Hokath's Changes

Something confusing in Industry tree, not in policy screen not in civilopedia I see % of culture or science added to buildings, but when choosing to build in city screen I see them in certain buildings.
 
I didn't quite understand the question, but what I meant is stock exchange said to provide +1 science +1 gold, but on building you can see additional +3% science +3% culture
 

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The question was is the "Divison of Labor" policy also bugged.
I've looked now, though, so I can see. It's a copy-paste error of the Division of Labor working correctly but not Mercantilism.
Have updated the OP

Update Edit: Turns out +1 GAd point on Coastal+Observatory is much more than I thought. Had like 15 coastal cities as Denmark and was flooded. Changed to GA :c5goldenage:
 
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Changes

1. Switched off the Permanent Pantheon mod option.
I'm exploring if this is doing a weird thing to tile yields and so safest for it to be off at this time.

2. Switched off Jarl for Sweden.
@Alpakinator has pointed out several things aren't working for it, and these don't seem fixable by (obvious) database changes.
I left the file there if you still want to test the general concept. Uncomment the .modinfo line 252

3. Buffed the Mine Field and changed the (imo useless) Minelayer promotion
Mine Field
Overly niche to the extent I rarely both, especially if im on the offensive
-- +2 Science
-- +15 XP for Sea Units
-- Naval Melee Units from this City get the Minelayer promotion
-- Minelayer promotion no longer chosen, and no downside

4. Added an early air building. Idea due to @Flamingcheesepie
I made a new icon so it doesn't have to use the Flight tech icon.
1743629868035.png

Airfield (Replaceable Parts)
required for the Airport and Military Base
-- +2 Science
-- 50 HP, 5 Dmg to Air Strikes
-- +2 Gold and +1 Tourism per World Wonder in the City
-- +20% Production to Air and Hovering Units
If you use the Pdan or other changes that add UNITCOMBAT_AIRSHIP type units, then this extra production works on them too.
-- +1 Air Unit Capacity
Airport reduced to +2, Military Base gains +1

5. Changes Halberdier icon to improved version of the old Billman icon. I felt the Pikeman icon is far too renaissance to be in the late Classical! Haven't changed the flag or the model yet, but probably these should change. I think in the not so distant future when we try to repair the Enlightenment Era mod it may be worth having Pikeman as a separate early-Renaissance or late-Medieval Unit, in order to better space the units out over the new techs. We'll have to see when we get there.

Edit: If you downloaded last night (Wednesday) then redownload. The Halberdier file was broken.
 
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  • New Great Diplomat effect: Instant Mission gives 50 :espionage: Spy Points
    A big change that allows you to actively target obtaining Spies, at the cost of Embassies
    Scrivener's office gives 50 Points so the first Great Diplomat is a Spy, then every 2.
    This happens after the end of the turn via lua and dummy buildings at the moment. AI is unaware ofc
How do I make this work with unique Great Diplomats, like Iroquois' 4uc?
 
It's been on my To Do list, I will have a look now. Hopefully it's easy.
This should work.

Code:
function DiploFires(iPlayer, iUnit, iUnitType, iPlotX, iPlotY)
    local pUnit = Players[iPlayer]:GetUnitByID(iUnit)
    if pUnit:GetUnitClassType() ~= GameInfoTypes.UNITCLASS_GREAT_DIPLOMAT then return false end
    hasExpDip = hasExpDip + 1
end
GameEvents.GreatPersonExpended.Add(DiploFires)
 
If I wanted to install the Changes Modmod, do I install it to the DLC folder ala VP or install it as a mod(s)?
 
Your question is a bit ambiguous.
You install it in the MODS folder, the same place the VP installer puts the VP core files (excluding UI). So that when you go into the game you go to Mods->click them green->enable->(loading screen)->set up the game.
This is the default way of doing it.

VP also adds some UI files in the DLC folder and you don't usually touch this location.
However.
There is a second way to install VP which is via modpack (e.g. for multiplayer). This all goes into the DLC folder as "fake" DLC. If you do this method afaik you cannot enable additional mods. Just checking you have/haven't done this.
 
Continued work on Mongolia.
The Horse bonuses didn't feel strong enough as the game went on, so they've been extended to Stables and Agribusinesses ("the horse economy")
1744577958039.png

Changed up the Ger building, which I felt was a bit basic and not sufficiently unique (to the civ but also in its own representation! The Yassa Court and Ordo both being/showing Ger).
The new UB is a Musician's Guild replacement of throat singers. New icon which I'm fairly happy with.
1744577937730.png
 
2) +4 :c5production:, :c5gold:, :c5science:, :c5culture: in the Capital/Holy City for every 5 Followers in owned Cities
Its from Celts pantheons,
That may be stupid question, i always wondered how it actually works, if your holy city is the capitol, it means its +8 per 5 folowers ?
 
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