to directx9 vs directx11 and usually game start to work, normally few turns after..
Also, usually i can hit "enter" few times, and the button is pressed and eventually you can continue.. not always, but every time i had this and managed to pass trough, it turned out to be "one time thing"..
Authority
  • Scaler no longer grants +1 Production in the Capital but +1 Border Growth Point in every City.
I think im kinda unable to compete with AIs with authority opener on Immortal.. When you have about 2-3 policies, your 2nd or 3rd city have initially 1 production, when found on flat land, vs 4p with progress opener, 1-2 additional culture for border growth is not gonna cut it here.. Later, even if you manage to get even 4-5 production in all cities due to army size, its not matter, since this is usually a one citizen working on mine with forge in city, so basically, you can easy compete with that by having just 1 citizen more in the city, which you would have with additional 3food and worker, you normally have in progress..
The only time i was managed to make it work is when i did progress opener, took 2 nodes for production, and then two first nodes from authority, but i was assuming i will do progress+authority opener, so i was basically delaying finishers. to have slightly faster opening.. But, im not an expert, so if im doing something wrong, literally i dont know what :) Could use "raging barbarians" but with new spawn rates it feels like cheeting :)
 
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Version 9
Denmark
  • Pillaging now grants +5 XP instead of +4 XP.
  • Its UA now grants its Sea Promotion to Ranged Naval ships.
  • Runestone now grants +25% Production toward Ranged Naval ships.
  • Something really missing from Danish's Kit is its ability to wage naval war at all who benefits from gaining a massive HP from pillaging than Ranged Naval ships the most?
Huns
  • No longer claims adjacent terrain territory.
  • Mounted and Armored Units no longer may capture defeated enemies.
  • Gains subsequent attack, gaining +10% :c5strength: Combat Strength, something more appropriate for a Skirmisher-based Civilization.
  • +1 :c5gold: Gold in all Cities for every Subsequent Attack on enemy cities.
  • +1 :c5culture: Culture to the Origin City of the Subsequent Attacker on enemy units.
  • These yields scale with the number of subsequent attacks, so the 4th attack would grant you +3 :c5culture: Culture if done on enemy units or +3 :c5gold: Gold in all Cities if done on enemy cities.
  • Abuse the subsequent attack bonuses to inflict maximum war weariness and profit off your enemy's miseries.
France
  • No longer gains a subsequent attack bonus.
  • Now gains the Hunnic's Coercion with its Melee and Gunpowder Unit able to enlist defeated enemies instead. These captured units start with 33% of their HP rather than 25% of their HP.
  • +1 Culture in every City no longer scales with Odd Era.
Policies
  • Fixed Tradition Text Bug
  • Authority Opener no longer grants +1 Production for every 10 Military Units in Empire.
  • Authority Opener grants 50% Science from Killed CS of Enemies.
  • Dominance now grants +1 Production for every 10 Military Units in Empire.
  • Reworked Authority's Flavoring (helps AI) for their appropriate effects.
Spoiler Yadda Archive :

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
Authority Tweaks
Opener's Culture from Kills reduced from 100% to 50%.
Opener and Scaler no longer grant +1 Production in every City.
Opener grants Science from Kills by 50% of the Killed's strength.
Scaler now grants Culture and Science from Kills by 10% of the Killed's strength.
Scaler now grants +1 Border Growth Point in all Cities.
Tribute grants +25% Production toward Settlers, Pioneers, and Colonists. (Progress's Organization lost its Production Bonus toward Settlers).
Dominance's Science from Kills reduced from 100% to 0% (10% technically).
Dominance now grants +1 Production for every 10 Military Units in the Empire.
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)
Opener now grants +1 Happiness for every 15 Citizens in a City.(Equality lost their bonus).
Justice now grants +10% Combat Strength in all Cities.
Royal Guardhouse now grants Indirect Strike.
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!
Majesty and Splendor REWORKED
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

Gain Gold from leveling up units, scaling on their current Level.
Denmark

Denmark now gains +5 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.
Denmark now provides its Longboat bonus to Ranged Navy Ship as well as allow its Runestone to produce that class faster.
Egypt

War Chariot gains Skirmisher Doctrine.
France


France's Melee and Gunpowder Unit may enlist defeated enemies to join at their side.
On a related note, captured units now start with 33% of their HP instead of 25% (buff for Sea Beggars and other concepts?)
France now gains +1 Culture/Production in all Cities for every 10 Military Units.
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.
France no longer gains a subsequent attack bonus.
Huns

The Huns inflict +100% War Weariness on their Enemies instead of +50%.
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).
Gains new ability of Subsequent Attack Bonus from France. Every subsequent attack on units grants +1 Culture and subsequent attack on cities grants +1 Gold in all Cities, scaling with the number of subsequent attacks done.
Loses access to Coercion and its Border Claim Adjacency Ability.
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.
Venice
Piazza San Marco now generates +1 Faith and reduces Urbanization Unhappiness by 1.
Piazza San Marco also generates 15 Culture for a Citizen's birth in the Capital, and 50 Golden Age Points when you unlock the policy (Keep with National Monument as a bugfix).
Murano Glassworks now strengthens Historic Events from completing Trade Routes (A small bonus like 20% of Caravansary's and Harbor's). Its unique property is strengthening Historic Events generated by the Palace (A small bonus of 14% roughly).
Arsenale di Venezia no longer grants +5 Military Supply or +25% Military Supply from Population. Now grants +10% Military Supply from Population in all Cities and a free Arsenal in the City. It also allows Internal Trade Routes from Venice to generate +4 Production.
Rialto District now generates +1 Gold from each CS Friend and +2 Gold from each CS Ally.
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 the biggest of them all.
 
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Version 9
Denmark
  • Pillaging now grants +5 XP instead of +4 XP.
  • Its UA now grants its Sea Promotion to Ranged Naval ships.
  • Runestone now grants +25% Production toward Ranged Naval ships.
  • Something really missing from Danish's Kit is its ability to wage naval war at all who benefits from gaining a massive HP from pillaging than Ranged Naval ships the most?
Huns
  • No longer claims adjacent terrain territory.
  • Mounted and Armored Units no longer may capture defeated enemies.
  • Gains subsequent attack, gaining +10% :c5strength: Combat Strength, something more appropriate for a Skirmisher-based Civilization.
  • +1 :c5gold: Gold in all Cities for every Subsequent Attack on enemy cities.
  • +1 :c5culture: Culture to the Origin City of the Subsequent Attacker on enemy units.
  • These yields scale with the number of subsequent attacks, so the 4th attack would grant you +3 :c5culture: Culture if done on enemy units or +3 :c5gold: Gold in all Cities if done on enemy cities.
  • Abuse the subsequent attack bonuses to inflict maximum war weariness and profit off your enemy's miseries.
France
  • No longer gains a subsequent attack bonus.
  • Now gains the Hunnic's Coercion with its Melee and Gunpowder Unit able to enlist defeated enemies instead. These captured units start with 33% of their HP rather than 25% of their HP.
  • +1 Culture in every City no longer scales with Odd Era.
Policies
  • Fixed Tradition Text Bug
  • Authority Opener no longer grants +1 Production for every 10 Military Units in Empire.
  • Authority Opener grants 50% Science from Killed CS of Enemies.
  • Dominance now grants +1 Production for every 10 Military Units in Empire.
  • Reworked Authority's Flavoring (helps AI) for their appropriate effects.
Love that Denmark buff, naval warfare needed to be buffed
 
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