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.
After lengthy playtesting and discussion with Azum and others, I have arrived at the following changes:
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?)
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, Gold, and Golden Age Points 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 Tourism 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
Pikemen are very weak, yet if they were stronger Knights would be useless and Longswordsmen redundant.
After lengthy playtesting and discussion with Azum and others, I have arrived at the following changes:
Spoiler :
Code:
Units
Pikeman
-- Moved forward to Engineering
harder to beeline than Metal Casting feels much healthier timing
-- Renamed Halberdier
Because that's what they are holding
-- Cost decreased to 110
-- Goedendag cost proprtionally decreased to 90 and CS to 18
-- Berseker no changes (still at Metal Casting)
Greatswordsman
-- New unit at Chemistry
allowing UUs to be less concentrated
-- Uses the Enlightenment Era model and icons
-- 28 CS, 325 Cost, 1 Iron
-- Discipline
-- Two-hander promotion
33% Attack versus Spearman, Halberdier, Free Company, Tercio
-- Upgrades from Longswordsman, upgrades to Fusilier
-- 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.
Tercio
-- loses Discipline promotion (+hp Swordsman line have)
because the Longswordsman line now continues on parallel
this includes UUs. to compensate:
-- Impi gains Cover I and Knockout increased to +33% (from 25%)
-- Yellow Brow gets Formation II instead of Formation I (see below)
Unit Promotions
Pike Tactics (Formation III for Melee only)
This is intended as a powerful option for Tercio, Doppelsoeldner can cheat it early (strong)
But since you need Formation II it pushes back things like March and Blitz
-- Old Doppelsoldner icon inverted, very pretty
-- Melee Units only
-- Unlocks at Machinery
-- Requires Formation II
-- +15% Defense in Open Terrain
-- +30% Attack against Full HP Enemies (old Doppelsoldner)
-- +10 Hit Points
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 +1 Science and Culture from Scientists
Gains +33% Great Scientist Rate
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
Gains +100% Production towards 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<< bugged so placeholder instead of
+1 Happiness from Zoo, Hotel, Museum
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 Citadels into their own bullet point and add Manufactory
Nice symmetry with each of the 3 main GPTI having a buff in each tree
Now +2 Science, Culture, and Great Admiral Points (up from 2 Science, 1 Culture)
More interesting to have some Admiralty on here
-- Exploitation
Loses yields from Farm/Plantation/Camp
Gains +2 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
+4/+4 Prod/Gold from 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 15 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 +2 Science and +1 Production from Bonus Resources
Bonus resources are everywhere, so its direct wide scaling
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 sovreign? 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 UNW in Renaissance
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
-- Dominance +1 Production per City for every 10 Unit removed
people don't like this and I tend to agree
-- Dominance gains +1 Production and +2 Border Growth Points on Strategics
it's a small, non-scaling bonus as is more appropriate for the tree, honing in on war resources
Fealty
-- Fiefdoms and Divine Right: Names, icons, and text swapped
makes more sense this way around
-- (now) Divine Right loses +1 Happiness per 10 Military Units
if we are going to remove this type of bonus then remove it everywhere
-- (now) Divine Right -1 Illiteracy in every City
-- (now) Divine Right +5 Happiness in the Capital
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
Artistry
-- Moved the +2 Science on Artifacts to the finisher
you can basically never activate this when it is unlocked anyway
-- Increased to +3 Science in line with Landmarks
-- (re)Added +75 Gold from expending a Great Person, scaling with Era to National Treasure
Artistry feeling a touch weak, and in Industrial trees I will steal its Hidden Sites
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?)
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, Forge, Workshop)
-- 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...
-- Moved Internal Production effect to the Forge
Even without the other changes, internal production is too important to Tradition start to lock behind the Stoneworks
Since this is the precursor to the Workshop we also save on text there!
-- Remove +1 Production
-- Gain 10 Production on border expand
Gives small reason to build without bonuses and not affecting happiness calculation
Border growth is more interesting than the flat +1, which is already on Forge (e.g. more valuable to Authority than Progress, etc)
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)
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 +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...
