Since the special session of the VP Congress will delay new proposals quite a bit, I am jumping on the bandwagon and making my (database implementable) proposed changes to base VP available.
Please find attached a single mod with neat little folders you can delete as you wish.
It includes:
Corporations Changes
Now VP is so stable, and AI bonuses less front-loaded, I find myself playing almost every game to the victory screen.
It becomes apparent that Corporations as they currently stand determine, in large part, the outcome of the game. Yet, you cannot reasonably control even which Corporation you Found.
For example, 10 Franchises of Giorgio Armeier gives you +20 Culture per Office (that is, per City) giving a double-digit percentage of your total Culture.
Meanwhile Civilized Jewelers on the same number of Franchises gives over 100% Great Person Rate AND 30% Golden Age Length.
These bonuses are unlike any other game system with the possible exception of Factory production scaling (see below)
Here I present a rework to reduce the power and increase the interactivity of the Corporations system
The Pikeman Rework
Pikemen are very weak, yet if they were stronger Knights would be useless and Longswordsmen redundant.
Azum believes Pikemen should be moved earlier, to Metal Casting. Here I present a riff on this idea that maintains the feel of Medieval combat throughout the Renaissance, until the arrival of the Fusilier.
The Pikeman is actually pushed back to Machinery (with the Xbow) and made stronger. Then, a new unit between Spearman and Pikeman is introduced -- the Halberdier -- at Metal Casting to bridge the resulting large upgrade gap. The Tercio is removed and replaced with a Promotion to all melee units on Gunpowder, and a new Longswordsman upgrade -- the Greatswordsman -- is added on that tier instead, with a speciality of killing Pikes.
If and when I propose this it will probably be modular. The Greatswordsman is a really cool addition that can stand on its own. The general principle of moving the Pikeman one tier earlier can also be done separate to the rest.
Industrial Policies Rework
We've done a huge amount of work on the Ancient and Medieval trees, but I am left disappointed in the Industrial Era where only Imperialism feels like it hits the right notes.
Here I present a reimagining of Rationalism and Industry (with some minor tweaks to Imperialism).
Rationalism is focussed on Growth and Happiness but in a general way that will allow you to use it to "thicken" your wide Empire.
Industry is audited to make sure its bonuses scale best in a wide Empire.
Together they create an interesting choice between "pure wide" and "thick wide" , while Tall has "pure tall" in Rationalism and "thick tall" in aggressive puppet expansion via Imperialism.
Early Tree Tweaks
Completing what we've started and cementing the identity of Tradition--Progress--Authority
There is a minor touch-up to Statecraft also.
This folder also includes a rewrite of the "help text" of each early policy tree to better explain, at a glance, what it does for you. Hopefully useful for the new player.
Finally there is a sub-folder containing a more thorough Authority rework: People have theorized that yields-on-kill in Authority is bad for the game overall due to its scaling with map size (barbarians), difficulty, defender-favoured nature, and other aspects. Here I have implemented a version that reorients the tree to producing units generally, and more tribute yields for the very-early game tempo. Not sure if I 100% agree but you can try it!
Misc Changes
Some tweaks to Buildings, especially Hotel and Airport, which really grind my gears.
Also a now-playable version of a world without Work Boats! Thanks @KungCheops for all his work on improvement AI
Atolls with actual map effects (though I think EnemyUnitPanel lua needs to update to show the CS change?)
There is also a change to Elephant units which significantly affects War Elephants (Ivory start)
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:
Corporations Changes
Spoiler :
It becomes apparent that Corporations as they currently stand determine, in large part, the outcome of the game. Yet, you cannot reasonably control even which Corporation you Found.
For example, 10 Franchises of Giorgio Armeier gives you +20 Culture per Office (that is, per City) giving a double-digit percentage of your total Culture.
Meanwhile Civilized Jewelers on the same number of Franchises gives over 100% Great Person Rate AND 30% Golden Age Length.
