Extra Modmod (New World Order patch)

Tasunke

Crazy Horse
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Mar 20, 2009
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the 1800s
Welcome. Currently I'm working on a massive New World Order MOD ...

But here is a New World Order patch, a small thing inspired by NWO, in order to stick closer to the original (at least for the time being).

Consider this largely a Civics patch, to get things rolling. Many similar changes to what has been discussed in the past are implemented, some of them a bit differently than originally designed, some new civics added as well.

I hope you enjoy it :)

I will probably attempt to get some multiplayer started at some point using this patch.

Extract this 'assets' folder into your Extra Modmod folder (or a copy of it) and merge the files. Will only affect one or two python entries (in an attempt to combat Hyborem OOS in multi) and quite a few XML files.

-> +1 food on all water tiles

-> removed Lanun water food bonus

-> pirate ports produce 1 food

-> Hyborem can build Demonic Citizens for cheap (if a city doesn't automatically get them for whatever reason)

-> Sidar ghosts get +25% withdrawal

-> Shadows requires Under council Civic

-> Undercouncil and Overcouncil moved to Philosophy

-> Foreign Trade removes double growth, but gives +1 commerce for village/town/enclave

-> New Government Civics Direct Democracy and Bread and Circus

-> Camps at Exploration, Roads at Crafting

-> Split (Festivals -> Drama) into (Festivals -> Entertainment -> Drama)

-> Winery and Brewery and Menagerie at Entertainment, Bread and Circus at Entertainment
 

Attachments

do shadows require CoE or not on top of the under-council ?
is there still a civic with double growth ?
 
first impressions with grigori:

patsifism at the start is not helping - unlikely from elohim who gets early GP building. At least not before citizen forums.

Museums are....meh...maybe worth something at cultural victory games....I'd add "spice" to museums - to compensate some bonuses from lack of temples. One happy per "ancient relict" for museum?

even already vanished divides souls count as "supply costs" ( after death of their owners )- it's a bug definitely
 
Hyborem can build Demonic Citizens for cheap (if a city doesn't automatically get them for whatever reason)

Did you ever witness this on More Naval AI or any other mod based on it (ExtraModMod, MagisterModMod, EitB...)? If so, under which conditions? Because if you saw that on conquered cities, it may be related to the OOS when Infernals conquer cities.

even already vanished divides souls count as "supply costs" ( after death of their owners )- it's a bug definitely

Sounds like something that would be present on ExtraModMod too. Can you tell me how you checked this so I can figure what happenedand solve it?
 
I do not have even enemies..

x8sw.jpg
 
Direct Democracy gives double growth on improvements.

Its High Upkeep, gives +1 commerce, -1 hammer on Cottage/Hamlet

and gives -1 Commerce on Town/Enclave

(so only Village is left untouched)

---> This is to allow for cottages to immediately become relevant, but not without a cost, while it makes village just as good as town ... this is partially to show how Direct Democracy becomes unmanageable for extremely large populations (and partially to help out the Bannor, and other human civs, w/o helping out the elves *too* much)

Democracy + Foreign Trade makes for an all around boosted cottage system (except that Villages and Towns will still be equal)


Republic meanwhile gives +1 hammer on village/town/enclave. (removed the +1 commerce on town/enclave). I also removed the culture bonus and changed the upkeep from Medium to Low. I figure the commerce bonus would be redundant with the one at Foreign trade (or worse, stacking), and that, for me at least, increased hammers makes more sense anyways ... an inspired populace. Considered moving GPP bonus from 25 to 50%, but only if it was at a later (or new) technology, and only if I moved the upkeep back to medium.

Bread and Circus is a new 'experimental' civic, that gives increased food and happiness. The original 'plan' was for it to have +1 happy all cities, +2 happy in capital, +1 happy with (new) Race Track and Arena. However ... for the patch I did not want to add the race track or Arena, and was considering keeping the Arena Battle spell strictly balseraph either way.

So currently Civics can't affect happiness like that (all cities vs Capital) so the current civic looks like ...

+2 happy in 6 largest cities, +1 happy with Training Yard, Archery Range, and Stables.

