[Extension] Hokath's Proposals

hokath

Deity
Joined
Oct 3, 2013
Messages
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Location
London
Here I make my proposed changes to the base VP experience available.
Please find attached a single mod with neat little folders you can delete as you wish.

It includes:

Free Port (Great Admiral Tile Improvement)
The Voyage of Discovery is a rather underwhelming mission on the Great Admiral. It is one of the reasons Imperialism is unappealing and the ability to generate Admiral restricted almost completely to its benefit in naval warfare, for which only a few are needed (even fewer after recent change).
Hence I propose to change the mission to place the Luxury directly on the map. Done this way, you gain the monopoly bonus. This will massively increase the value of Admirals whilst also boosting their synergy with Imperialism.
To do this we will give Admirals a GPTI that they build in water (like how the Ottomans can build the Tersane). This will also have its own effects that make it interesting to place and use with your naval units.
1773181367059.png

Initially this caused graphical glitches, but the solution was given by @zai4z to use a sneaky lua hook, so this functions nicely.
Spoiler :
Free Port
Can be built by Expending a ⚓ Great Admiral.
Must be built on a Coastal tile adjacent to Land. Cannot be built adjacent to a City or another Free Port.
Can be built adjacent to Friendly Territory and claims the tile beneath if it is built in Neutral Territory.
Places a random Luxury Resource on the tile, preferring Resources that are not currently on the Map.

+1 :c5culture: Culture, +3 :c5production:, +4 :c5gold:
Units moving onto a Free Port have their :c5moves: Moves restored.
Banking: +1 :c5gold: Gold and :c5culture: Culture
Railroad: +2 :c5production: Production and :c5culture: Culture
Radio: +2 :c5gold: Gold
Telecom: +3 :c5gold: Gold
1773181177428.png

The model is commissioned by @jarcast2.

Imperialism
Regimental System no longer boosts Voyage of Discovery
Colonialism now gives new Free Ports +2 copies of the random Luxury (so you can trade them)
Monopoly bonus (+3/+10%) moved from Colonialism to Exploitation (the policy below, requiring 3 points instead of 2)
Misc Changes
In this folder are a number of one-file changes.

NW_specialize.sql
Here we try to encourage "specializing" your core cities to produce different specialists. This is done by giving a one-off specialist slot on early National Wonders, and also splitting the +25% GP rate on the National Monument across several National Wonders.
Spoiler :
Code:
National Wonders
  Changes to encourage `specialization'
 
  National Monument
  -- No longer boosts GP rate to GEMS

  Circus Maximus
  -- 1 Merchant Point
  -- 1 Merchant Slot
  -- No Longer boosts Culture during WLTKD

  Grand Temple
  -- 10% Culture during WLTKD

  Imperial College
  -- +25% to Scientists

  Ironworks
  -- +25% to Engineers

  Chartered Company
  -- +25% to Merchants

  School of Philosophy
  -- 1 Scientist Point
  -- 1 Scientist Slot
 
  Ministerial District
  -- 25% Civil Servant Rate

  Master Shipwright (Mathematics)
  -- Icon by Putmalk
  -- Requires Lighthouse and Coastal City
    encourage having at least one Coastal City
  -- 2 Prod, 2 Science, 1 Culture
  -- 1 Engineer Point
  -- 1 Engineer Slot
  -- +15% Prod to Naval Units in City
  -- Nearby Fishing Boats +1 Prod
Work_Boats.sql
A now-playable version of a world without Work Boats! Thanks @KungCheops for all his work on improvement AI
Spoiler :
Code:
  Work Boats removed

  Fishing Boats
    -- Can be built by Workers
    -- 4 turns, 3 lower than other basic improvements because embark/disembark & pillage compensation
    -- Still destroyed if pillaged (animation too bad)

  Offshore Platforms
    -- Can be built by Workers
    -- 8 turns, like the Well -1 for pillage
    -- Still destroyed if pillaged (animation too bad)

Also includes a working implementation of the Ocean Fishery @Cacaso
Changes to Religion, including non-scaling Founders like Divine Inheritance, and more Founder options for Warfare
Spoiler :
Code:
Religion
 
  WarReligions.sql looks to make the military appeal of Religion better
  -- New Enhancer "Cremation" to contend with Zealotry
   - 500% Combat Strength as Faith when your Units die
   - 10 Culture on Birth
   - 1 Happiness from City on River

  -- New Founder "Eternal Glory"
   - +2 Production, Faith, Border Growth for every Foreign City following the Religion
   - caps at 40 cities
   - Heavenly Stair NW:
   +5 GAdPoints to Holy Sites
   +4 Production, Faith, Border Growth to Courthouses

  -- 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"

  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
   - +Gold, Faith, and GAP when you Spread, scaling with number of new followers of your religion

  -- Evangelism now only has Foreign spread yields
   - +Food, Faith, and Tourism in Holy City, scaling with numbers of followers of other religions
 
  -- 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
   - +25% Missionary Strength

  -- Symbolism changed (following More Beliefs)
   - Reduce minimum Policy requirement for [ICON_WONDER] World Wonders by 1
     this is moved from Prophecy, which is already v strong
   - 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

  -- Universalism buffed
   -Science/Prod to per 4 from per 5 foreign followers
   -Faith/Gold to per 5 from per 10 of your religion in foreign cities
      This belief was just so weak compared to everything else. if you fully convert a foreign city you get 1 or 2 gold? big whoop.
      meanwhile, Prophecy and Zealotry are out there

  -- New Enhancer "Exodus" (for Terra maps and seafarers)
   - Expending a Great Admiral grants 20 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 Reformation "Cargo Cult" (for fun)
   - May purchase (Airfields and) Airports with Faith
   - Double yields from Natural Wonders
   - 5 GAP in Holy City per Pantheon (caps at 8)

  -- 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!

  -- New Follower "Sacred Geometry"
   - +2 Gold and Culture from World Wonders
   - +25% GP Rate
and many other balance changes, including a new Zeppelin bomber unit, and tech promotions to make late game war smoother
Spoiler :
Code:
Misc
--Defense process moved to Architecture from Military Strategy

Spies
  Set Fire to the Dockyards
  - 1200 NP
  - Requires City has a Harbor
  - Destroys Harbor and Lighthouse
  - Saps city
  - -25% Production
  - Lasts 5 turns
  - In "Saps City" group

 Assassinate the City Governor
  - Loses 2 turns of Sap
  - Gains 10 Turns of no tourism
  - Moved to the "Tourism" group

 Hijack
 - 5 turns of no tourism (was 10)

 Urban Unrest
 - 15 turns of no tourism (was 10)

 Sabotage City Defenses
 - 10 turns of sap (was 5)

Great People Bulbing
  First addressing the raw numbers on the bulbs themselves, and how they scale
  Celtic UGPTI adjust to remain half a real improvement
 
  Scientist
    Counts 75% more turns (5)
    Scales 60% less with Academies (4% each)

  Writer
    Counts 50% more turns (7)
    Scales 66% less with Great Works (1%)
 
  Artist
    Scales 50% less with themes (10%)

  The idea is to split To The Glory of God into 3 beliefs.
  Sets of 3 great people corresponding to the 3 of each era (of policy branches)
  So one is Engineer/Writer/General, one Artist/Diplomat/Musician, one Scientist/Admiral/Merchant#
  With normal play you get 2 that you didn't have before.
  This isn't yet possible with the DLL.
  In the meantime we will use a placeholder effect of +yields on those Specialists