These bonuses are unlike any other game system with the possible exception of Factory production scaling (see below)
Here I present a rework to reduce the power and increase the interactivity of the Corporations system
Spoiler :
Code:
Note: Max Franchises is 25 for assessing scaling bonuses
General
-- There is a new Corporation called Populi Medicine, its yield is Faith, with +% Faith route bonus
-- Monopoly HQs require one of their resources locally to build. Monopolies are no longer required
This allows you to, roughly, pick any Corporation. You might not be able to make it in the Capital.
-- the resource sets are organized as follows
Trader Sids: Cocoa, Salt, Spice, Sugar, Coffee, Cloves/Nutmeg/Pepper
Centaurus Extractors: Whale, Crab, Coral, Pearls
Hexxon Refinery: Coal, Oil, Uranium, Glass, Brazilwood
Giorgio Armeier: Perfume, Silk, Cotton, Dye, Fur
Firaxite Materials: Iron, Aluminum, Marble, Copper, Porcelain
TwoKay Foods: Horse, Wine, Truffles, Citrus, Olive
Civilized Jewelers: Lapis, Gold, Silver, Gems, Amber, Jewelry
Populi Medicine: Ivory, Tobacco, Incense, Jade, Tea
-- Franchises AND Offices give +2 (up from +1) to all Corporation Resources locally
If you do have a monopoly, you might want the matching Corporation!
Hexxon gives Border Growth Points
-- Reduced the Office yield bonus per Franchise to +1 for all Corporations
except for Food and Gold which are +2
and Border Growth which is +3
-- Reduced all yield modifiers for sending Trade Routes to Franchises from 10% to 3%
-- Corporation yield bonus to buildings have been reduced in strength, it now affects 1 late game building (TwoKay has 2 limited buildings)
with more late game buildings we can redo some of these (i.e. supermarket, marina)
Trader Sids: +4 Gold from Broadcast Tower
Centaurus Extractors: +8 Production from Mine Field
Hexxon Refinery: +3 Science and Production from Military Base
Giorgio Armeier: +4 Culture from Shopping Mall (see below)
Firaxite Materials: +3 Science from Stock Exchange
TwoKay Foods: +5 Food from Refinery and Recycling Center
Civilized Jewelers: +6 Golden Age Points from Airport
Populi Medicine: +3 Faith from Hospital
-- Corporations have new global Specialist yields
Trader Sids: +3 Food from Merchants
Centaurus Extractors: +1 Gold to all Specialists
Hexxon Refinery: +2 Science from Engineers
Giorgio Armeier: +2 Culture, Gold, Tourism from Artists (see below)
Firaxite Materials: +2 Production from Scientists
TwoKay Foods: no bonus
The idea is not to supercharge tall, but to 'thicken' wide
Civilized Jewelers: +1 Tourism to all Specialists
Populi Medicine: +3 Gold from Civil Servants
-- Corporations now have internal trade bonuses on their Offices
Trader Sids: 50 Gold on Internal TR Finish
Centaurus Extractors: +6 Production on Internal TR
Hexxon Refinery: 100 Border Growth on Internal TR Finish
Giorgio Armeier: 80 Tourism on Internal TR Finish
Firaxite Materials: 40 Science on Internal TR Finish
TwoKay Foods: +10 Food on Internal TR
Civilized Jewelers: 75 Golden Age Points on Internal TR Finish
Populi Medicine: 40 Culture on Internal TR Finish
Internal TR is a supported strategy but Corporations have had almost all their power in International Routes, this intends to bring Internal TRs up in power to compete. I tried to be conservative, but numbers may be too high. I based on the Kabuki Theatre (50 Culture and much earlier, but a UB).