As to the food portion, This is the part that I feel is more 'experimental' as food bonuses can be quite significant. Currently its +25% food all cities and +25% food in capital ... but I'm considering two possible nerf options .... 1 nerf option is to decrease the all city food bonus from 25 to 15, making total capital bonus at 40, and for all intents halving the bonus in all other cities. (+1 food at 4 pop rather than +1 food at 2 pop). The other nerfing option is just to increase the maintenance.

Current Godking is +50% hammer/gold in capital, and +1 happy w/ relig. Still high upkeep I think (but I *was* at least considering lowering it) and removed the distance penalty. As previously mentioned I lowered the distance penalty of Despotism from 25 to 10 while making it 'No Upkeep'. One of my goals is to have at least one category with 'No Upkeep' in each collumn. For cultural values its both Sac the Weak AND Pacifism. (cause who normally uses pacifism ...)

For Theocracy ... I gave it +10% building production w/ religion (as crusade already has unit prod w/ religion), and increased its religion happiness from +1 to +2. Another thing I did, because I felt that Theocracy needed *something* a bit more economic ... is that I gave it -50% number of cities maintenance ... leading Theocracies to be really good at maintaining order in large and numerous cities.

I feel that this is both thematically appropriate for Theocracy as well as Mechanically appropriate. And, if I must say, it makes Theo much more synergistic with Social Order, as SO allows you to have much larger cities than normal (if non-elves and high food).


Another thing I've considered, but haven't changed yet, is to switch Agrarianism from +1 health, +1 food -1 hammer on farms .... to simply being +1 food on farms. I think this is the best choice.

Currently in the full 'New World Order', Agrarianism gives +1 food on farms, +1 commerce on Pastures, and +1 hammer on 'Corrals'.

Corrals are 'horse pastures' and have been reduced in yields, but then with +1 hammer at Masonry and +1 hammer at Agrarianism it goes to 1 above previous max. I believe one of the commerce bonuses was moved to the trade tech as well.

-------------

Urban Planning makes its way into the Economic Sector with this patch as well, giving +1 food for village/town/enclave, +2 health all cities, and +1 happiness in 6 largest cities. High Upkeep.


A potential (human) cottage strategy starts with Democracy and Trade, and then upgrades to Republic and Urban Planning in the late-game.

A potential alternative is switching to Theo rather than Republic, for the num cities maint reducer, especially if focusing on religious victory. (possible bannor/elohim alternate)

Democracy and Urban Planning are less useful to the elves, due to their forest synergies, however Trade and Republic still work fine with them.
 
first impressions with grigori:

patsifism at the start is not helping - unlikely from elohim who gets early GP building. At least not before citizen forums.

Museums are....meh...maybe worth something at cultural victory games....I'd add "spice" to museums - to compensate some bonuses from lack of temples. One happy per "ancient relict" for museum?

even already vanished divides souls count as "supply costs" ( after death of their owners )- it's a bug definitely

Hey, thanks for trying it out :)

I'll have to check, but I don't think I initialized my Museum changes in this patch yet.

In full 'New World Order' there is a 100 hammer Museum at Education that gives +10% culture and +1 sage slot, and then there is a 150? hammer Art Museum at Entertainment, that requires Museum in the city, gives +2 culture and +1 happy with Dyes, Ivory, and Marble. As well as providing a Bard Slot.

Will need only basic museum building to build the 'Curator' unit which can do the 10 culture pops for city conquest (as discussed earlier).

do shadows require CoE or not on top of the under-council ?
is there still a civic with double growth ?

Direct Democracy (at Writing) gives double growth (and is High Upkeep). Currently Shadows, Courtesans and Dwarven Shadows only require the Undercouncil civic. Night Watch and Shadowriders require Esus ... planning on Adding Spies and Spymasters which are Esus only.

Thinking of moving Kidnap spell to the Shadow unit.
 
By moving undercouncil to philosophy... a resolution allows nightwatch and therefore you can establish CoE free...
 
Simplest way would be to block that resolution until Deception tech (done in Events manager)

thanks for the catch :)
 
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