  To The Glory of God
  --Ability to buy all GP with faith removed -- too strong, flexible, AI unfriendly
  --Medieval Set
  --Yields increased to 5 (from 3) and cap to 30 (from 20)

  Radical Sects
  -- Ancient Set
  -- 10 Food/Faith/Culture on Border Growth, scaling

  Charitable Fundraising
  --Industrial Set
  --1 food per 10 GPT (capped at half followers)
  --8 Faith and Gold on Building Construction

Building Changes

  Archive (Theology)
  -- +2 Gold from Oases (from Garden)
   - Garden moved back to Civil Service and its Citrus and Cocoa bonuses moved to Circus
  -- 2 Slots for Writing, +2 Culture and +2 Science if Themed
   - Palace theming bonus lowered to 4 from 6
   - Amphitheater slots removed (UI concerns)
   - Artistry Cultural Exchange buffs Archive instead of Amphitheater
  -- +1 Tourism on GW in the City
     Broadcast Tower bonus reduced to +1 (from +2)
  -- The Chartarium Religious NW gives +3 Faith to all Archives
  -- Reformations rebalanced as follows
   - Faith of the Masses now Amphi, Opera, and Broadcast; +2 Faith; +2 Food/Prod/Culture per Luxury
   - Divine Teachings now Uni, School, Lab; +2 Sci; +1 culture/+2 faith from Scientists
   - NEW Custodianship is Archive, Gallery, Museum; +2 Tourism; +5 Food, 3 Sci, 2 Tourism in Cities over 18 pop

  Caravansary
  -- +1 Food and Gold to Marsh tiles
    Marshes are a 4 yield tile with Herbalist, but the Marsh start (Sugar, Bananas) does not reward you from removing them
    This makes Marsh start better while maintaining its unique delay-improvement, rush building playstyle
    And possibly even extends it to Marsh Truffles start (since Caravansary boosts Truffles)
    Caravansary is also a fairly niche building for many starts, this broadens its usefulness
  -- is now the prereq BuildingClass for Customs Houses

  Garden
  -- Added 2 Tourism to Lake Tiles
    Lakes don't get a boost for a long time and are a pretty naff 6 yield tile until Windmill
    Early Tourism won't break the game, but does give an interesting edge to a Civ with many Lakes
    (Also fixed strategy text, was incorrect in base VP)

  Airports
    These are a key location in the modern world, yet in VP they only benefit the Military!?
  -- Airport give +3 Gold and Tourism to nearby Atolls
       I want to go on Holiday so bad my dudes
       As it is not a Sea Resource it gets a bit left behind in yields by the end game
  -- +5% Yields from City Connections *in all Cities*
       Can become significant in a big empire with many destinations

  Mine Field
    Overly niche to the extent I rarely both, especially if im on the offensive
  -- +2 Science
  -- +15 XP for Sea Units

Unit Changes
  Anti-Air Units have range reduced by 2 hexes (i.e. AA is now 1 range, SAM is now 2 range)
    This should be a niche unit to fight an opponent with planes, but right now it shuts down all air attacks, returning the game to land combat when it should transition
 
  SAM
    Gains ability to carry 2 missiles (and requisite AI setting)
      Experimental! Have seen AI rebase to them. They have fired during this time but its not 100% certain that was from the SAM (probably)

  XCOM and GDR
     returned to their old last-column techs. I don't like them so early it feels wrong to see XCOM everywhere when IRL units are still unlocking.

  Zeppelin (Fertilizer)
    40 Str, 6 Range, 450 Hammers, Air Unit
    Upgrades to Bomber
    Does not require Oil

  Bomber and Triplane
    +1 Range

  (Graphical) Air Units have offset to now appear above the City when selected

UnitPromotions
  Ordnance Survey
    -- New promo
    -- Double movement in Hills. Can use Enemy Routes.
    -- Free to all Land Units at Ballistics
      The idea is to get over the late-game immobility of armies. Tried many options, this is favourite.

  Engineering Corps
    -- Moved earlier to Dynamite
      Mountain roads are cool, want them faster.
      Above (new) promo needs to be at Ballistics timing-wise, so unstack

  Bananas
  -- Plantation improvement now gives 2 Food (down from 3), but 1 Science (up from 0)
    This means that it is no longer awkward to improve Jungle Banana because you lose the Science from University
    It's lame to see Banana and think "I wish that wasn't there so I could build a lumbermill"

Moved to EE
Spoiler :

Code:
Windmill (feat. Agribusiness)
  -- Removed +1 Food to Granary (!) and Grocer
    For tiny yields this is a waste of text
  -- Added flat +2 Food
  -- Lowered Marsh bonus to +1/+1
    This is to prepare for other changes to Marsh. Currently they are useless even with this so don't worry.
  -- Added +1 Production/+1 Gold to Farms
    In many cases Farms are useless at this point in the game. Feels bad to me.
  -- Lowered Farm boost to +1/+1 on Agribusiness
    Same overall power as before with Windmill, avoid inflation
  -- Did not change Danish Andel. UB

  Zoo
  -- Gains +1 Culture to Camp
    Camps on Forests are ok, but Bison on Plains for example become fairly worthless
    Culture on Tiles will convert to Tourism
  -- Added +1 Culture/+1 Tourism to Camp on Spanish Bull Ring 4UC
  -- Zoo loses +2 Culture
    We want to avoid big yield inflation, especially in Culture
    Circus and Stadium don't give Culture (now neither does Arena)
  -- Loses Historic Event on Trade Routes
    In the wrong building line and really doesn't fit. See Hotel below

  Public School and Broadcast Tower
  -- Public School Scaler lowered to +1 Science per 4 Citizens (from 2)
    Science in the late game is too high and this scaler I think bears a lot of the blame, it is very high
    for such a valuable yield and only gets stronger as Cities grow.
  -- Broadcast Tower scaler lowered to +1/+1 Culture/Tourism per 4 Citizens (from 2)
    With a longer game Culture levels will be too high so this is lowered accordingly

  Hotel
    I *hate* how these are only for niche Cities, and even then they are bad at their job
    I don't want to make them `build everywhere', but increase the number of use cases
  -- Gains +5 Tourism from Oasis
    This is a left-behind Feature that had several building interactions in the early game
  -- Gains +1 Gold and Tourism per Mountain in the workable Tiles
    We have precious few Mountain interactions in the game
  -- Gains +1 Gold and Tourism from Snow
    Without the Rationalism policy Snow needs a boost
  -- Gains Historic Event on Trade Route from the Zoo
  -- Increased Culture->Tourism to 33% (from 25%)
    This is the headline new effect at this point in the game, but it is so minor
    -- Morocco Riad at 50%
    -- Removed +1 Tourism at Archaeology for Maoi statues to keep same-ish output
  -- Requires the Customs House
    no startup city should build this
    why doesnt the customs house line go anywhere! also why doesnt it require caravansary...

Civ Balance
Changes to perceived problematic components
Spoiler :
Code:
Celts -- Big Rework
--- Ceilidh Hall gains yields based on Pantheon in the City (see below, in game is displayed on Ceilidh Hall tooltip)
--- Pantheons
Completely reimagined. Now constructed as early terrain bonus + yield bonus + late game UA bonus
This means your initial terrain/features at start will pick your victory condition! Every game totally unpredictable.
-- Andraste, the Unconquered (Domination, +3 GGPoints)
- +1 Production and Culture for every flat Land tile without Features worked by the City.
- When killing an enemy Unit, gain Production and  Culture in the Capital/Holy City equal to its Strength.
- Land Units gain 15% Combat Strength in Friendly Territory and 10% in Enemy Territory, doubled against players that do not follow your Religion.

