[Extension] Hokath's Proposals

Updated Subterfuge for 5.0
Will now work on the main proposals mod... wish me luck.
Edit: Update complete, please restart your computer.
Edit Edit: Fixed Archive and Circus tooltip
Edit3: Update Belief Building tooltips that are now used to display their Help text in the Choose Beliefs popup
@hokath i must have missed this! Is this all good to go for version 5.0?
 
I went a bit further and gave Circus Maximus, Master Shipwright, and School of Philosophy a specialist slot (!)
I think for Tradition you are still going to want everything in the Capital -- perhaps you outsource one of them (probably Merchant but maybe Engineer) because you dont have pop to work everything. I think this "overload" of specialists (something we used to have when buildings gave 2x specialist slots) done carefully like this should be enough to split the cities up, at least for Progress and Authority.

Sweden Jarl is now playable again. Currently the Great General Aura isn't working, but will be fixed when Axatin releases the first patch of the beta. In the mean time there is a hacked 30% (from the UA) range 2 combat aura on the Jarl's base promo -- this wont get its range upgraded by Imperialism, etc., so have to wait on that for now.

Lastly we have a Zeppelin unit at Fertilizer.
It uses the @snafusmith model, and I made an icon.
1766099670736.png

The first air unit and a Bomber class with 6 range and 40 strength. Triplanes and WWI Bombers have gained +1 range.
If you use the pdan Airship line then it will share a name but otherwise be compatible. Perhaps I can rename one of them to "Blimp", not sure.
It's only experimental at the moment.
I just love Civ IV, man.
 
I like the modern skirmish cavalry unit changes.

Right now the armoured cars dwarf the tank models, and their formation is so tight their wheelbases are intersecting.
Could make it a formation of 4 models and have each one be quite a bit smaller so that there's decent space between them. Downsizing the individual models would also make their low polycount (octagon wheels!!) not matter as much
I would say switch to a different model but sadly there don't seem to be any other options... even CIV RED WW2 doesn't have any armoured car models, only light tanks.
1766106218047.png
1766107795758.png


The FX could also be tweaked, right now it plays the electric whirring of the Mechanized Infantry IFVs when aiming (should prob be changed to a less high tech aiming sound) and then a machine gun burst when firing. But the visual FX has them only fire once and explosion visuals appear as if they were firing cannon instead of machine guns. I presume this is just a holdover from the light tank model it's replacing
Screenshot 2025-12-18 201413.png


The Utility Helicopter is great. I think it could be renamed to just Helicopter (which I assume was originally the case since its called that in the description) for simplicity though
 
Hi @Satv9, thanks for the feedback.
I tend to play on single unit graphics, so I hadn't noticed the armored car is so large! I will try your suggestion of a different formation with a smaller size.
I'm not exactly how to go about improving the aiming sound, but I think I can maybe fix the explosion visual. I'll update the post later and let you know.

I will admit I was educated by the "Utility" prefix when I looked up the UH-1 online, so I kept it there. I agree that in principle it can be removed for simplicity but I'll hang on for now.

Edit:
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"vehicle" settings for Landship, and sound and muzzle blast etc. from Machine Gun (noise very satisfying lol)
 
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It's Enlightenment Era, I will look into it and update over there. Thanks.

Here, I worked a bit to make the Zeppelin not have the move speed that makes it zoom around like a popped balloon when it attacks. Now more like the existing aircraft.
In the Unit Scaling version I have (on EE download link) I will lower aircraft speed further (50%) because its a bit too zoomy for me.

I've also made a change so air units will appear flying above the city when selected. I wasn't a fan of how the unit model(s) got lost in the clipping of the city model.
This is Misc/Plane_Offset.sql if you want to delete

Finally a balance change mainly for my own benefit: Persian UB was not playing well with other mods (including this one) that use the Courthouse as a way to give effects to Annexed Cities.
Two options: Change to a non-Courthouse building (maybe with some Courthouse buffs), I thought maybe a Garden since the garden is represented by the UI, now.
Or, revert to behave like a normal Courthouse (i.e. only buildable in annexed Cities) but make it more powerful.
I've gone with the latter, since it seemed to make more historical sense. The idea is a mini palace, which would include a small Vassal Levy (!) on Era change. That part might be a bit nuts, let me know.
Spoiler :

1766333918585.png

 
It's Enlightenment Era, I will look into it and update over there. Thanks.