Specific
-- Corporation tooltips are updated to suggest to the player what victory conditions they support
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
This is both an aid to the new player and to inform our design
-- The following Corporations give more than 1 Trade Route
Civilized Jewelers: +2 Trade Routes total
Populi Medicine: +2 Trade Routes total
Trader Sids: +3 Trade Routes total
Intended to boost Tourism, City-State Influence, rate of Franchise gain, etc.
-- Firaxite Materials and Centaurus Extractors swap Trade Route bonuses (flat sci and % sci)
-- Special effects (all Corporations have one, like +100% Sea Range or Reveal Fog of War)
Giorgio Armeier:
Trade Routes sent to you give their *owner* +5 Gold
Encourages people to trade with you and get the +% Tourism boost, also interacts with their Building the Shopping Mall (see below)
TwoKay Foods:
1 Horse per Franchise
Like Hexxon, these count towards Monopolies
Firaxite Materials:
Trade Routes are no longer invulnerable
On the premier Science Corporation this is too uninteractive
In general I think this bonus is not very healthy, so I won't be adding anywhere else
1 Iron per Franchise and 1 Aluminum per 2 Franchises
Like Hexxon, these count towards Monopolies
Populi Medicine:
Trade Routes sent to you give you +5 Gold
Opposite reasoning, trying to discourage people from Tourism-bombing you
Hexxon Refinery
5 oil and coal, with +1 per franchise (moved from office)
Loses +15% production to Oil/Aluminium/Uranium Units
Offices
-- These are in addition to above Internal TR bonuses and +1 Yield per Franchise
-- Any unlisted previous bonuses are removed
Trader Sids:
Incoming Route +4 Gold to you, +2 Gold for them
+2% Production per CS Trade Route on Empire
Centaurus Extractors:
+1 Production and Culture from Sea Tiles
+1 Science and Culture from Sea Resources
Inteded to promote Culture->Tourism effects
Hexxon Refinery:
loses +1 oil and coal per 3 franchises, instead has border growth points from franchises
+15% Production to Military Units
Convert 25% Production Cost to Science on training Military Units
Giorgio Armeier:
+2% GPP per Franchise (moved and nerfed from Civilized Jewelers)
1 Artist Slot
Firaxite Materials:
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:
-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
Civilized Jewelers:
+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:
1 Happiness per 6 Policies adopted
15 Influence with all City-States upon construction
Building Changes
-- Maintenance cost for Franchises increased from 1 to 6
Franchises are stronger and this represents an initial trade-off
-- Add Shopping Mall Building at Flight, use to turn Franchises into a bonus!
2000 Production Cost, 7 Maintenance
Requires a Grocer in the City
+3 Tourism, +2 Gold
+4 Culture and +2 Tourism to all Franchises in the City
This gets you your money back from the maintenance, and the Culture helps resist Tourism
Incoming Route +2 Gold to you, +2 Gold for them
5% of all Gold Purchases are converted to Tourism
Half strength of proposed Riad bonus, together they will equal Bank conversion to Science
-- Add World Trade Center at Telecom, fun little addition to have a Corporation Wonder
2300 Production Cost
+1 Culture, +4 Tourism, +5 Gold
2 Great Merchant Points
Receive 1 Delegate in the World Congress for every 12 City-States originally in the World
Gain 1 additional Trade Route
Incoming Route +6 Gold to you, +6 Gold for them
All Corporate Franchises in the Empire yield +5 Gold and +4 Tourism
The Pikeman Rework
Spoiler :
Azum believes Pikemen should be moved earlier, to Metal Casting. Here I present a riff on this idea that maintains the feel of Medieval combat throughout the Renaissance, until the arrival of the Fusilier.
The Pikeman is actually pushed back to Machinery (with the Xbow) and made stronger. Then, a new unit between Spearman and Pikeman is introduced -- the Halberdier -- at Metal Casting to bridge the resulting large upgrade gap. The Tercio is removed and replaced with a Promotion to all melee units on Gunpowder, and a new Longswordsman upgrade -- the Greatswordsman -- is added on that tier instead, with a speciality of killing Pikes.