-- Nodens, Who Licks Our Wounds (Domination, +5 Gold)
- +1 Food, Gold, and Science from Mines and Quarries.
- Gain 1 Gold and Science for every 5 HP an owned unit heals.
- All eligible Units start with the Medic II Promotion, and Units heal +5 HP in Friendly Territory.

-- Cocidius, of the Alder Tree (Diplomacy, +4 Prod)
- +1 Science from Jungles and Forests, and an additional +1 Production and Gold if unimproved.
- +4 Production, Gold, and Science in the City per turn while Host of the World Congress, scaling with Era.
- +1 Delegate in the World Congress per 4 Lumbermills you own.

-- Coventina, Lady of the Lake (Diplomacy, +5 Food)
- +3 Gold and +1 Culture from Lakes and Oasis tiles.
- +1 Food, Gold, and Culture in the City for every 5 Gold per turn it produces, capped at half the number of followers.
- Your resting Influence with City-States that follow your Religion is increased by 200.

-- Sulis, the Waters of Life (Cultural, +4 Tourism)
- +1 Culture and Tourism from Farms.
- +2 Food, Tourism, and Happiness from Baths, Galleries, and Hotels, and you may purchase them with Faith.
- 20% of the cost of Faith purchases is converted into Tourism.

-- Taranis, the Wheel of Thunder (Cultural, +4 GAP)
- +1 Production and Science from Sea tiles.
- When a Great Person is expended, gain 20 Tourism and Golden Age Points for every City following your Religion (max 25 Cities).
- During a Golden Age you earn Musicians at triple rate.

-- Lugus, the Shoemaker (Spaceship, +3 Culture)
- +2 Food and Culture for every Mountain within 3 tiles of the City (capped by population).
- +10 Food for every active Trade Route to/from the City.
- +4 Great Scientist Points in your Capital/Holy City, and you gain 30 Science and Culture when a Citizen is born there, scaling with Era.

-- Belisama, the Pale Craze (Spaceship, +3 Science)
- +2 Production and Science from Plantations and Marshes.
- When a City adopts your Religion for the first time, gain 20 Gold and Science per City following your Religion.
- Missionaries cost 25% less Faith.

Ethiopia
 - +25% Faith during Golden Ages moved from the UB to the UA
 - UB generates 5 Golden Age Points when you unlock a Tech, scaling with Era.
   Tested at 10 and that was too high.
 - Monolithic Church (with 4UC)
  -Base yield is +1 Faith (loses 1 prod)
  -Build Time reduced to 600 in line with other early UI (was 900)
  -Founding now +1 Prod (loses 1 culture)
  -Ancient Trees now +2 Culture (up from 1)
  -Medieval Trees now +2 Science (from 1 Faith)
  -Industrial Trees now +2 Faith (from 1 Science)

Sweden
 - Hakkapeliitta moved back to CS gift
 - Jarl Unique Great General added
 - Looks like a Viking swordsman, changes to a Ski Infantry in Industrial (and gains Gun UnitCombat and Promotion of the same name)
 - Set of unique names
 - Can make Citadel and has Leadership aura as usual
 - Jarl has 16 CS, increasing to Longsword, Greatsword, Rifleman, etc. CS with era
 - Has "Swedish Lion", 10% CS per adjacent friendly unit, unlocks unique promotions on level up instead of shock/drill
 - Unique Promotions
   - Primogeniture: 40 Food/Culture/GGPoints when taken. +200% GGPoints from combat
   - Einherjar: +5 HP healing. +1% Strength for every 3 HP lost instead of a penalty.
   - Saga: Ignore Terrain Costs. No penalty attacking from Sea. Can cross Mountain/Ice/Ocean. Requires Drama and Poetry
   - Manifesto of War: +1 Radius on Leadership. Heal every turn. Requires Metallurgy.
   - High Chancellor: +2 Gold/Tourism/GoldenAgePoint per 8 combat strength when stationed in a City or Fortification. Influence in nearby City-State based on XP gained. Requires Guilds.
   The baochuan influence effect is not yet implemented so until then we have +2 instead of +1. .
   - Gott mit Uns: 3 Faith per XP earned. +2% Strength for every tile away from the Capital (max 50%). Requires Printing Press.
   - Riksforestandare: 20% CS in friendly territory and against unhappy opponents. +2 Sight and Embarked Sight. Requires Chivalry.

Persia
- Satrap's Court no longer buildable anywhere
   This doesn't interact well if Courthouses are given yields (here and elsewhere)
- No longer gives Gold / Pop or Gold to Specialists
- Changed to be like a "mini palace"
  - +3 Gold, +3 Science, +2 Production, +1 Culture, +2 Defense
  - 1 Science/6 Citizens
  - Strengthens Palace events by 1 turn
  - 1 Unit from each Vassal on Era change
  - 1 Urbanization ignored
- Also gains a Civil Servant Slot (instead of a Merchant)
- +25% GPP

Portugal
-- Badeirantes (Brazil)
- No yields from discovering tiles
 - Gain Prod/Gold/BGP on Barbarian kill, and Influence on XP gain (lost on upgrade) instead
-- UA
 - Renamed Padrão Real
 - At Trade gain Gold/Science/Culture per tile discovered by Recon or Naval units. Increases at Currency, Compass, and Navigation
  - 1/4 tiles, +1/4 tiles, +1/2 tiles, +1/tile (final total 2 per tile)
-- University of Coimbra
 - Free Promo: Mare Clausum (for all Cargo Ships)
  -Gain Naval Units within 4 tiles heal 15 HP if they kill an enemy, and gain 25% CS outside of friendly territory
  -TRVisionBoost on the UNW to give 4 Sight to Cargo Ships and Caravans (currently 0 sight base)
 - Has its own theming bonuses that give +3 Faith and Great Admiral Points as well as Science
  - +10 for Oxford, +12 "Archive for Os Lusíadas" for Same Era + Yours, +15 "College of Conimbricenses" for also Same Era and same foreign civ,
 - 10 Great Admiral points from tech unlock (as well as 50 Culture)
 - Instead of 3 Gold on Universities, has 1 Gold, Science, and Culture on Buildings purchased with Faith
- No more 100% prod to Caravans

Netherlands
-Polder
--Removed base 2 Gold
--Added +1 Gold to Economics (3, up from 2)
--Can be built with only 2 adjacent land (down from 3)
--Tried to get it to work on Fish but Art didn't play ball with me
 

Attachments

Last edited:
NOW (mostly) INTEGRATED INTO VP 5.3
Spoiler Subterfuge :

Subterfuge -- Spy Points Redesign
Spy acquisition has been moved to this :espionage: Spy Point system, however the source of Spy Point remains the same as it always has -- technological advance.
I don't like this for two reasons
1) Spies arrive without you doing anything, making it feel uninteractive. You're given them even if you don't really want them.
2) It leads to a situation where, by the end of the game, everyone has a huge number of spies that are absolutely everywhere.