Here, I worked a bit to make the Zeppelin not have the move speed that makes it zoom around like a popped balloon when it attacks. Now more like the existing aircraft.
In the Unit Scaling version I have (on EE download link) I will lower aircraft speed further (50%) because its a bit too zoomy for me.

I've also made a change so air units will appear flying above the city when selected. I wasn't a fan of how the unit model(s) got lost in the clipping of the city model.
This is Misc/Plane_Offset.sql if you want to delete

Finally a balance change mainly for my own benefit: Persian UB was not playing well with other mods (including this one) that use the Courthouse as a way to give effects to Annexed Cities.
Two options: Change to a non-Courthouse building (maybe with some Courthouse buffs), I thought maybe a Garden since the garden is represented by the UI, now.
Or, revert to behave like a normal Courthouse (i.e. only buildable in annexed Cities) but make it more powerful.
I've gone with the latter, since it seemed to make more historical sense. The idea is a mini palace, which would include a small Vassal Levy (!) on Era change. That part might be a bit nuts, let me know.
I just played a game with Persia and the Satrap was not available to me as a building in any of my cities, is this intentional? I never actually captured another civ's city so I'm assuming it would still be available that way but it pigeon holes the civ into warmongering which I don't love.
 
Yes, in the post you quoted
revert to behave like a normal Courthouse (i.e. only buildable in annexed Cities) but make it more powerful.
the file is in Civ_Balance/Persia.sql if you want to delete it.
For me, there is no doubt that an Immortal + UA timing attack is the way to go on Persia. If you don't do that... what is the civ really doing for you?
 
Yes, in the post you quoted

the file is in Civ_Balance/Persia.sql if you want to delete it.
For me, there is no doubt that an Immortal + UA timing attack is the way to go on Persia. If you don't do that... what is the civ really doing for you?
Thanks! I might delete that yeah. Oh I love to go progress, building up a strong gold income in the early game, then by the time the Qizbash comes around I go on the offensive. I'm probably going about it backwards but I generally don't love early game wars because I'll miss out on building fun wonders and since the immortal has that armor plating it makes an excellent defensive unit for me to crack on building the fun things!
 
Silent Decree China should be compatible with 5.0

@HeroOfTheSword totally fair. I wouldn't say old Satrap's Court was super powerful but ofc better than nothing -- although it's a Courthouse so you weren't going to build it before, it is additional investment. New one boosts Tourism from making Wonders (and birthing great people), so it does have a synergy with a more "builder" style. You can use your war to take a city-state without massive investment. If they have the only copy of Porcelain... 30% Golden Age Length! Probably worth considering anyway, without the change.
 
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@Chinag
On the Jarl issue. The ticket is reopened, hopefully the fix is straightforward.
In the mean time I added 1 more promo that doesn't have a tech requirement, to give more room.
I moved the "Fights Stronger When Damaged" there, with some healing. Replaced with extra CS away from Capital (like England UA, but stronger).
 
Sorry if this is a silly question, but is the main version of the Hokath's Proposals updated to 5.0 yet? It's hard to play VP without this mod, it makes the game so much better. :love:
 
Yes. Sorry, I realize I replied to the previous questioner with a "like" so it wasn't very visible. My bad.

Edit 1/1/26
Fixed Ethiopia monolithic church changes. Weren't caught by the script for some reason.
Fixed Subterfuge BUILDINGCLASS_SCRIVENERS_OFFICE missing that was stopping the 50 spy points being granted
 
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I love the changes here, especially the changes for siege and scout units. Absolutely frustrating that siege units couldn't fire over forests until field cannons and scout units explore an entire continent in a handful of turns. How are these changes not in the base game?
 
I love the changes here, especially the changes for siege and scout units. Absolutely frustrating that siege units couldn't fire over forests until field cannons and scout units explore an entire continent in a handful of turns. How are these changes not in the base game?
I agree that the Recon and Siege changes are the best changes here.
 