Spoiler :
Code:
Units
Halberdier
-- New unit added at Metal Casting
-- Uses "English Pikeman" spear-and-shield model by Danrell
This is actually some kind of medieval Spearman. A halberd is what the Pikeman uses! A pike is much longer and has no axe. Crazy times.
-- 16 CS, 110 Cost, and Formation I
-- Upgrades from Spearman, upgrades to Pikeman
-- Berserker is now Halberdier replacement (no real change)
Pikeman
-- Moved back to Machinery
-- CS increased to 20
-- Cost increased to 150
-- Goedendag cost proprtionally increased to 110 and CS to 22
-- Upgrades into Fusilier
Greatswordsman
-- New unit at Chemistry
-- Uses the Enlightenment Era model and icons
-- 26 CS, 300 Cost, 1 Iron
-- Discipline
-- Two-hander promotion
33% Attack versus Spearman, Billman, Pikeman, Free Company
-- Upgrades from Longswordsman, upgrades to Fusilier
Tercio
-- Removed (For now I put it at PrereqTech=NULL, Cost=-1)
-- Impi is a Pikeman replacement (24 CS, 200 Cost, Cover I and Formation I, 50% against Gunpowder)
-- Yellow Brow is a Greatswordsman replacement (no Iron, Formation I instead of Two-hander)
Maybe this should replace Pikeman, but Impi overlap unfavorable
-- Landsknecht renamed Doppelsoeldner is a Greatswordsman replacement (loses attack promotion, see below)
-- Musketeer is a Greatswordsman replacement (no Iron, Gunpowder unlock, Musketeer promo instead of Two-hander)
Maybe this should replace Cuirassier in a later version. Strange unit historically speaking.
Unit Promotions
Formation III
This is intended as a powerful option for Pikemen, Doppelsoeldner can cheat it early (strong)
-- Old Doppelsoldner icon inverted, very pretty
-- Melee Units only
-- Unlocks at Gunpowder
-- Requires Formation II
-- +15% Defense in Open Terrain
-- +30% Attack against Full HP Enemies (old Doppelsoldner)
-- +10 Hit Points
Matchlock
This replaces the Tercio stage
-- Old Doppelsoldner icon, very pretty
-- Melee Units only
so mostly Pikeman and Greatswordsman. This brings 20 Str Pikeman to 24 Str "Tercio", though note lower base for other promos
-- Unlocks at Gunpowder
-- 20% Combat Strength
-- Received for free using Technology_FreePromotions
-- Lost on upgrade
Industrial Policies Rework
Spoiler :
Here I present a reimagining of Rationalism and Industry (with some minor tweaks to Imperialism).
Rationalism is focussed on Growth and Happiness but in a general way that will allow you to use it to "thicken" your wide Empire.
Industry is audited to make sure its bonuses scale best in a wide Empire.
Together they create an interesting choice between "pure wide" and "thick wide" , while Tall has "pure tall" in Rationalism and "thick tall" in aggressive puppet expansion via Imperialism.
Spoiler :
Code:
Industrial Trees
Rationalism
unleashes a wave of new Citizens by providing large Happiness and Food bonuses. Simultaneously boosts the output of the resulting Golden Ages and Specialists, especially Scientists. --> Use this to "thicken" your wide Empire. Or go crazy Tall with Great Scientists!
-- Tree Structure is now
Liberalism
Mass Education
Secularism (requires Liberalism)
Emancipation (requires Liberalism)
Employment Law (requires Emancipation and Mass Education)
.X..X
/\ |
X.X.|
\ /
...X.
-- Opener
Loses +3 Science and +2 Production on Strategics
Loses +% Science in all Cities
Gains +33% Great Scientist Rate
Gain +1 Science and Culture on Scientists
I don't know how smart the AI is with this so these yields will encourage GS production
Gains +10% Growth in all Cities
-- Scaler
Loses +% Science in all Cities
Gains +5% Growth in all Cities
-- Liberalism (was Scientific Revolution)
Loses ability to make Observatories
Observatories now have no Policy Requirement, +4 (from 2) Science and 1 (from 2) Scientist Slot(s)
They unlock at Astronomy in T1 Renaissance, as makes sense!
