Carrying on the work of Pouakai, Infixio, CAYM, and others
ENLIGHTENMENT ERA
DOWNLOAD
POLICY COST SCALING
An important goal of this updated Enlightenment Era mod is to address the fact that: if we add a new set of techs, Policy
costs must also increase. Otherwise we get the dubious situation where people are getting Ideologies before the Industrial Era and filling out the tree long before the end of the game. This is also important because the number of unlocked Policies has a determining role in game balance.
The DLL specifies the functional form for the
cost of the next Policy. I've changed the parameters to increase costs whilst leaving the earliest Policies the same to avoid disrupting early game balance. Using some basic optimization in combination with Vern's recent game data, the values I have arrived at are
50 + (4n+0.2)**2.22 --> 65 + (3.107*n)**2.46
The function is not particularly flexible. In the future, DLL changes could be made to better tune the curve.
Note, Tech costs are simply set on a tech by tech basis. This curve was already changed in previous EE versions and I have updated it to modern VP values (which are significantly different).
The end result is, as adding a new Era should, that the game lasts many turns longer.
It also means Cultural Victory requiring 2x T2 Tenets is no longer a trivial requirement
Features
A NEW ERA AND 9 NEW TECHS
10 NEW WONDERS
9 NEW BUILDINGS
REDESIGNED RENAISSANCE BUILDINGS
10 NEW UNITS
EXISTING UNIT ART IMPROVEMENTS
VERSION CHANGELOG
ENLIGHTENMENT ERA
DOWNLOAD
POLICY COST SCALING
An important goal of this updated Enlightenment Era mod is to address the fact that: if we add a new set of techs, Policy
costs must also increase. Otherwise we get the dubious situation where people are getting Ideologies before the Industrial Era and filling out the tree long before the end of the game. This is also important because the number of unlocked Policies has a determining role in game balance. The DLL specifies the functional form for the
cost of the next Policy. I've changed the parameters to increase costs whilst leaving the earliest Policies the same to avoid disrupting early game balance. Using some basic optimization in combination with Vern's recent game data, the values I have arrived at are50 + (4n+0.2)**2.22 --> 65 + (3.107*n)**2.46
The function is not particularly flexible. In the future, DLL changes could be made to better tune the curve.
Note, Tech costs are simply set on a tech by tech basis. This curve was already changed in previous EE versions and I have updated it to modern VP values (which are significantly different).
The end result is, as adding a new Era should, that the game lasts many turns longer.
It also means Cultural Victory requiring 2x T2 Tenets is no longer a trivial requirement
Features
A NEW ERA AND 9 NEW TECHS
10 NEW WONDERS
9 NEW BUILDINGS
REDESIGNED RENAISSANCE BUILDINGS
10 NEW UNITS
EXISTING UNIT ART IMPROVEMENTS
VERSION CHANGELOG
Spoiler :
Code:
-----------------
v13 (Hokath)
-----------------
Pre 5.0 update
Techs
- Reordered the tree to respect dates and optimize links
- Removed all badly-displayed "2-row prereqs" (un-VP-like)
Printing Press-------Humanism------Sovereignty-----
X X |----Acoustics-----------Romanticism--
Banking----------- Architecture------Economics----- X
X X |----Scientific Th'y-----Railroad-----
Astronomy-------------Optics---------Strongholds--- X
X X |----Manufacturing-------Steam Power--
Gunpowder----------Exploration-------Navigation---- X
X X |----Warships------------Rifling------
Chemistry-----------Metallurgy-------Flintlock-----
- Introduced the Optics Tech (TECH_EE_REFRACTION) with Astronomy Icon and Quote.
