[Extension] Hokath's Proposals

- Fishing boats : fantastic change. It seems taht it does not work well with "Better Lakes for VP" though (which is a shame as it's also a great mod)
Have you tried my unofficial update?

 
don't think so, thanks !
but my main issue was that it is now impossible to build fishing boats or salt gatherers on the lake tiles - not sure that's what your update solves.
 
@Remito thanks for the feedback!
I can try to get compatibility with the "Better Lakes for VP", but a quick search brings up this post so maybe it's already possible?
edit: Jarcast too fast

Subterfuge should be completely stable afaik.
I haven't pressed the nuclear button yet, so if you do let me know.
The main bug that might exist -- I suspect I've seen it but can't reproduce it atm -- is that the counterspy focusses silently expire after some number of turns (which they shouldnt). If so, though, this would also exist in base VP.
 
Don't think so.
The only nerf to GD to compensate the Spy Points is that the Resting Point with the City-State you target is no longer increased by 30.
Unless this column also affects the amount other people lose for some reason!
 
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Hi Hokath,
I've been playing with your mod for a while (overall all the mod are excellent), not the very latest version because I haven't analyzed what changes in religion compared to New Belief by Pinappledan (which I use). I took Rationalism for the first time, I think, and I noticed that the Observatories are still conditioned by Liberalism when it shouldn't be.
While I like the replacement of fishing boats with the worker, and I play with the Better Lakes version of Jarcast :) , I find that the construction time is too long compared to the normal version but also to the ease of plundering them.
 
changes in religion compared to New Belief by Pinappledan
It should play nicely, I only (further) changed the Sacred Calendar/(old) Orthodoxy things. Note, Subterfuge also repurposed the Daogan.

I noticed that the Observatories are still conditioned by Liberalism
You mean they required Liberalism to build? Shouldn't be, I have set PolicyType = NULL (and in my games it works).
Not sure why that would happen. Any errors in database.log?

the construction time is too long compared to the normal version
Yes I was trying to find a good place considering the pillage is now (again) total. Do you have a recommendation?
 
You mean they required Liberalism to build? Shouldn't be, I have set PolicyType = NULL (and in my games it works).
Not sure why that would happen. Any errors in database.log?
It's the entire SQL file Observatory.sql that seems to not load. All other files in New_Building load without problems. OK find, it's in the modinfo of the version with I play :

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Maybe in later versions you changed that.

Yes I was trying to find a good place considering the pillage is now (again) total. Do you have a recommendation?
For me just 1 turn less would be a good balance.
 
Ah good find, it got put with the EE changes, that's why it works for me.
I will update the policy type -- no Observatories without EE, or you can modify the .modinfo if you want them.

1 turn less coming right up.
 
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2 Gold might still be ok just because the Specialists cannot be worked freely early on---limited in number and with food+happiness requirements simultaneously.
I would have to try.
So a test as Tradition. I enhanced my religion and my total income before Thrift was 74 GPT gross. I had 43 followers in my Cities so I got 21 :c5gold: immediately from 1:2, an increase of almost 30% (shows how strong the 1:1 was)
I am working 5 eligible Specialists (only, most of them are Writers) so it's another 5 Gold on top.
So I would say that in this case Thrift was a very strong pick. Only 20% of the power came from the Specialist part, so it's not that significant when you first adopt (ofc if you pick as first belief the balance is different) although different circumstances/policy choices would lead to a different balance.
 
So a test as Tradition. I enhanced my religion and my total income before Thrift was 74 GPT gross. I had 43 followers in my Cities so I got 21 :c5gold: immediately from 1:2, an increase of almost 30% (shows how strong the 1:1 was)
I am working 5 eligible Specialists (only, most of them are Writers) so it's another 5 Gold on top.
So I would say that in this case Thrift was a very strong pick. Only 20% of the power came from the Specialist part, so it's not that significant when you first adopt (ofc if you pick as first belief the balance is different) although different circumstances/policy choices would lead to a different balance.
Well I would compare that to what you'd get with the other beliefs. I think in this case gold is probably the weakest option and the specialist part is quite low which I feared.
 
Have now done several Ethiopia starts and concluded the 10 GAP/tech was too high compared to other sources, lowered to 5.

Thrift changed to +1 gold/specialist, no restriction
With 7 writers this is a big boost to the above example.

Divine Inheritance changed to per 4 with a higher cap of 400 to better separate it from Revelation.
You know, I realized a couple of these maybe work well if you put your Holy City somewhere other than your Capital!
 
Shouldn't the new promotion 'Adventurer' ignore the snow movement penalty, it's weird that crossing snow hill require only 1 mp when flat needs 2. Also White Walkers barbarians are a death sentence early game.
 
The Snow moves are on the Ski Infantry promo. So you have to go Surv I (or Trail II) -> Altitude Training -> Ski
Perhaps another prereq for Ski (Trail II itself?) could be added if you feel like it's too niche to get to?
I intended snow to remain hostile to exploration.
 
The Snow moves are on the Ski Infantry promo. So you have to go Surv I (or Trail II) -> Altitude Training -> Ski
Perhaps another prereq for Ski (Trail II itself?) could be added if you feel like it's too niche to get to?
I intended snow to remain hostile to exploration.
The problem is not with the snow, it is with Adventurer which allows to ignore the terrain in hill.
To avoid the problem, which occurs with every hill, you could do:
Adventurer : Ignore terrain Cost in Forest, Jungle, Desert and +1 Move
Altitude training : add Ignore terrain cost in Hill.
Trailblazer III : Retry +1 Move, give a combat bonus (I think +25 % Attack).
 
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