Public School loses its Scientist slot to keep the number of slots the same. (not like highschoolers are making serious breakthroughs)
Loses +2 Science on Jungle/Snow
This was a very strange choice
Gains +2 Gold and +1 Production from Specialists
Gains +25% GP Rate during a Golden Age
-- Mass Education (was Enlightenment)
(Receive 1 Free Tech)
Loses +1 Happiness from Universities
Gains +3 Food, +2 Culture, and +1 Happiness from Public Schools
-- Secularism (was Free Thought)
(-5 Religious Unrest)
Loses Great Scientist bonuses
Gains +10% Science during a Golden Age
Gains +3 Production and Gold from Academies
A bonus to Great Scientists before you bulb them
-- Emancipation (was Rights of Man)
Loses Needs Reduction
Loses Science from Golden Age
Loses yields on Villages
Gains Culture and GAP per citizen oneshot boost
Gains +1 Happiness per 6 Citizens
n.b. there is currently a bug where this doesn't work with the Progress policy. Hopefully fixed soon!
Gains 10% Food during a Golden Age
-- Employment Law (was Empiricism)
(+1 Food per Citizen)
Gains +1 Production per Citizen
Loses 25% Growth in all Cities
Loses +3% Science per GW (up to 20%)
This is too Tall-specific, belongs in Freedom imo
Gains 50% of Happiness converted to Culture
-- Finisher
(Purchase GS with Faith)
(12 Security in all Cities)
+25% Yields from GS Bulb
Save the big science for a completed tree, no dipping in
Imperialism
-- Tree Structure is now
Civilizing Mission
Regimental System
Colonialism
Exploitation (requires Colonialism)
Martial Law (requires all three T1)
-- Colonialism
Split the Forts and Citadels into their own bullet point
Now +2 Science, Culture, and Border Growth (up from 1 Culture, 0 Border Growth)
-- Exploitation
Loses yields from Farm/Plantation/Camp
Gains +3 Food, Production, and Border Growth on Luxury Resources
Luxuries are concentrated in the regions, so you get most out of this if you've taken over another civ
-- Martial Law
Upped Penalty Reduction to 30% from 20%.
This policy is most of the strength, but it is actually not great compared to Industry
Industry is +15% to all (after some buildings) and affects all cities
This is similar to 20% to all with no buildings, but only affects puppets
30% packs a bigger punch, makes Annex less necessary (important for v. big empire modifers etc),
and end you up at a neat 50% yield reduction on puppets, which is easier to quantify for the player.
Can at earliest by the 4th policy to compensate increased strength and prevent extreme christmas-treeing with Industry
-- Finisher
Gains "Reveals Hidden Antiquity Sites" from Artistry finisher
Ideological pressure is a huge problem for Imperialism, this helps fight that
Hidden sites on Artistry doesn't make great sense, since archaeology won't be unlocked for a long time
Industry
-- Splash art changed to "Industry" with the man in the top hat standing by the train, rather than the "Commerce" ships
-- Tree Structure is now
Division of Labor
Subsidies
Entrepreneurship (requires Division of Labor)
Mercantilism (requires Subsidies)
Gold Standard (requires Mercantilism and Division of Labor)
..X.X
| |
..|.X
/\/
.X.X.
Note due to graphical glitch in CiV, cannot put Entrepreneurship on second row!
-- Opener
Increased purchase reduction to 10%
Gains +50% Great Merchant rate
Gains +100% Coaling Station Production boost
You need this early or you won't use it!