The core changes are,
  • Spies are no longer gained from Era advance (yours or anyone else's)
  • Spies no longer scale with Map Size. 100 Points = 1 Spy.
  • 100 :espionage: Spy Points are available each Era starting in the Renaissance on a National Wonder
    (Printing Press rebrand, new General Post Office, Foreign Bureau, and National Intelligence Agency)
    These are your "core spies" that have minor investment to obtain. You can beeline them or you will get them in time.
  • No Network Point reduction for not everyone having spies
  • Tweaks to the Security scaling and network point generation (not super important to understand but provided below)
    Spoiler :
    Code:
    UPDATE Defines SET VALUE = -5 WHERE NAME = 'ESPIONAGE_SECURITY_PER_TRADE_ROUTE'; -- this is "to" AND "from", so quite significant. serves to reduce capital security
    UPDATE Defines SET VALUE = 0 WHERE NAME = 'ESPIONAGE_SECURITY_PREVIOUS_CITY_MISSIONS';  -- anti dogpile unnecessary with new mechanics imo
    UPDATE Defines SET VALUE = 0 WHERE NAME = 'ESPIONAGE_NP_PER_TECHNOLOGY_BEHIND';
    -- this makes it so you have a % security. 100% security is no NP
    UPDATE Defines SET VALUE = 20 WHERE NAME = 'ESPIONAGE_SECURITY_BASE'; -- was 10
    UPDATE Defines SET VALUE = 100 WHERE NAME = 'ESPIONAGE_MAX_NUM_SECURITY_POINTS';  -- was 50
    UPDATE Defines SET VALUE = 100 WHERE NAME = 'ESPIONAGE_NP_REDUCTION_PER_SECURITY_POINT';  -- divided by 100: Percentage Reduction of Network Points per Security Point (was 160)
    -- because security is meant to be active to some extent, base points need to go up
    UPDATE Defines SET VALUE = 50 WHERE NAME = 'ESPIONAGE_NP_BASE';
    UPDATE Defines SET VALUE = 15 WHERE NAME = 'ESPIONAGE_NP_CULTURAL_INFLUENCE';
    This includes Public Works not giving Security (AI would spam this and become immune to missions)
  • 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.
  • Modernized all civilopedia and UI text to reflect changes, including those in the base game, and remapped the CityEvents_ParentEvent table to reorder the UI in cost order
    1773937251845.png
  • New rewards for doing Spy Missions and :espionage: Spy Points on new and existing Wonders
    Spoiler :

    - Add :c5gold: :tourism: for Rigging City States to the Printing Press and Foreign Bureau ("tall")
    - Add :c5production: :c5culture: for offensive Spy Missions to the Constabulary and the Police Station ("wide")
    - Rename Printing Press to State Treasury (moving name and icon from Tradition as above) and move to Banking
    - Move White Tower to State Treasury replacement on Civil Service (from Ironworks and Machinery) and mutatis mutandis (2 paper and 200 :espionage: Spy Points)
    - 50 :espionage: Spy Points on Great Wall, Himeji Castle, Kremlin, Summer Palace, and Piazza San Marco
    - 10 Global Security on Himeji Castle and Kremlin
    - 15 Local Security from Forbidden Palace, Big Ben, and the Oracle
    - 40 :c5science: Science from Identifying Spies on Pentagon
    - 150 :c5gold: Gold from Killing Spies on Big Ben
    - 150 :c5science: Science from Killing Spies on Bletchley Park
    - 25 :c5production: Production for Rigging Elections on Summer Palace


    - For @Pipiskus, new Wonder at Guilds, Alamut Fortress
    1734643322080.png


    500 :c5production: Base cost
    Must have nearby Mountain
    1 Diplomat Point, 3 :c5strength:, 2 :c5science:, 1 :c5culture:
    100 :espionage: Spy Points
    100 :c5faith: from Spy Missions, scaling with Era.
    +1 :c5science: and :c5faith: from Gardens, Universities, and Castles in the City

    - New Wonder at Navigation, Port Royal

    1734643336520.png

    900 :c5production: Base cost
    Must have a Harbor
    2 ⚓ Great Amiral Points, 1 :c5culture:
    100 :espionage: Spy Points
    150 :c5gold: Gold and :c5culture: Culture from Spy Missions, scaling with Era
    +3 :c5gold: Gold from 🚢 Sea Trade Routes
    All Naval Melee Units trained in this City get the Piracy Promotion

    - New Wonder at Rifling, Chateau d'If
    1734643309132.png


    1000 :c5production: Base cost
    Must be Coast, must have a Bastion Fort
    2 :c5production:, 1 :c5culture:
    2 Writer Points
    100 :espionage: Spy Points
    Free Penitentiary (see below)
    50 :c5culture: Culture and :tourism: from Identifying Spies
    5% Great Diplomat from constructing Industrial Buildings and later

    - General Post Office as a new National Wonder for the Industrial Era
    1734643352178.png

    Unlocked at Military Science
    Requires a Coaling Station
    100 :espionage: Spy Points
    1 Paper
    1 Civil Servant slot and Great Person Point per turn
    +1 Production, Gold, and Tourism to Civil Servants in the City
    Grants a Free Post Office
    +5 City Security in all Cities
    +10% City Connection yields in all Cities
    +2 Tourism for City State Friend, +2 Food and Tourism for City State Ally

    - New Wonder at Ballistics, Alcatraz
    1773183938332.png

    1700 :c5production: base cost
    Requires an Arsenal, must be Coast
    1 :c5culture:, 5 :c5strength:
    100 :espionage: Spy Points and 1 Security per 6 :c5citizen: Pop
    100 :c5gold: Gold and :c5culture: Culture from Killing Spies
  • New rewards for doing Spy Missions on some Buildings
    Spoiler :

    - New Building Jail added, precursor to Constabulary
    1734643371237.png

    Unlocked on Metal Casting, Requires Stoneworks (see below)
    200 :c5production: Cost, 1 :c5gold: Gold maintenance
    +2 :c5production:
    20 :espionage: City Security
    20 🔮 Border Growth Points when performing a Spy Mission, scaling with Era
    +1 :c5production: Production and 🔮 Border Growth Point from Quarries
    Castle loses +1 :c5production: Production to Quarries, gains +1 :tourism: to Jail, Harbor, Constabulary

    Stoneworks: Buildable in all Cities without prereqs, gains +1 Culture from the Arena, and +10 Prod on Border Growth
    Smokehouses get +10 Food (up from +5 Food). Ger gets +10 Food and Prod, but loses its +1 Faith.
    The idea is to create a economic tie-in between border expand yields and espionage effects, which will often reward BGP.

    New Building Printing House that lets you work another Civil Servant to target Spy generation
    [[Uses the Printing Press icon]]
    Unlocked on Printing Press~
    Requires a Chancery
    500 :c5production: Cost, 4 :c5gold: Gold maintenance (T1 Renaissance costs)
    1 :gp: Civil Servant Slot
    Literacy Promotion (from Printing Press)
    15 :espionage: City Security
    +1 :c5gold: Gold for every :c5citystate: Friend
    +1 :c5science: Science for every :c5citystate: Ally


    - Change Police Station to Printing Press on the Statecraft Shadow Networks Policy. Drop to +2 :c5science: each since it is so much earlier.
    - New Buildings Penitentiary that spreads the Security boost from the Constable over more time and gives an additional source of Spy Mission Yields to support new cities
    1734643422447.png


    Unlocked on Industrialization
    1250 :c5production: Cost, 6 :c5gold: Gold maintenance
    15 :espionage: City Security
    20 :c5food: Food and 🔮 Border Growth Points when performing a Spy Mission, scaling with Era
    5% :c5war: Supply from :c5citizen: Population
    -5% :c5citystate: Empire Size Modifier in this City
    Workers produced in this City Work 20% Faster (new promotion not retroactive)
    - Prison is added to Colonist list of buildings (finally, Prison colony fantasy is ours)
    - Constabulary reduced to +1 :espionage: City Security per 4 :c5citizen:

    - New Building Sorting Office sits between Hotel and Airport in the (new) trade line
    1734643444456.png


    Unlocked at Combustion
    +2 :tourism: Tourism and 10 :espionage: City Security
    +3 :c5gold: Gold to Land Trade Routes
    +3/+3 :c5gold: to City and Owner for incoming Trade Routes
    +20% :c5trade: City Connection yields locally
    30% of Investments and Purchases converted into 🔮 Border Growth Points

    - New Building Casino added
    1734643456201.png


    Unlocked on Replaceable Parts
    Requires Penitentiary and Hotel
    1800 :c5production: Cost, 8 :c5gold: Gold maintenance
    +2 :c5gold: Gold
    Receive 15 :c5gold: Gold and :c5culture: Culture when you perform a Spy Mission, scaling with Era.
    Gain 20 :c5culture: Culture and :tourism: Tourism in the City when its borders expand, scaling with Era.
    +6 :c5gold: Gold once Computers is discovered.
    +5 :c5culture: Culture to Oasis tiles.
  • New and rebalanced Spy Missions
    Spoiler :

    More options, including multiple ways of accomplishing important effects like Sapping a City or stopping Tourism: at different cost thresholds, and with different prerequisites including tech unlocks.
    Detonate Nuclear Device is a bit mad but Civ II had it so I think we have to out of respect! :D
    1737211131984.png
    1737211166483.png
  • New and rebalanced Counterspy Focusses
    Spoiler :

    Each has 3 missions it blocks, allowing you to "opt out" of certain irritating effects like Burgle the Treasury or Steal Great Works. However they have some drawbacks like a small reduction to Tourism or Growth in return. They also have minor positive effects as well like a Pressure boost or more yields from Forts and other Fortifications!
    1737211352875.png
  • A proof of concept for a Civ that riffs off the :espionage: Spy Point mechanic: Classic of Accusation (formerly "Silent Decree") China.
    1773871754010.png

    Embolden Local Warlord: High cost, crippling proxy attack. 1500 Points, Identify 95%, Kills Spy 5%, Cannot target Capitals, 8 Barbs spawn, 10 turns Sapped, 5 turns Anarchy. 30 turn shared global cooldown
    Imperial Inspection: short duration focus for micro managing economy. 10 turns WLTKD, +1 :c5production:, :c5gold:, :c5science: from Civil Servants and Farms (in spirit of old UI) while persist (can end early ofc). :c5gold:/:c5culture: standard counterspy effect
    Examination Hall: gives +20 :espionage: Spy Points (so 5 Cities = 1 Spy) and Production and BGP boost from starting WTLKD (in place of old bonuses)
    UI replaced by Taichang Si: Unique Scrivener's Office from an old proposal. Gold from Temples and Faith from Universities, Food/BGP from Great Works everywhere, 15% Food/Gold/Faith from WLTKD in this City. 100 :espionage: Spy Points (up from 50)
    UUs: unchanged
Requires 4.18--5.2 VP
Sealift (requires 5.3+)
This is an experimental change that gives a mid-game version of the Airlift action called "Transportation" (codename: sealift)
1780774666058.png

This allows instant, long-range "wormhole" movement between Cities (1) connected by Water and (2) with a Building enabling Transportation (shown by the Cargo Ship icon on the City Banner).
By default this building is the Harbor, with Polynesia also getting it on the Marae UB (note: you still require a Lighthouse).

The idea is to make (very) large maps much less painful to play, and also to increase the viability of intercontinental warfare, as well as the value of coastal cities.
Thanks to Axatin's work on Airlift, the AI is fully aware of this pathfinding, including when you yourself give commands to move-to far off tiles!

If this is well-received I'm aiming to propose it for base VP in Jan 2027.
Some discussion notes:
Spoiler :


Thoughts about airlift rules:
  1. you can airlift to allied city-states, should you also be allowed to go to defensive pact partners?
  2. should civilians have reduced requirements, e.g. allowed to go to open borders partners
    (problem here with diplo units. should not be allowed to just go to any friendly city-state)
  3. you can go to an allied city-state, but you can't get back. should travel be reciprocal?
  4. should sealift and airlift rules necessarily be the same? e.g. can sealift to open borders, but not airlift
 

Attachments

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Recon Rework
Recently scout units have changed to address movement concerns, but I think there are two big problemos still remaining:
1) The map is revealed too early. Your starting Pathfinder explores too much of the world by itself too soon. (There is a concomitant 'super scout' problem)
2) The Trailblazer line is required for scouting but results in a much weaker unit. This is especially a problem for an AI with a Recon-line UU.

Below I've made changes to address these two things. By making the Trailblazer line into combat promotions based on terrain, we choose two different flavors of "light infantry". The movement style and recon ability are now largely determined by the combat class and fix the identity of the units.
To give more terrain bonuses to interact with I've also added more CS interactions on things like Desert and Tundra. This also just generally improves the combat map in my opinion.
I have also added a significant number of additional promotions for Recon units, as well as changed some prereqs for existing promotions to fit accordingly with the overall endgoal.

I recommend trying Trailblazer III in combat, it's a triumph.
Spoiler :
Code:
Units
-- Scout Units have 2 Movement
-- Scout Units have Ignore Terrain Cost in:
  Forest
  Jungle
  Hill
  Desert
-- +2 Combat Strength to all Scout class units
-- +1 Combat Strength to all Explorer class units
-- +2 Combat Strength to all Commando class units
-- +3 Combat Strength to all Paratrooper class units

Terrain
  revert changes that simplified the combat bonuses on tiles
-- -10% Defense in Tundra and Desert
-- -15% Defense in Snow
-- +15% Defense in Marsh and Oasis
-- +10% Defense in Flood Plains

Improvements
-- +15% Defense on Town
-- +10% Defense on Village and Manufactory

Unit Promotions
  the theme here is to either negate or flip terrain effects
  first rework the Trailblazer line
  -- Trailblazer I
    +25% Attack in Forest and Jungle
    +10% Strength outside Friendly Territory
  -- Trailblazer II
    +20% Defense in Tundra and Desert
    +10% Strength outside Friendly Territory
  -- Trailblazer III
    +1 Move (on land)
    Can move after attacking
    Ignore Zone of Control

  now rework some existing promos
  -- Altitude Training (Mt. Kili promo)
    Recon units can learn with Survivalism I or Trailblazer II
    +20% Attack in Hills
    Can move through Mountains

  -- Infiltrators (+15% CS Outside, +15% against Wounded, +10% if not adjacent)
    Recon can learn with Covert II, see below

  -- Coup de Grace (+30% against enemies below half HP)
    Recon can learn with Covert II, see below

  -- Amphibious
   Now requires Sailing tech, to stop early scout pick for stupid AI
   Recon units can learn with Survivialism I or Trailblazer I

  -- Frogman
   Requires Amphibious and Railroad tech
   Loses no penalty from attacking by sea (obsolete with Amphib)
   Gains +1 Embarked Movement

  -- Commando (Commando promotion)
   Now called Tactical Retreat (couldn't civilopedia search for it!)
   Requires Railroad
   Requires Survivalism III or Trailblazer III
   Not free for Commando anymore (kept on the Kelpht)