- Added new Icon and Quote to Astronomy referencing Islamic Golden Age, pre-telescopes
- Renamed Fortification to Strongholds to avoid overlap of game terms
- Moved some Yield increases and added new ones for Citizen Specialists (total +1 Food/Science/Culture/Faith)
- Moved Railroad Town bonus to Acoustics and Village bonus to Romanticism to unstack the Tech
- Moved a Quarry bonus from Industrial to Optics (represents lens manufacturing)
- Moved Map Trading to Navigation (from Military Science)
- Extra trade routes are at Exploration and Warships
Buildings
-- 1 yield per 6 Citizens on
-Menagerie: Tourism
-Cafe: Food
-Seminary: Faith
-Polytechnic: Science
-Weigh House: Gold
-Cloth Mill: Production
-Opera House: Culture (no 5% anymore)
-- Menagerie (re)added with updated icon. Line goes Circus->Menagerie->Zoo
-250 Tourism on complete
-1 less Boredom
-- Academy renamed Polytechnic to avoid overlap with the Improvement
-10% reduction to Gold purchase cost in City
-Gain 10 GG Points and 20 Science when you discover a Technology, scaling with Era
-20% GE, GS, GM, GD rate in City
-- Newly introduced Seminary, exclusive with the Polytechnic (Humanism)
-+5% Missionary Strength on Empire
-Receive 10% Faith purchase refund in this City
-Gain 10 Faith and 20 Tourism when you discover a Technology, scaling with Era
-- BUILDING_EE_SALON changed to the Cafe (Navigation)
-20% GWAM rate in City
-1 less Urbanization
-- Tavern moved to Exploration, changed as
-Gain 15 Gold and Tourism from Pillage, scaling with Era
-Recon Units +30 XP
-+15% Production to Recon Units
-Requires the Harbor (Coastal)
-- Manor rebalance
-+1 Happiness
-+20 GAP on Border Expand, scaling with Era
-10% of all Gold purchases converted to GAP
-- Public School rebalanced
-Reduced to 1 Science per 4 Citizens (was 2)
-Gain 25% Science output when a Citizen is born as a boost
-- Broadcast Tower to 1 Culture/Tourism per 4 Citizens (was 2)
-- Weigh House (Economics; Bank->Weigh House->Stock Exchange)
-+2 City/+1 Owner from International Trade
-- Cloth Mill +1 Gold from River tiles
-- Stock Exchange to 1 Gold per 4 Citizens (was 2)
-- Expanded the Cloth Mill Luxury boosts
-All Resources receive +2/3 yields (depending on the yield)
-Tavern: Cow/Fish/Cereal
-Menagerie: Horse/Banana/Ivory/Whales/Coral
-Cafe: Cinnamon/Citrus/Cocoa/Coffee/Tea/Sugar
-Manor: Deer/Jade/Amber/Pearls/Lapis/Incense
-Opera House: Crab/Wine/Truffles/Olives/Marble
-Weigh House: Gold/Silver/Copper/Gems/Salt
-Cloth Mill: Sheep/Dye/Cotton/Silk/Furs
-Gunsmith: Coal/Iron
--Gunsmith
-No bonus XP
-10% Science from Production on Unit Train (up from 5)
-+2 Production and Science
--Windmill moved to Machinery
-loses +15% to Buildings
-+1 Production to Forest
-+1 Production and Gold to Farms
-+2 Food to Stables and Apothecary (was +1 to Granary and Apothecary)
--Workshop moved to Architecture
-Gain 25% Production output as instant boost when a Citizen is born
-+15% Production to Buildings
--Grocer changed to Apothecary (incl. new icon)
-1 Faith, 25% Faith output as boost on new Citizen
-+1 Science and Faith from Marshes
-10% Food kept (down from 15%)
-+1 Happiness removed (moved to Manor)
--Gallery +1 Culture and GAP to Manor, Menagerie and Cafe in the City
--Zoo (Romanticism) +1 Culture from Camps
--Hotel
-+1 Gold and Tourism from Snow and nearby Mountain
-33% Nearby Culture to Tourism (up 25%)
-Tourism from Trade Routes (from Zoo)
--Observatory no longer requires a Policy (which now gives 25% GPP rate in GA)
-1 Scientist Slow
-4 Science at Optics Tech
-1 faith from buildings tha must be purchased with Faith
-25% Sea Trade Route range (Harbor reduced to 25% from 50%)
-+1 Science and GAP from Harbor
-+3 science from Atolls (and +1 from 2 Mountains in range)
Wonders
-- Topkapi Palace buffed
-2 Art/Artifact Slots
-Themed with 1 Art, 1 Artifact from Consecutive Eras and different Civs for +8
-+3 Science and production if Themed
-Comes with a Free Artifact
-- Versailles redesigned
-Free Gallery in the City
-+2 Gold from all Monument, Amphitheater, Gallery, and Opera House in the Empire
-10% of Gold in Empire converts to Culture
-- Wat Phra Kaew rebalanced
-+2 Science from Temples and Seminaries (was Shrines)
-+2 Faith and Tourism from Holy Sites in the Empire
-Free Stupa in the City
-- Changed Kaiserreich with The Royal Society (Scientific Theory)
-Gain a Free Great Scientist.