Loses +2 Trade Routes
Too strong for an opener
-- Division of Labor
+3% Culture from select Buildings instead of Gold
We will have a Culture side and a Science side to the tree
List changed to remove Forge and include Armory
Loses 100% to Coaling Stations
Gains +33% Yields from (both types of) City Connections
-- Subsidies (was Free Trade -- can't have Free Trade and Mercantilism in same tree!)
Loses 50% Great Merchant Rate
Loses 5 Gold from Trade Routes
Loses -2 Poverty
+1 Happiness from Windmills
Moved happiness bonus earlier and on a building you might not have
Gain -50% Tile maintenance
So with Authority your Railroads are free!
Gains the 10 Science on building construction, scaling with Era
-- Entrepreneurship
Loses +1 Happiness from Workshops
+2 Production and +1 Gold from Mine/*Farm*/Lumbermill
The "spammable" improvements
Gains +3 Food and +2 Culture on every Village and Town
Note potential for Culture on Tiles -> Tourism
A bonus to Great Merchants outside of Trade Mission
-- Mercantilism
+3% Gold from select Buildings instead of Culture
This is the Science side
List changed to remove Market and include Hotel
Gains +2 Trade Routes
-- Gold Standard (was Protectionism -- too close to Mercantilism)
(Gold Investment 10% boost)
WLTKD boost is now 10% Gold and Culture rather than Food and Science
reduce overlap with Rationalism GA boosts
Gains +25% instant yields from Great Merchants
Loses +33% yields from internal trade
This is in Fealty nowadays
-- Finisher
Loses yields from Specialists
Gains +3 Science and +2 Production from Strategic Resources
We've done a trade deal with Rationalism
Early Tree Tweaks
Completing what we've started and cementing the identity of Tradition--Progress--Authority
There is a minor touch-up to Statecraft also.
This folder also includes a rewrite of the "help text" of each early policy tree to better explain, at a glance, what it does for you. Hopefully useful for the new player.
Spoiler :
Code:
Tree Descriptions (not intended to be deleted)
-- Increased the length of descriptive text for each Policy Tree to 5-6 lines
This is meant to help new comers who have no idea what these things do.
It also informs the design of the trees, see below
-- For the 3 Ancient Era Trees, the text also delineates the `early game' bonuses (what sort of start it supports) and the 'throughout the game' bonuses.
Tradition
-- Justice loses +1 Production per City
This is a Progress effect, Tradition yields should come from Buildings
-- All starting Policies now give yields to a T1 and T2 Building, where the T2 Builiding is an 'improvement' building
Justice gains +1 Production on Council and Forge
Bring up to Ceremony power level
Ceremony loses +1 Science on Council
Balance this against other choices with the small nerf
Sovereignty gains +2 Border Growth Points on Shrine and Stoneworks
Balance this against other path with targeted yield change (not Gold or Production, etc.)
Currently if you open this you are starting Shrine, you are delaying Splendor where the Gold and Culture comes from
Together this means your Cities are very slow to grow borders, noticably compared to Population
This also buffs the `Border Blobs' strategy heavily nerfed by Authority rework
-- Second tier policies tweaked for relative power
Splendor +2 Culture is now on Monument/Aqueduct/Baths
This smooths the gain of yields, since both Garden and Baths were later and on opposite sides
Majesty gains +2 Tourism on Granary/Caravansary/Gardens
Complete the symmetry of each policy buffing a building
Choice of buildings meant to mirror Splendor
Tourism won't upset early game balance strongly like Food or Gold would
However Tourism will benefit Trade Routes via Influence. The early you pick, the sooner you get.
-- Name and Art changes -- personal taste -- where appropriate Flavor text is also changed.
Sovereignty renamed to Ceremony
Sovereignty is such a non-name. Other choices mean you aren't sovereign? Que??
