[Extension] Hokath's Changes

I have a question: there some buildings and WW that give bonus to (industrial) city connections, WW from MWfVP and Jarcast's Hidden Wonders for VP, for example Sorting Office, General Post Ofice, supermarket, pipeline....
I see that capital don't get anything from (industrial) city connections, so it's not going to get those bonuses and for some buildings those are significant part of that building yields - shouldn't these give something in capital?
 
That's right, Capital does not benefit directly. Instead, the value of :c5trade: City Connections in other Cities is a function of their population and the population of the Capital. So it enters indirectly that way.
Note that some of these are global modifiers, so the General Post Office I think is all Cities in Empire (like Machu Picchu)
 
obsoletes an era too early
Thanks for reminding me. I noticed this with several wonders, I think it's if you use More Wonders then it gets aggressive with the Eras.
Updated the OP with a newer version.
 
Hey guys is this mod changing city placement distance? I have many mods (including this) and now my distance is 5 tiles so sometimes I have to plant city in location I wouldn't. It bothers me so much, so I'm trying to get back to default 4 but I cannot find which mod makes it 5. Thanks.
 
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No it isn't this one.
I think it is determined by the Worlds settings? So search your MODS for "MinDistanceCities" and try to find what is changing it.
Thank you, found it. Turns out it was Jarcast's bigger huge map mod. With bigger sizes of the map it has function which increases min city placement distance.
 
While I disagree with most changes in relation to how I prefer to play, I can see it is a great addition to many playstyles and fresh approach to many issues that can be explored even in the base VP in the future (esp. in the form of religious and economic victory and mechanism of the late game). I do like keeping corporations and ideologies more historical in theming and basically non intercative with faith directly in any way, but maybe down the road, we could expand them to incorporate more indirect economic and religious mechanisms by giving autocracy and freedom more niches maybe.

I would like to give you massive thanks and credits to your long term planning and clear manner and formatting, organising it to be viewed and discussed easily. As I embarked on my small mod of the modmod, I learned it is far more work than actually desinging and testing changes or learning code. Thanks to your example, I rewrote changelog to be as accesible as yours descriptions, painstainkingly, but glad it is far more clear and neat and professional. My thanks and my truest hats off to you for the effort of keeping it in such a marvelously and inspiring clear manner.
 
Updates
Subterfuge:
1 Paper on the General Post Office (oversight),
5% Supply removed from Penitentiary now Azum's rework is in the game,
Penitentiary now also has +1 Gold and Border Growth Points from Tundra Tiles (since Cinema bonus to Desert has no counterpart),
+5 Culture to Oasis tiles on Casino.

Tweaks:
Fixed a bug where the +1 Prod / 10 Units on Dominance wasn't actually being removed (!) -- Authority will be weaker, watch the AI performance
Entrepreneurship in Industry has the Village/Town bonus split to become
--Gains +3 Food and Culture on every Town
(+1 Food for 6 total yields, symmetric with other GPTI boosts)
--+2 Gold and +1 Culture on every Village
(-2 Food, -1 Culture, +2 Gold; feedback was the bonus was too strong, and also the abundance of food goes against the design goal)
Airfield Tourism on Wonders bumped from +1 to +2.
Airfields now required when Purchasing Fighter, Bomber, and Helicopter Unit Classes in addition to Military Academy/Military Base (like how Seaport is needed for ships)
 
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Does this interact well with enlightment era for VP ?
(Im thinking about the change you made for the pikemen and longsword)
 
Wish I found this earlier, the removing of workboats was something I wished for a very long time.

One remark about the Horseman buff, I think the same thing should be done with the War Elephant because losing an advantage of 2 strength during the ancient age will make quite an impact.
Ideally I think a better solution would be to move a 15-17 Strength Horseman to Iron Working (historic justification Hipposandal) and introduce a new 10 Strength Horserider unit at Animal Husbandry.
 
Sup y'all it's me.
Following discussion on Discord I've done some work to make Religion more interesting for us warmonger types, as well as some balance, particularly to Founders that don't require Faith investment (which I think should be core to the idea and isn't healthy to have exceptions like that)
Here is the changelog
Spoiler :

Religion
Goddess of Renewal
-- Changed +2 Science to +2 Faith on the Market
This Pantheon might now actually stand a chance of Founding in reasonable time
All* other Building-buffing Pantheons have +2 Faith on that Building

WarReligions.sql looks to make the military appeal of Religion better
-- New Enhancer "Cremation" to contend with Zealotry
- 200% Combat Strength as Faith when your Units die
- 10 Culture on Birth
- 1 Happiness from City on River

-- Teocalli remake to sort out Faith engine runaway
- Faith on kill to 20 GAP only if the Unit is created in that City, scaling
- loses XP
- 20% Prod to Units in City
- Loses Supply, moved to Gurdwara
- Pressure increased to 50%
- +1 Happiness base

-- New Founder "Eternal Glory"
- +4 Production, Faith, Border Growth to Courthouses
- +1 " for every City following the Religion
- Heavenly Stair NW: Faith/BGP on kills in all Cities and 5 GAdPoints to Holy Sites
old Teocalli but rebalanced and now locked behind Reformation