-+2 Science from all Universities, Polytechnics, and Research Labs.
-+2 Science and Golden Age Points from all Academies in the Empire.
-- Changed Lowell Mills with Derwent Mills (Manufacturing)
-Provides a Free Cloth Mill in the City.
-+2 Gold from Cloth Mills, Seaports, and Coaling Stations in the Empire.
-+2 Production and Golden Age Points from all Towns in the Empire.
-- Sistine Chapel grants 2 Faith and Tourism to Seminaries in the Empire
-- Tower of Buddhist Incense and Summer Palace name swaps. Summer Palace (national wonder) is prereq for Tower
-- Summer Palace no longer affects Religious Unrest, grants 2 Tourism to Menageries in the Empire.
-- Chartered Company moved to Economics, Great Cothon changed to be Ironworks replacement instead
Units
--Pioneer moved to Astronomy
--Pirates reverted to Explorer (removing Captain Jack Sparrow)
--Two-handed Swordsman at Chemistry has Greatsword model and icon, no Cover I
--Tercio renamed Pike-and-Shot, loses Field Works
--Impi gains 33% against Gun Units (up from 25) and Cover I
--Yellow Brow gains Formation II
--German Landsknecht renamed to Doppelsoldner, replaces the Two-handed Swordsman
--French Musketeer replaces the Two-handed Swordsman (cost Iron)
--Carrack at Exploration (Renaissance)
--Galleon at Navigation (Enlightenment)
-Can Move after Attack
-Reduced to 1 Range
-Upgrades to Cruiser (Torpedo Boat with modmod)
--Dragoon and UNIT_EE_SKIRMISHER (now "Marksman") to Manufacturing
Misc
--Policy costs increased to account for additional techs and yields
50 + (4n+0.2)**2.22 --> 60 + (3.34*n)**2.4#
--Additions to Industry Policies removed (too strong)
--Steam Power gives +3 Gold to Fresh Water Villages
--Fertilizer gives +1 Food to non-Fresh Water Farms
Together, with Railroads, these change the optimal distribution of Improvements
Giving Workers stuff to do and changing the look of your Empire
4UC
----Buildings
--Moroccan Riad 50% Nearby Culture to Tourism (up from 25->33%)
--French Salon now replaces Gallery
--German Beer Hall replaces the Tavern
--Indian Qila replaces the Bastion Fort
-Gain 2% progress to a Great Artist when you complete a Building
-No bonus City HP
----Units
--Korean Turtle Ship replaces the Carrack (Strength of a Privateer)
--Spanish Armada replaces the Galleon (i.e. a ranged ship)
Bugfixes
-- fixed Bombard skin being broken (ty Jarcast)
-- fixed a number of tooltip errors
-----------------
v14
-----------------
Techs
--Fixed an error where Optics was an Enlightenment Tech in the database
--Moved +1 of the +2 Production on Mines from Steam Power to Fortifications
There was a long period where isolated Lumbermill was dominating Mine handily
Buildings
--Windmill now has the enables Production ITR from Workshop so it stays in the same place
--Windmill Lake bonus lowered to +1 Prod/Gold (was +2)
--Workshop gains +1 Prod/GAP to Stone (resource was overlooked)
--Manor
-gains +2 Gold/+1 Tourism to Lakes
-gain +1 Prod/GAP from Villages
-Loses 10% Investment to GAP (it was too much, one of the largest sources)
-Fixed Lapis yields (had too many)
--Opera House
gains boost to Tobacco (was overlooked)
reduced Marble yields by 1 (considered moving to Workshop but want to keep that modular)
--Added Bison to Menagerie (resource was overlooked)
--Fixed Seminary having Polytechnic's tech discovery effects also
Then changed Seminary and Polytechnic tech discovery to on-birth, as popup was overloaded
--Fixed Zoo text incorrectly missing Forest/Jungle boosts
--Fixed typo that made Observatories' Harbor bonus global
--Drydock now also gives +1 Prod/Gold to Harbor/Tavern/Seaport
Wonders
--Versailles 10% global conversion changed to 15% just in that City.
