I have started working on another feature for 1.16. This time it is about expanding the content for the late game era, in particular the Digital era. When the new tech tree was introduced, many of these technologies were very barren and often useless besides the space victory. While the new wonders have added more content to this part of the game, I wanted to make further additions there. The main purpose here is to add to the immersion and give players something to do if they want to play into this period, even if most games are already decided at that point.
I also took the opportunity to make some mechanic changes for buildings, improvements and health in particular. I have received a lot of feedback that the health penalties in the Industrial/Global stage of the game were too punishing, and that some buildings that were effective in providing health in vanilla were nerfed too much, and I hope this addresses the issue sufficiently.
To access these changes, you can switch to the lategame branch on git.
As usual, please do not include the contents of this branch into any modmods until they are eventually merged into develop.
Improvement changes:
- removed unhealth from Village and Town
- Clean Fallout now requires Nanotechnology
- Farm, Paddy Field, Pasture: +1 food with Genetics
- Plantation, Orchard: +1 commerce with Biotechnology
- Town: +1 food with Biotechnology
- Mine, Quarry: +1 production with Robotics
- Nature Preserve: +2 commerce with Tourism
- Well, Offshore Platform: +2 commerce with Automation
- Windmill, Watermill: +1 commerce with Renewable Energy
- Workshop: +1 production, +1 commerce with Nanotechnology
Building changes:
- added Warehouse (Measurement): +25% gold, +1 merchant slot
- added Container Terminal (Radar): +50% commerce from foreign trade routes
- added Supercomputer (Computers): +25% science with power, +1 scientist slot
- added Logistics Center (Telecommunications): +25% gold with power, +1 merchant slot
- added Fiber Network (Superconductors): +10% commerce with power
- added Automatic Factory (Automation): +25% production with power, +1 engineer slot, +1 unhealth
- added Vertical Farm (Biotechnology): +10% food with power
- changed Custom House: +50% commerce from foreign trade routes
- changed Distillery: +1 commerce on Wheat, Rice tiles, +2 commerce on Wine, Sugar tiles
- changed Park (now Biology): +2 health, +2 happiness
- changed Railway Station: requires Coal or Oil, +1 unhealth, +1 trade route, +1 engineer slot
- changed Public Transport: +1 health, +2 health with Oil
- changed Bunker: now requires Rocketry
- changed Security Bureau: now requires Radar
- changed Recycling Center (now Ecology): -50% corporation unhealth
- Persian Apothecary now replaces the Pharmacy and requires Medicine
- Iranian Caravanserai now replaces the Post Office
Miscellaneous changes:
- increased costs of Digital era technologies
- added a civilopedia category for buildings constructed by Great People
- the Internet now requires Computers
- removed Alchemist III promotion
This isn't everything I have in mind for this branch, in particular I want to expand the space element of the mod somewhat. Ideas here include:
- replacing the Apollo Project with a series of projects required to ultimate reach the space race victory
- some purpose of going to space even without going for space victory, e.g. building satellites for economic benefit
- rebranding the Space Victory projects from Alpha Centauri spaceship parts to modules of a Mars colony base (i.e. instead of building the space ship you would build the Mars base part by part)
But my plans here are still vague and I need some time (and suggestions) to decide what to do exactly, so I wanted to push the current state already to get feedback and more ideas.
I also took the opportunity to make some mechanic changes for buildings, improvements and health in particular. I have received a lot of feedback that the health penalties in the Industrial/Global stage of the game were too punishing, and that some buildings that were effective in providing health in vanilla were nerfed too much, and I hope this addresses the issue sufficiently.
To access these changes, you can switch to the lategame branch on git.
As usual, please do not include the contents of this branch into any modmods until they are eventually merged into develop.
Improvement changes:
- removed unhealth from Village and Town
- Clean Fallout now requires Nanotechnology
- Farm, Paddy Field, Pasture: +1 food with Genetics
- Plantation, Orchard: +1 commerce with Biotechnology
- Town: +1 food with Biotechnology
- Mine, Quarry: +1 production with Robotics
- Nature Preserve: +2 commerce with Tourism
- Well, Offshore Platform: +2 commerce with Automation
- Windmill, Watermill: +1 commerce with Renewable Energy
- Workshop: +1 production, +1 commerce with Nanotechnology
Building changes:
- added Warehouse (Measurement): +25% gold, +1 merchant slot
- added Container Terminal (Radar): +50% commerce from foreign trade routes
- added Supercomputer (Computers): +25% science with power, +1 scientist slot
- added Logistics Center (Telecommunications): +25% gold with power, +1 merchant slot
- added Fiber Network (Superconductors): +10% commerce with power
- added Automatic Factory (Automation): +25% production with power, +1 engineer slot, +1 unhealth
- added Vertical Farm (Biotechnology): +10% food with power
- changed Custom House: +50% commerce from foreign trade routes
- changed Distillery: +1 commerce on Wheat, Rice tiles, +2 commerce on Wine, Sugar tiles
- changed Park (now Biology): +2 health, +2 happiness
- changed Railway Station: requires Coal or Oil, +1 unhealth, +1 trade route, +1 engineer slot
- changed Public Transport: +1 health, +2 health with Oil
- changed Bunker: now requires Rocketry
- changed Security Bureau: now requires Radar
- changed Recycling Center (now Ecology): -50% corporation unhealth
- Persian Apothecary now replaces the Pharmacy and requires Medicine
- Iranian Caravanserai now replaces the Post Office
Miscellaneous changes:
- increased costs of Digital era technologies
- added a civilopedia category for buildings constructed by Great People
- the Internet now requires Computers
- removed Alchemist III promotion
This isn't everything I have in mind for this branch, in particular I want to expand the space element of the mod somewhat. Ideas here include:
- replacing the Apollo Project with a series of projects required to ultimate reach the space race victory
- some purpose of going to space even without going for space victory, e.g. building satellites for economic benefit
- rebranding the Space Victory projects from Alpha Centauri spaceship parts to modules of a Mars colony base (i.e. instead of building the space ship you would build the Mars base part by part)
But my plans here are still vague and I need some time (and suggestions) to decide what to do exactly, so I wanted to push the current state already to get feedback and more ideas.