Update with some civ balance options
First is Rome so the proposal can be tested if you want to give it a spin, see the proposal.
Second is the Portugal/Brazil rework to address Bandeirantes.
The Mare Clausum promo doesn't seem to be working at the moment, will need to look into if trade units are excluded in the DLL
Spoiler :

Bandeirantes exploration bonus
1) We obviously have to nerf the value on the exploration because its wildly overbudget for a UU
2) Because it comes in late medieval, you are incentivised not to explore before that.
I think that's a bit pathological, but more seriously the AI doesn't do it.
3) The bonus is "tall", it gets diluted by having more Cities. But Brazil's kit was intended to be a sort of "wide" cultural victory.

Simultaneously, we have Portugal. It has the "Age of Discovery" promo on University of Coimbra which has similar issues

Yet, getting big payoff from exploring the map is quite fun and provides variety. Meanwhile Portugal has a "more TR is better" UA, just like Venice, Morocco, and Ottomans.
It's also called Mare Clausum, but I'm not sure it really captures this idea.
To me, the Age of Discovery is this big Portuguese moment, if any civ has this "explore the world" mechanic it should be them!
So, if we moved the exploration-gives-yields effect to the Portuguese UA, we could kill two birds with one stone
1) The value can stay high (and fun) because it now has UA weighting
2) We can have it unlock early (and even scale in time)
3) And a third bird: Portugal is also a more natural "tall" civ, and so there is a natural gameplay reason for them to have this bonus over Brazil

UA: Padrão Real
After discovering Sailing, Naval and Recon units gain Gold, Science, Culture, and Great Admiral Points when discovering tiles, scaling with the discovery of Compass and Navigation.

We can start with a value of 1 (current Brazil value is 3) that doesn't unlock until Classical so the very-early game is not affected. Then at Compass it goes up to 2, which is 50% less than current Brazil value, then reaching the Brazil value at Navigation. This is similar to having Era Scaling.

This way, University of Coimbra would lose its promo. Here I would add a new one

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

Uses all existing columns:
VisibilityChange
IsNearbyPromotion
NearbyRange
GiveDomain
GiveOutsideFriendlyLandsModifier
GiveHPHealedIfEnemyKilled

This is nice because it does the Armadas da India without using the word Armada ;)

Then we use TRVisionBoost on the UNW to give 4 Sight to Cargo Ships (currently 0 sight base)
With 4 Vision, if you send the Cargo Ship to a distant city you can reveal lots of tiles and trigger the UA, which affects them as Naval Units.
This is a way of having a sort of Unique Cargo Ship without the associate art weirdness and the fact the Nau is already in use.

I would also add some more yields to the University of Coimbra theming bonus (was missing in first alpha... whoops!)
because as I understand it the Cursus conimbricenses, and the cultivation of important literary and scientific texts like the first edition of Os Lusíadas are the main claims to fame.
The bonus gold to Universities is also a little off, since for a long time it was the only university in all Portugal, so instead I would give a bonus to buildings that must be purchased with faith, reflecting the centuries of Jesuit scholarship.

Back to the Bandeirantes. These guys went into the Amazon and colonized it.
I suggest something like UnitPromotions_YieldFromBarbarianKills to give Gold, Production, and Border Growth to their origin city. They can also get Influence with nearby CS on kill, allowing you to make friends and allies even far away.
This supports the Brazillian mission of colonizing unclaimed inhospitable territory, often in the new world and on island, that will naturally be filled with barbs that must be cleared.

Feedback needed: is 4 sight on Cargo ships the right number of tiles revealed? Or is it too high (probably?) or too low (probably not), or just right (hopefully)


After the congress the mod will need a big spring clean.
 
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Interesting and thematic Portugal change, buffing combat near trade route units. How does the new Mare Clausum work? Is it meant for city defense by parking Cargo Ships in the harbor, or only for defending travelling cargo ships? Should one create trade routes where one suspects fights to happen? For the latter, purely speculative, it feels a bit unreliable as you don't have full control where the buff happens. Is it possible, that the buff is near the Cargo Ship trade route, instead of the Cargo Ship itself?
 
Oh no, it didn't save it.
Unfortunately I am away from the computer with the files until late Friday :(
EDIT: OP reuploaded

Is it possible, that the buff is near the Cargo Ship trade route, instead of the Cargo Ship itself?
Would be cool but the tech doesn't exist yet.
 
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