--Derwent Mills text was incomplete
Units
--Frigate costs 1 Iron and has 28/36 stats, up from 26/35
--4UC Compatibility has Baochuan as Galleon to better fit the historical era (and still be ranged)
--Dutch Sea Beggar combat fixed and text upgraded to reflect
Cost sweeps
-Moved to separate file for ease of access
-Wonder Prod and Policy costs harmonized with More Wonders
-Building Prod costs smoothed (and overall increased) and Gold Maintenance adjusted
-Unit costs moved to sweeps and smoothed. Removed some outliers like Field Gun (Howitzer) being abnormally expensive
------------------
-- v15
------------------
Buildings
--Menagerie moved later to Strongholds
--Removed Village bonus from the Manor
--Changed GAP to Food on Border Growth on Manor
Didn't work and the Food notification from Smokehouse is becoming worthless
--Seminary and Polytechnic special yields no longer scale with Era (GG Points now at 10, Science at 15)
--Seminary and Polytechnic now have Strategy text
--Gunsmith and Drydock no longer affected by Japan UA
--Apothecary name changed to Pharmacy to avoid clash with another mod
Wonders
--Versailles changed Monuments and Amphitheatres to Menageries
--Tower of Buddhist Incense (old Summer Palace) now requires the (new) Summer Palace *anywhere*, rather than locally, for AI friendliness
Units
--Galleon moved earlier to Exploration (Renaissance)
--If Torpedo Boat is enabled it is brought earlier to Steam Power and Aluminium requirement removed
--Line Infantry now correctly receive Field Works Promotion
--Carrack now have a zoffset (hover height) of 2, so they aren't underwater anymore!
Cost Sweeps
--Policy costs increased slightly
--Wonder Policy requirements shifted 1 earlier in late Renaissance, Enlightenment, and Industrial
--Gold Maintenance starts to increase a bit earlier (now 4 in whole Enlightenment, was 3)
----------------
-- v16
----------------
Mod Compatibility
-- Added reference to Navajo and altered Windmill_Workshop_Swap.sql to try to get correct functionality and text
-- With Hokaths Tweaks the Industry Opener is reduced to 50% but includes Weigh Houses and Cloth Mills
Since the Opener wont be any time near the Coaling Station anymore
-- windmill_workshop_swap.sql now much less invasive, only changes texts on existing buildings (and effects ofc)
Techs
-- Moved +1 Culture on Musicians from Romanticism to Acoustics
buff acoustics
-- Moved +1 Culture on Writer from Humanism to Sovereignty
increase space between this and the printing press boost
-- Moved +1 Culture on Civil Servant from Sovereignty to Humanism
swapped slot with writer
-- Moved +1 Gold on Civil Servant from Banking to Civil Service (duh!)
space but also civil servants arent bankers, especially not at this tech
Buildings
-- removed Manor +1 Happiness. Happiness too abundant and makes building more general than healthy
-- Drydock boosts Weigh House instead of Harbor (which is a prereq). Also improved text readability, including promotion
-- Removed Specialists from EE era buildings (Weigh House, Cloth Mill, and Public School)
-- Returned Specialist to Workshop
Civs
-- Poland and Korea UA text updated to reflect extra Era
Units
--Turtle Ship returned to Caravel replacement
--Cossack made a Dragoon replacement (in VP is currently Cavalry), no longer Uhlan
--Chewa appropriately obsoletes at Flintlock (4UC)
--Cuirassier renamed to Harquebusier and has new icon from Putmalk and Jarcast
--Uhlan reverted to Cuirassier with old EE icon and model
Wonders
--Belem Tower has Great Admiral replaced by Free Tavern.