  -- Ambush I
   Recon can learn with Surivalism II or Trailblazer II

  now add some more promotions
  -- Ski Infantry
    Requires Altitude Training
    Double Movement and no costs in Snow and Mountain
    +25% Attack in Mountain
    +30% Defense in Snow

  -- Stillwater Training
    Requires Amphibious
    +15% Attack in Marsh and Oasis
    Applies a "Venom" Plague that reduces healing for 3 turns

  -- Sabateur I
    Requires Survivalism I or Trailblazer I and the Masonry tech (AI)
    +33% against Siege
    15 Science from Pillaging, scaling with Era

  -- Sabateur II
    +33% against Siege
    15 Science from Pillaging, scaling with Era

  -- Demolition Expert
    Requires Sabateur II or Commando, and Dynamite tech
    15 AoE damage on Pillaging

  -- Covert I
    Requires Amphibious or Sabateur I
    10 Healing at start of turn in enemy territory
    +50% Attack against Fortified enemies

  -- Covert II
    10 Healing at start of turn in enemy territory
    +50% Attack against Fortified enemies

  -- Black Ops
    Requires Covert II or Frogman, and Dynamite
    +50% Attack against Full Health Units

New Buildings
Moved to its own thread.

Ideology Balance
Moved to Semper Fidelis to avoid a mod-dependency nightmare

Siege Rework
I really don't think Siege Units are where they need to be.
With siege, cities fall (at the correct rate), but without them they often feel invincible. Sadly until Field Gun many cities just cannot be sieged due to terrain blocking, or at least can only be hit from limit spots that you can't even get a siege unit to in the first place.
But then, if you get Range, all issues are solved. So it becomes a case of whether or not your neighbour is positioned in such a way that you can come away with 3 range Trebs to fight a real war later on. There wasn't really anything you could do about that. This is no fun.
The worst part of all this is that it is completely beyond the AI planning.
There's a similar problem in the Field line where what you really want is Splash+Logistics. Most of the game you can't get highly promoted siege because its rare they get to attack (and they die if they try to defend). This means they feels borderline useless against land units, and might as well just build more archers.
Here I've tried to alleviate these concerns whilst still allowing for powerful promoted siege units. The most significant change, "SeeThrough" for all Siege Units, is particularly significant because of how it helps out the AI with early war.
Thanks to FlamingCheesePie for discussion on this and the feedback at the congress 9 round of proposals
Spoiler :
Code:
Units
  Bazooka
    Range dropped down to 2 

Promotions
  Range
   -- no longer available to Siege 
      (still on Archers, but I think the "Azum tweak" would be healthy, i.e. no promo below max hp)

  Repair (March)
   -- Replaces Range at Siege III
   -- Also has +5 Healing and +20 HP
     still "unfair" against Cities but allowing counterplay instead of shooting from far

  Parabolic Trajectory
   -- now grants "Shoots over one additional level of Obstacles"
   -- granted to pre-Field Gun siege
   -- Atlatlist loses Indirect Fire and gains this
     
  Indirect Fire
   -- the -% RCS on this promo is removed

  Siege Inaccuracy
   -- increased to -50% (from -33%)
    to compensate increased indirect fire indirect buff ;)
    and larger number of hits from siege

  Field Line
   Siege that are for combat, but don't want to just feel like Archers
   -- No longer grants +RCS against Open Terrain
   -- Now grants 5 Splash at each level

  Splash Line
   -- No longer available to Siege

  Spotters
   -- New promo at Field II
   -- +2 Visibility Range
   -- 5% Attack and 20% Defense per adjacent owned land unit

  Resourcefulness
   -- New promo at Siege I
    to mirror the new naval cannon promo
   -- +5 XP and +15 HP when pillaging
     so you can go in with this guy first and sneak in another turn vs a city
     should be good in the early game especially and an alternative/supplement to Cover II
Note: I also tried making Range baseline instead. It's quite game-warping and results in lots of hits from the fog and high death rates (not unhealthy but can feel unfun), so I opted for Indirect Fire.

Late Skirmishers
1759063621078.png

Helicopters are really cool but you don't get to use them much at all.
I've pushed back the Helicopter Gunship to Lasers and brought in a new Utility Helicopter at Nuclear Fission.
This Helicopter sits between those two Units in power, with 5 moves (same as Car, -1 on Gunship) and no Anti-Tank Rounds.
The Light Tank is also reskinned back to the Armored Car it used to be, but without the Steampunk model this time.
 
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-- Increased Culture->Tourism to 50% (from 25%) This is the headline new effect at this point in the game, but it is so minor Tests with 4UC Morocco suggest it is not even good at 33% -- Morocco Riad also 50% (I think it has enough else now it doesn't need a boost here too)
*laughs in Polynesian*
-- Feared Elephant Promotion gains +20 Hit Points Elephant units should feel meaty Keeps War Elephant strong with new limit
And then they drop dead when upgraded with 10 HP left.
 
*laughs in Polynesian*
You are right, will have to nerf Polynesian Culture

And then they drop dead when upgraded with 10 HP left.
So be it. 🔪🐘
No, that's an unfortunate ordering. Perhaps we should look at how the upgrade code works so that the unit you end up with cannot have less HP.
Of course there is also the more general argument about upgrades -- should damaged units be allowed to upgrade? I think I would prefer not.
 
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@hokath As I was recently pissed off by the crazy corporations I decided to rework them for my own purposes. Firstly of course reporting a bug for 2Kay happiness on github only to find out it's "intentional". Truly shocking... Let it be known my current game goes at huge map and standard speed. I have 26 cities so I get: 130 unhappiness reduction (26 per need) in every city and -130% empire size modifier thus making unhappiness non-existant and at the same time elevating my yields through the roof way up to the moon and well past it.
Your proposal goes into a good direction: "bonus nerfing" yet imho still making almost every corp monothematical. I myself would choose a different approach: main and secondary bonuses.
I will focus on existing corps only.

1. Trader Sid's (currently focuses on gold) ==> change into main: gold and secondary: culture
1.1 HQ
a) +3 Gold to Caravansaries and Markets ==> +1 Culture to Caravansaries and +2 Culture to Markets
b) +100% land Trade Route range ==> no change (or remove)
1.2 Office
a) +4 Gold for every Global Franchise ==> +3 Gold for every Global Franchise
b) Trading with a Franchise gives +25% Gold from Trade Routes ==> Trading with a Franchise gives +5% Culture in origin city
c) Trade Routes to this city produce +2 gold ==> remove
1.3 Franchise
a) no changes

2. Centaurus Extractors (currently focuses on production) ==> change into main: production and secondary:science

2.1 HQ
a) +2 Production to Harbors and Seaports ==> +1 Science to Harbors and +2 Science to Seaports
b) +100% sea Trade Route range ==> +50% sea Trade Route range (or remove)
2.2 Office
a) +3 Production for every Global Franchise ==> +2 Production for every Global Franchise
b) +1 Production to sea tiles ==> no change
c) Trading with a Franchise gives +10% Science in origin city ==> Trading with a Franchise gives +5% Science in origin city
2.3 Franchise
a) no changes

3. Hexxon Refinery (currently focuses on unit production) ==> change into main: extra resources and secondary: unit production/gold