Ceremony renamed Mysticism
I'm such a Scorpio
Royal Astrologer renamed to Astrologer's Sanctum
Just don't like having 2 different "Royal" somethings
State Treasury renamed to Treasure Hoard
Check the description, it's a bit different to a finance ministry
I want to make a proper State Treasury National Wonder in Renaissance (see next post)
Treasure Hoard has new icon
More appropriate to text description ;)
Majesty renamed to Bounty
Too close to Divine Right in Fealty
Authority
-- Opener loses +1 Production per City
This is a Progress effect, Authority yields should come from Units
-- Militarism gains +2 Production for City with greater than 10 Strength
Buffed to +2 because it comes later (and with the requirement)
This should also present more of a choice between left and right sides
Currently left side is much stronger, not least because you want Production early
Statecraft
-- Shuffle bonuses for better left-right balance
Move +1 strategic per 3 Alliances from Foreign Service to Exchange Markets
Foreign Service is stacked and Resources make more sense on Exchange Markets
Move +1 Happiness per trade route from Exchange Markets to Trade Confederacy
Buff Trade Confederacy to compete with Foreign Service
The other Medieval Trees have +1 Happiness effects on the first row
Exchange Markets needs to lose something to offset gain above
-- Delete the 'Scholasticism' bonus from Shadow Networks
In Vanilla +25% Science of Allies is a very strong effect
In VP this does basically nothing (last game was +3 Science upon adoption)
New players therefore can be tricked into thinking this important
Shadow Networks is already really good
Spoiler :
Code:
Authority
-- Opener
Yields on Kill removed
25% Gold converted to Culture and Science from Tribute City-States
-- Scalar
Yields on Kill removed
5% Science and Culture conversion from training units
-- Imperium
20 Prod and Gold on border expand changed to 40 Prod
You want production for the scaler
-- Tribute
50% Culture from Tribute changed to 33% Food and Production (in the Capital)
Since culture is on opener
-- Finisher
Culture from Tribute removed
20 Prod and Gold on border expand changed to 40 Gold
same total yields as before but now gold comes as tribute starts to get harder
Misc Changes
Some tweaks to Buildings, especially Hotel and Airport, which really grind my gears.
Also a now-playable version of a world without Work Boats! Thanks @KungCheops for all his work on improvement AI
Atolls with actual map effects (though I think EnemyUnitPanel lua needs to update to show the CS change?)
There is also a change to Elephant units which significantly affects War Elephants (Ivory start)
Spoiler :
Code:
Pantheons
Custom Mod Option for permanent pantheons change to 1
If you are spread to, you keep your pantheon. Feels less bad especially for desert/tundra start.
Goddess of Renewal
-- Changed +2 Science to +2 Faith on the Market
This Pantheon might now actually stand a chance of Founding in reasonable time
All* other Building-buffing Pantheons have +2 Faith on that Building
Building Changes
Stoneworks (feat. Arena)
-- Moved +1 Culture from Arena to Stoneworks
Arena is super strong, while Stoneworks is often skipped without a relevant Monopoly
-- Removed nearby resource requirements from Stoneworks
Other Ancient Buildings like Herbalist and Smokehouse don't do this, it should go
Can also lead to weird things where you get Stone beyond the working radius and this suddenly pops up in your City,
even though it won't really give you any yields if you build it...
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
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)
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
Factory
Removed +2 Production all other Factories
This bonus can get out of control in certain circumstances -- every City working Processes 80% of the time
Added +2 Production to all Factories to Refinery
This delays the bonus and caps it at 5 Cities, preventing runaway.
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 Historic Event on Trade Route from the Zoo
-- 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)
-- Removed +1 Tourism at Archaeology for Maoi statues to keep same-ish output
Aiports
These are a key location in the modern world, yet in VP they only benefit the Military!?
-- Airports give +1 Tourism per 3 Citizens
-- 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
Unit Changes
War Elephants
This unit is very weird. You can spam them if you have Ivory, unlike Horsemen, and
Because of Move After Attacking and 16 Strength you can use them to win any early war.
But they have to be strong...