-Renamed Promotion and corrected its text, and +2 moves (from +1)
--Neuschwanstein moved to Romanticism (from Railroad)
Cost Sweeps
-- Tech cost curve now interpolates to a shifter VP curve, instead of just extrapolating the old function.
this should reduce game duration in techs, and make EE feel less sluggish.
Total science required to research all techs is still higher than VP, but 12% rather than 30%
----------------
-- v17
----------------
Compatibility
-- Renamed Humanism policy to Patronage (using vanilla Branch description) to avoid conflict with the new tech
-- Fixed problems in the Workshop/Windmill rewrite
-- Sword UU now properly obsolete at Chemistry (not Gunpowder)
-- Fixed Herbalist costing more than in VP
-- Reverted Torpedo Boat PrereqTech and Resource changes if enabled
Art Management
--Combined Howitzer and Bombard into enlarged EE atlas
--In EEVP_Other.sql the RER Longsword icon swap is readded (see lines 44-47)
Buildings
-- Moved the Merchant and Diplomat +20% rate from Polytechnic to Manor
reduced power of Polytechnic relative to Seminary a little, increased power of Manor
-- Included the Public School in the Buildings which get Resource bonuses
allows more sensible number of bonuses on some overpopulated buildings
- Has Maize/Rice/Wheat and Cow, representing agricultural education
- Has Citrus: was given to children sometimes... it's really fascinating to read about attitudes to fruit around this time, strongly recommend
- Has Amber: role in natural history education
- Of note: Marble was moved to Workshop (early) as it cannot be a monopoly Lux
-- Drydock yield bonuses increased to +2 (from +1)
Units
-- New strategic resource unit of Grenadier added at Warships (renamed Magazines with text update)
has 42 strength (4 more than Fusilier similar to Tercio vs Greatsword)
- Has ranged support fire instead of 2hander promo (the Zulu Impi promo, which is lost on upgrade)
Current name "Projectile Engagement"
- Upgrades from Greatsword, and upgrades into WWI Infantry ("Rifleman" in game), 3 column delay both times
This delays the merging of the anti-mounted line to the era they disappear.
- Musketeer and Doppelsoldner upgrades updated (were incorrect before, also)
-- Reverted Cossack to Cavalry (as in base VP, not earlier EE) to unstack with the Hussar
-- Hussar text updated to reflect the fact it is a Dragoon
-- Adventurer need a Tavern to purchase
like how Explorer need a Harbor
----------------
-- v18
----------------
Compatibility
-- Updated keys for VP 5.0
-- Merged 4UC compatibility files into the mod proper
Buildings
-- Drydock Well-Maintained Promotion now 20% (up from 15%) but only if the Unit started with full HP
Wonders
-- Tower of Buddhist Incense now affects Manor instead of Chancery, and +1 Yields
Units
-- Fixed Cacador getting double class promos
Art
-- Longswordsman now uses a reskinned Jerusalem Longsword model to match the icon
----------------
-- v19
----------------
Compatibility
-- Torpedo boat stuff removed.
We should follow the convention that big mods do not reference small mods to prevent cyclic dependencies (CTD)
Units
-- Galleons now upgrade to Frigates
Too confusing to upgrade to Cruiser, especially since it is now at Exploration
We could delay the ObsoleteTech but it's better to be consistent I think, and fix the issue elsewhere
Art
-- Armada now has unique model (was same as Galleon)
-- Corvette now has unique model (was either same as Carrack or "Privateer", which is a Frigate with a jolly roger)
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