3.1 HQ
a) +15% Production for all Units that require Oil, Uranium, or Aluminum to build ==> can build 2 extra Refineries
b) +3 Production on all Hydro, Wind, Nuclear, and Solar Plants ==> +6 Production and Gold on all Hydro, Wind, Nuclear, and Solar Plants
3.2 Office
a) +1 Oil and Coal for every three Global Franchises ==> +2 Oil and Coal for every five Global Franchises
b) +15% Production towards Military Units ==> no change
c) Trading with a Franchise gives +10% Production in origin city ==> Trading with a Franchise gives +5% Gold in origin city
3.3 Franchise
a) no change

4. Giorgio Armeier (currently focuses on culture) ==> change into main: culture and secondary: gold

4.1 HQ
a) +2 Culture to Museums and Opera Houses ==> +1 Culture to Museums and Opera Houses
b) +2 Culture to Writers, Artists and Musicians ==> +1 Gold and Culture to Writers, Artists and Musicians
4.2 Office
a) +2 Culture for every Global Franchise ==> +1 Culture for every Global Franchise
b) -1 unhappiness from Illiteracy and Boredom ==> remove
c) Trading with a Franchise gives +10% Culture in origin city ==> Trading with a Franchise gives +5% Gold in origin city
4.3 Franchise
a) no changes

5. Firaxite Materials (currently focuses on science) ==> change into main: science and secondary: production

5.1 HQ
a) +3 Science to Factories and Universities ==> +2 Science to Factories and +2 Production to Universities
b) trade routes can't be plundered (unless by a war participant) ==> remove
5.2 Office
a) +2 Science for every Global Franchise ==> +1 Science for every Global Franchise
b) +20% Production when constructing Buildings ==> +15% Production when constructing Buildings
c) Trading with a Franchise gives +50% Science from Trade Routes ==> no change
5.3 Franchise
a) no change

6. 2Kay Foods (currently focuses on food production as well as unhappiness genocide) ==> change into main: food and secondary: unhappiness reduction

6.1 HQ
a) Trade Units remove fog of war ==> remove
b) +3 Food to Grocers, Agribusinesses and Hospitals ==> +3 Food to Grocers, +2 Food to Agribusinesses and +1 Food to Hospitals
6.2 Office
a) +3 Food for every Global Franchise ==> +2 Food for every Global Franchise
b) -5% empire size modifier globally ==> -15% empire size modifier locally
c) -1 Unhappiness to all needs globally ==> -1 Unhappiness to all needs locally
d) +10% Food in the city ==> no change
e) Trading with a Franchise produces +10% Food in origin city ==> Trading with a Franchise gives -2 Unhappiness to all needs in origin city
6.3 Franchise
a) no change

7.Civilized Jewelers (currently focuses on great people and golden age with some gold) ==> no change but nerf

7.1 HQ
a) +100% trade unit speed ==> remove
b) +4 Golden Age points to Custom Houses and Banks ==> +2 GAP to Custom Houses and Banks
7.2 Office
a) +3% Golden Age lenght per office ==> +1% Golden Age lenght per office
b) +15% Great Person points in a city ==> +10% Great Person points in a city
c) +10% Great Person points per franchise ==> +1% Great Person points per franchise
d) Trading with a Franchise produces +10% Gold in origin city ==> Trading with a Franchise produces +5% Gold in origin city
7.3 Franchise
a) no change

Reasoning:

1.1.a) As a secondary bonus city would produce +3 culture instead of +6 gold with required buildings.
1.1.b) Trade route bonuses are extremely unbalanced and randomness dependant (map, resources, ingame time, etc).
1.2.a) As a nerf city would produce +75 gold (for 25 franchises) instead of 100.
1.2.b) Secondary bonus. 40 gold trade route for a city with 100 culture production would not give +10 gold but +5 culture instead.
1.2.c) Seems like a totally random buff for everyone.

2.1.a) As a secondary bonus city would produce +3 science instead of +6 production with required buildings.
2.1.b) Trade route bonuses are extremely unbalanced and randomness dependant (map, resources, ingame time, etc).
2.2.a) As a nerf city would get +50 production (for 25 franchises) instead of +75.
2.2.c) As a nerf city with 100 science production would get +5 instead of +10 science.

3.1.a) Instead of doubling down on certain units production owner would get more versatile bonus of extra resources coming from extra Refineries either to trade or use.
3.1.b) It's still insignificant but +6 production and +6 Gold is better than +3 Production only at that stage of the game.
3.2.a) Instead of +8 Oil and +8 Coal (for 25 franchises) and first one of each after 3 franchises "settled" owner would get +10 of both and first two of each after 5 franchises.
3.2.c) Secondary bonus diversity.

4.1.a) As a nerf city would produce +2 culture instead of +4 with required buildings.
4.1.b) As a secondary bonus and a nerf certain specialists would produce +1 gold instead of +1 culture.
4.2.b) Seems like a random buff to already strong corporation and boredom should be irrelevant with this corp's culture focus.
4.2.c) As a secondary bonus and a nerf trade route with franchise would give origin city with 150 gold and 100 culture +7,5 gold instead of +10 culture.

5.1.a) As a secondary bonus and a nerf Factories would produce 33% less science and Universities none but give production instead.
5.1.b) Trade route bonuses are extremely unbalanced and randomness dependant (map, resources, ingame time, etc).
5.2.a) As a nerf city would get +25 science (for 25 franchises) instead of +50.
5.2.b) Slight nerf to entire corp.

6.1.a) Trade route bonuses are extremely unbalanced and randomness dependant (map, resources, ingame time, etc).
6.1.b) As a nerf to pop growth an average +3 is changed to an average +2.
6.2.a) As a nerf city would get +50 food (for 25 franchises) instead of +75.
6.2.b) This change combined with the one below will give unhappiness mechanics a fighting chance once again.
6.2.c) This change combined with the one above will give unhappiness mechanics a fighting chance once again.
6.2.e) As a diversity and situational compensation for two nerfs above this can help manage potential unhappiness we gave a fighting chance before.

7.1.a) Trade route bonuses are extremely unbalanced and randomness dependant (map, resources, ingame time, etc). This one is particuraly bad being that good.
7.1.b) As a nerf city would produce +4 GAP instead of +8 with required buildings.
7.2.a) As a nerf empire would get +1,5 turns of Golden Age (for a 15 turns base and 10 offices) instead of 4,5 turns.
7.2.b) A small nerf to a very versatile bonus. +20 base GP points would get +2 instead of +3 bonus.
7.2.c) As a nerf city with +20 base GP points would get +25%, in this case +5 GPP, instead of +250%, in this case +50 GPP (for 25 franchises). Pretty self explanatory.
7.2.d) As a nerf city with 150 gold production would get +7,5 instead of +15 for trading with a franchise.

And most importantly - I love Community Patch with VP and appreciate all the hard work that has been put into it.
 
@hokath
Lastly: Misc Changes, Early Tree Tweaks and Industrial Policies Rework IMHO are all very good ideas. Personally I have no significant opinion about The Pikemen Rework while Spy Points Redesign seems like a total overhaul of the mechanic and may require separate discussion.
 
Firstly of course reporting a bug for 2Kay happiness on github only to find out it's "intentional". Truly shocking...
Yes, in my head the 5% Empire Modifier global makes some kind of sense -- it removes the penalty from having additional cities. But the Unhappiness from Needs? Well I guess it can't make unhappiness go below zero! :D

I decided to rework them for my own purposes.
It seems we arrived at quite a similar idea!
I perhaps nerfed a little harder -- I've taken the trade route bonus down to 3% even because in my last game I had a handy 60% science boost with 12 routes in Atomic and I felt this was too much.
You also went above +1 yield on some of the Franchises. I chose them all equal because although 1 Gold is not worth 1 Science, that's something we decide ourselves. On buildings all the yields tend to be valued equally, or at least should, in my opinion.