-- New Founder "Mastery"
- +1 Happines per 8 Followers in non-Enemy Foreign Cities
if you think about it, this will actually cause DoW on you
- +1 Science and Culture for every 2 Followers in City-States
- max 80 followers
- Martial Sanctum NW: 15 XP to newly created Units in City and 5 GGPoints to Holy Sites
old Teocalli but now locked behind Reformation
- Mastery follower renamed "Abstinence" and Asceticism renamed "Remedy"

-- Hero Worship changed to "Ritual Sacrifice"
- Loses conquest yields
non-scaling not appropriate for Founder imo
- +1 Food and Prod in Holy City for every 3 Followers of Foreign Religions
- 50 Faith and GAP for every converted Citizen when using Inquisitor
- Great Altar NW +% prod changed to 20 Food and Prod on kill during Golden Age

ReligionChanges.sql continues some of these lines of thought
-- Theocratic Rule renamed Pilgrimage
- +15% WTLKD Yields removed since they don't require spread
- +1 Gold, Faith, and Tourism in the Holy City for every 4 Followers of this Religion in Foreign Cities
- max 400 Followers

-- Divine Inheritance loses +% Golden Age yields in Capital as it doesn't required spread
- +1 Food, Production, and Golden Age Points in the Holy City for every 5 Followers of this Religion in owned Cities
spread but to yourself!
- max 300 Followers

-- Sacred Calendar changed
- named "Annual Festivals" to separate a bit from Mayan UA
- "We Love the King Day" boosts the Faith, Culture, and Gold output of a City by 10%.
moved from old Theocratic rule and nerfed slightly
- +40% [ICON_CULTURE_LOCAL] Border Growth Rate in all owned Cities.
- Missionaries of this Religion are 25% stronger.

-- Symbolism changed (following More Beliefs)
- Reduce minimum Policy requirement for [ICON_WONDER] World Wonders by 1
- gain +2 [ICON_HAPPINESS_1] Happiness for every 8 Cities following this Religion
- max 24 Cities
- +33% Great Person Rate in Holy City during Golden Ages.

-- Orthodoxy changed (following More Beliefs)
- renamed Ecumenism
- 20% (50% on Press) Spread Rate
- 20% Spread Distance
- Holy City gains +15% All Yields during a Golden Age.
moved from old Divine Inheritance and nerfed slightly

-- New Enhancer "Sacred Geometry" (for Wonder Whores)
- Expending a Great Engineer grants 25 Science and Faith for every City following this Religion
- max 20 Cities
- +2 Gold and Culture from all World Wonders
- +5 Great Musician points in the Holy City.

-- New Reformation "Exodus" (for Terra maps and seafarers)
- Expending a Great Admiral grants 25 Faith and Golden Age Points for every City following this Religion
- max 20 Cities
- Settler and Religious Units gain +2 Naval moves, +1 Naval Sight, 1 move Embark/Disembark.
- +2 Culture and Great Admiral Points if the City is Coastal.

-- New Follower "Sacred Bull"
- +1 All Yields from Cattle
fun that if you have some Cattle, you really want to get this religion to that City
- Holy Cow!


I also made a small change to Progress, replacing the somewhat useless +25% Production to Trade and Worker Units with the minor but still-powerful (and I think very on-brand, see Forbidden Palace) replacement of -5% Purchase costs for Units.
I wanted a cost reduction for Worker and Trade in particular but it seems that table only exists for Traits, sad times.
 
the somewhat useless +25% Production to Trade and Worker Units
This is considered useless?! I'm not a great player by any metric, but producing your first few workers and traders when production is scarce felt good to me.
My only complaint is that it didn't apply to workboats which made Progress awkward on water-heavy maps even though naval civs tend to have a slight identity towards Progress instead of Tradition.
 
I think the main reason is that those units are very inefficient to build compared to purchasing.
That is, not everything in the game has the same ratio of :c5gold: : :c5production: If you look at Warriors for example they are 40 prod or 90 gold, so more than twice to buy. Whereas a Worker is 80 prod or 150 gold, so less than half to buy.
If you can, you should buy these guys rather than Train them.
Of course the first Caravan normally you can't do that. For the Worker on the other hand Progress is generally getting that for free, and because they work faster you really have less pressure to build a second one, relatively speaking.
 
I think the main reason is that those units are very inefficient to build compared to purchasing.
That is, not everything in the game has the same ratio of :c5gold: : :c5production: If you look at Warriors for example they are 40 prod or 90 gold, so more than twice to buy. Whereas a Worker is 80 prod or 150 gold, so less than half to buy.
If you can, you should buy these guys rather than Train them.
Of course the first Caravan normally you can't do that. For the Worker on the other hand Progress is generally getting that for free, and because they work faster you really have less pressure to build a second one, relatively speaking.
Also buying military units gives only half XP so usually you want to use gold to purchase anything else first and workers/caravans just happen to have some of the best gold to prod ratios early game.
 
Testing the Siege Rework and it looks quite good, but I can see a problem late game, a lv4 Bazooka can now outrange every other units in the game provided he has a clear line of sight. I think their range must be reduced to 2. Moreover Battleship and Missile Cruiser should definetely have a range of 3.
I know this is outside the scope of the siege rework but the range warfare balance is quite weird with ships having the least range despite that being historically the whole point in their conception.

Concerning the Pikeman rework the description of the Free Company would need updating.
 
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