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.
Initially this caused graphical glitches, but the solution was given by @zai4z to use a sneaky lua hook, so this functions nicely.
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.
Work_Boats.sql
A now-playable version of a world without Work Boats! Thanks @KungCheops for all his work on improvement AI
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
and many other balance changes, including a new Zeppelin bomber unit, and tech promotions to make late game war smoother
Moved to EE
Civ Balance
Changes to perceived problematic components
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.
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
Culture, +3
, +4 
Units moving onto a Free Port have their
Moves restored.
Banking: +1
Gold and
Culture
Railroad: +2
Production and
Culture
Radio: +2
Gold
Telecom: +3
Gold
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)
Can be built by Expending a
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
Culture, +3
, +4 
Units moving onto a Free Port have their
Moves restored.Banking: +1
Gold and
CultureRailroad: +2
Production and
CultureRadio: +2
GoldTelecom: +3
GoldThe 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)
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
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
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
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:
Spy Point system, however the source of Spy Point remains the same as it always has -- technological advance.
for Rigging City States to the Printing Press and Foreign Bureau ("tall")
Science from Identifying Spies on Pentagon
, 2
from Spy Missions, scaling with Era.
Pop
Civil Servant Slot
Friend
Food and
Supply from
City Connection yields locally


I know you had because I laughed to myself both ideas are similar...
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.