Your proposal goes into a good direction: "bonus nerfing" yet imho still making almost every corp monothematical. I myself would choose a different approach: main and secondary bonuses.
Honestly I was also trying to get in this secondary bonus angle, but yes I kept more on the "main" yield than you did.
So I would cite the Office changes as a good example, bold for things that aren't the "main yield" noted as an icon,
Spoiler :

Trader Sids: :c5gold:
Incoming Route +4 Gold to you, +2 Gold for them
+2% Production per CS Trade Route on Empire
Centaurus Extractors: :c5production:
+1 Production and Culture from Sea Tiles
+1 Science and Culture from Sea Resources

Inteded to promote Culture->Tourism effects
Hexxon Refinery: :c5production:
(+1 oil and coal per 3 franchises and +15% Production to Military Units)
Convert 15% Production Cost to Science on training Military Units
Giorgio Armeier: :c5culture:
+2% GPP per Franchise (moved and nerfed from Civilized Jewelers)
1 Artist Slot
Firaxite Materials: :c5science:
10% Production to Buildings (down from 20%)
10 Science when constructing a Building, scaling with Era
+8 Science on Building after discovering Electronics
TwoKay Foods: :c5food:
-2% Empire Size Modifier in all Cities (down from -5)
Note this is a global bonus and is very, very strong
-1 to all Needs locally :crazyeye:
Civilized Jewelers: :c5goldenage:
+10% Gold and Tourism during GA
I haven't tested yet this table works with Tourism yet
+1 Gold per CS friend, +2 Gold and +1 Tourism per Ally
-- also added +1 Tourism / 2 Citizens to the Airport, their building.
Need to have a longer discussion about the Airport...
Populi Medicine: :c5faith:
1 Happiness per 6 Policies adopted
15 Influence with all City-States upon construction


And I tried the same thing on the Specialist yields, and also some of the internal trade routes.
Just to note why I did this rather than a "secondary yield", I was going for effects that help pursue specific victories,
Code:
  Trader Sids: Diplomatic
  Centaurus Extractors: Spaceship and Cultural
  Hexxon Refinery: Spaceship and Domination
  Giorgio Armeier: Cultural
  Firaxite Materials: Spaceship
  TwoKay Foods: Domination
  Civilized Jewelers: Cultural and Diplomatic
  Populi Medicine: Domination and Diplomatic
and for some of these there isn't just one yield that does that (or there are multiple).
 
@hokath Since I know how hard it is to balance things out and how much work it takes I really do appreciate all your hard work. There obviously is no one correct way to do that but most important thing is to try make things as balanced as possible. The most important goal for me is to make Corporations just one more addition to the entire game that gives small buffs and provides different non-gamebreaking benefits (my "favorite" one atm is 2Kay's unhappiness genocide).

Edit: You naughty boy, last time I checked (because I didn't read all your Corps ideas before I posted mine) you had 5% set to TR bonuses not 3%... ;) I know you had because I laughed to myself both ideas are similar...
Edit2: IMHO assigning Corps to certain victory approaches is entirely wrong way to go because: different Civs have different strenghts, resources are randomly spawned and you never get to pick out of all possible Corps but the ones you have required monopoly thus bonuses provided should be slight and a bit diversified. But, again, that is just my angle to look at it.

Edit2: "naughty" typo found out in quote below :P
 
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The most important goal for me is to make Corporations just one more addition to the entire game that gives small buffs and provides different non-gamebreaking benefits (my "favorite" one atm is 2Kay's unhappiness genocide).
Yes I very much agree.

You naghty boy, last time I checked (because I didn't read all your Corps ideas before I posted mine) you had 5% set to TR bonuses not 3%... ;)
:smoke: Hot off the press. Tall Netherlands is absolutely disgusting, it turns out. Doesn't even have a science boost (unless you buy a monopoly somehow) and I smoked everyone on lvl 6 and it wasn't even close.

IMHO assigning Corps to certain victory approaches is entirely wrong way to go
Problem is Science. If you can get e.g. a Science boost then it's a science-victory auto-pick
 
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I've started playing a round today with random civ, and your Tweaks enabled, got Celts and one thing that just came up after researching metal casting - can't upgrade Pictish warriors to Billmen, tooltip says they upgrade to Pikeman.
 
Good catch, will fix (should be savegame compatible)

Edit: OP update. Includes Hoplite, etc. as well
 
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I dont really get your Pikeman rework, i thought your take on this was that Pikeman is supposed to be an anti-cavarly unit but its too weak to do the job so as a result of that you decided to introduce even weaker unit but one tech earlier and making the Pikeman's strength nearly the same as Longswordsman while not requiring any strategic resources to be built, like why? Why not just buff Pikeman directly? Though i dont really believe it needs that at all, just level up those pike promotions if you want to beat horses, or suffer the consequences, its not that bad really. But with this change you need to adjust hell lot of UUs and whatnot. It doesnt worth it.

I really liked that you decided to revive spy gameplay, wanna see how it goes, though i believe that Great Diplomat should not have a separate button to get these spy points, but rather yield them when conducting diplomatic missions or building embassies so diplomat and spy gameplay could become one. Or you can make additional specialist slot in all diplomat type building(or in counter spy building) and make a new GP - The Great Spy. But its on you, do what you want.
 
So the Pikeman still exists but it is back one tier at Machinery, and is stronger.
So I did buff the Pikeman directly but created this larger gap for Knights to be dominant in. That's why the new unit is earlier (and 1 CS weaker), to stop there being a giant gap between Spearman and Pikeman.

On Spies, I dunno about Spy Specialists, I think we have enough of those.
It would be good to somehow combine the embassy mission and the spy point one, but I'm not sure how yet because as it stands there's a very limited number of embassies (which is bad imo).
 
@OneFuriousDon
In the discord Axatin is suggesting to change the AI evaluation of yields to
Code:
UPDATE Defines SET Value = 12 WHERE Name = 'AI_CITIZEN_VALUE_FOOD';
UPDATE Defines SET Value = 12 WHERE Name = 'AI_CITIZEN_VALUE_PRODUCTION';
UPDATE Defines SET Value = 8 WHERE Name = 'AI_CITIZEN_VALUE_GOLD';
UPDATE Defines SET Value = 20 WHERE Name = 'AI_CITIZEN_VALUE_SCIENCE';
UPDATE Defines SET Value = 20 WHERE Name = 'AI_CITIZEN_VALUE_CULTURE';
UPDATE Defines SET Value = 20 WHERE Name = 'AI_CITIZEN_VALUE_FAITH';
I thought it was funny because it pretty much matches your Franchise values
 
WIth the printing house existing, I think the wire service should have its second specialist slot removed
 
I'm way off the Chemistry (just entered Medieval through Theology), received Battering Ram from Militaristic CS as a gift, and I can upgrade it to Greatsword right away. Additionally, when looking at Chemistry tech the Greatsword icon is different than Tercio, but on main screen it uses Tercio icon.
1720904374036.png
 
It's an incorrect pointer, as it were. Unit still points to old Tercio, not new Greatswordsman (name change was for in-game text reasons).
I forgot the battering ram exists (it is a unique unit class so it slips through).
Will fix!

Edit: New version. Battering Rams and Berserkers fixed, Wire Service slots reduced, Siam and Netherlands UA changes added.
 
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