-- War Elephant limited to 2 active units at same time
Precedence for this on other strong-for-their-time units
Mimics a Resource limit
Does not affect other elephant UUs (balance nightmare)
-- Moved back to Mathematics
-- CS increased to 18
-- Feared Elephant Promotion gains +20 Hit Points
Elephant units should feel meaty
Keeps War Elephant strong with new limit
-- Naga Malla CS lowered to 28 (same as base unit)
-- Naresuan's Elephant CS lowered to 24 (same as base unit)
Terrain
Atolls
For some reason their Feature map effects were removed
They are the only real thing on Coast Tiles (outside Natural Wonders), so they should do something to make the map more tactical for naval combat
-- Requires 3 Moves (up from 1)
-- Has SeeThrough = 1, blocks sight like a Forest
-- Has +25% Defense bonus, same as Forest
Desert
+1 Production to Flatland Desert tiles
symmetrising with Tundra and making it like all previous Civ installments.
getting Desert Incense is so sad right now...
Improvements
Work Boats removed
Fishing Boats
-- Moved the production on every resource to the base improvement
This is more readable in the civilopedia
But it won't play nice with More Resources so... :( have clearly marked in file
-- Can be built by Workers
-- 7 turns like other basic improvements
-- Currently not destroyed if pillaged, but not a great pillage animation
Offshore Platforms
-- Can be built by Workers
-- 9 turns like the Well
-- Currently not destroyed if pillaged
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"
Civ Balance
Changes to perceived problematic components
Spoiler :
Code:
Siam
-- The Capital spawns a source of Ivory underneath
I keep seeing Siam get wrecked in the early game. This small change guarantees War Elephants, and is a nod to their "white elephant" lore. War Elephants upgrade to their UU Elephant, which is also cute.
We note that AI Siam seems to be good at winning. Flavors or UA? Both?
Netherlands
I think this UA is pretty broken. In my test it was providing double my base culture in the medieval on a large pangaea map.
-- No longer receive Culture for importing/exporting Luxuries. Gold increased to +4
The Gold effectively functions as a discount to buying peoples' stuff -- which can get you monopolies!
-- +1 Gold and Culture from all Luxuries
Doesn't era scale but maintains some early culture and excess gold from having luxuries. You don't even have to connect them, so try to pull off something interesting!
Mongolia
Changed up the economic bonuses of the civ (especially in light of Authority rework above)
-- UA: No longer receives extra Yields from Tribute
Issue here with very early Faith makes them a Religious civ, but on discussion people felt they shouldn't be, so here we are.
-- +1 Faith on Ger now +1 Gold
As above. Gold help pay for your early army
-- UA: Gain +1 Food, Culture, Border Growth, and GG Point from Horses
Other than militaristically, significant Horse culture of Mongolia was not represented (which remains to the present day)
I tried many UA options. This one I liked because of the above flavor, and because GG points mean more Ordo, and Ordo are great!
-- UA: Name changed to "Khiimori", which means Wind Horse: an east Asian concept equivalent to the soul
Brazil
Implemented the possible upcoming 4UC change at the request of the one they call "Mark"
New Building - Embrapa (replaces Research Lab)
available at Plastics
2000 :c5production: Production Cost
7 Gold Maintenance
+4 :c5science: Science, +2 :tourism: Tourism, +2 :c5gold: Gold
+4 :c5science: Science from Oil, Aluminium, Uranium, and Academies
+2 :c5science: Science, :c5culture: Culture, and :c5gold: Gold from Brazilwood Camps, Pastures, Banana/Rice/Maize/Wheat
+1 :c5science: and :tourism: from Forest and Jungle tiles
5% of :c5food: Food in the City becomes :tourism: Tourism
+4 :c5science: Science from Hospital, Factory, Medical Lab
33% Great Scientist Rate
1 Scientist Slot
-1 :c5unhappy: Unhappiness from Illiteracy
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