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
-- Requires a Hotel
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)
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
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
Camps
-- no longer remove Marshes
-- -2 Food if on Marsh
Makes the Marsh Truffles start playable (but not OP)
Work Boats removed
Fishing Boats
-- Can be built by Workers
-- 7 turns like other basic improvements
-- Still destroyed if pillaged (animation too bad)
Offshore Platforms
-- Can be built by Workers
-- 9 turns like the Well
-- Still destroyed if pillaged (animation too bad)
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:
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
Celts
Bran
1) +1 :c5production:, :c5gold:, :c5science:, :c5culture: from the Palace and Walls
2) +4 :c5production:, :c5gold:, :c5science:, :c5culture: in the Capital/Holy City for every 5 Followers in owned Cities
3) 25% Ranged Strength and 10 HP healing
+2 :c5happy: from Ceilidh Hall
Dagda
1) 25% :c5food: Growth and 1 :c5happy:
2) +12 :c5production:, :c5gold:, :c5culture: when a :c5citizen: Citizen is born, scaling with Era.
3) 10 HP healing in owned territory
+5 :c5food: from Ceilidh Hall
Cernunnos
1) +1 :c5gold: from Forests and Jungles (from food/gold or food/prod)
2) +1 :c5food: and :c5production: from unimproved Features
3) +1 :c5science: and :c5culture: from Camps and Plantations
+2 :c5culture: from Ceilidh Hall
Manannan
1) +3 :c5food:, :c5production:, :c5gold: if Coastal City
2) +1 :c5production: from Water tiles and +1 :c5culture: and ⚓ from Fishing Boats (from +1 :c5gold:)
3) Eligible units gain Amphibious
+2 ⚓ from Ceilidh Hall
Cailleach
1) +1 :c5food:, :c5production:, and :c5gold: for every 2 Tundra tiles worked
2) +2 :c5food:, :c5production:, and :c5gold:for Snow resources (from +1 to food/prod/sci/cult)
3) +1 :c5production: and :c5culture: from Mines and Quarries (from +1 :c5gold:)
+4 :c5production: from Ceilidh Hall (from +5 :tourism:)
Epona
1) +3 🔮 Border Growth from Pastures
2) +8 :c5food:, :c5production:, :c5science:, :c5culture: when borders expand naturally, scaling with Era
3) +1 :c5happy: from Stables and can purchase them with :c5faith:
+5 🔮 from Ceilidh Hall
Lugh
1) +2 :c5food:, :c5gold:, :c5science:, :c5culture:, and :tourism:if the City has a Specialist
2) +25%:c5production:towards Wonders (up from 10%)
Egypt is changing, we can make this more significant than just 10% (Egypt could get 40%)
3) +2 :c5culture: and :tourism: from Wonders
+5 :tourism:from Ceilidh Hall (from +4 :c5production:)
double down on that early tourism, giving those wonder whores what they want
Nuada
1) +10% (down from 15) :c5gold:, :c5science:, and :c5culture: during WLTKD
2) +3 :c5gold:, :c5science:, :c5goldenage: from every unique Lux owned or imported
3) +3 :c5gold:, :c5science:, :c5goldenage: from every trade route to or from
+5 :c5gold: from Ceilidh Hall
Morrigan
1) :c5gold:, :c5culture:, :c5goldenage: from kills at 200% of :c5strength:
2) 20 :c5gold:, :c5culture:, :c5goldenage: from pillaging, scaling with Era
3) +1 :c5greatperson: Great General Point from Strategic Resources
+2 :c5greatperson: Great General Points from Ceilidh Hall
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New and redesigned
Rhiannon
1) +1 All Yields if the City has 4+ :c5citizen: Citizens
2) +3 All Yields from Natural Wonders
3) Settler units gets a unique promotion: +2 Moves; Ignore ZOC, Terrain, Rival Borders; can use enemy roads
+1 All Yields from Ceilidh Hall (from 5 :c5goldenage:)
Gwyn, Monarch of the Mists
1) +1 :c5food:, :c5science:, :c5culture: for every 2 Mountains within 3 tiles (capped by City pop)
2) Eligible units receive the Altitude Training promotion
3) :c5faith: from kills and deaths at 200% :c5strength:
+3 :c5faith: from Ceilidh Hall
Olwen, the Golden Wheel
1) +1 :c5food: and :c5production: from Desert tiles without Flood Plains, and for every 2 Plains or 2 Flood Plains worked by the City
2) +1 :c5science: and :c5goldenage: from Farms
3) +10% :c5culture: during :c5goldenage: Golden Ages
+5 :c5goldenage: Golden Age Points from Ceilidh Hall
Ethiopia
- +25% Faith during Golden Ages moved from the UB to the UA
- UB generates 10 Golden Age Points when you unlock a Tech, scaling with Era.
This may need to be a different number, I will test it properly next game
Sweden (assumes 4UC)
- 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 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
Note, I want this to block Shock and Drill, and have this as a melee combat unit class, for other effects. However that table isn't implemented yet so I've done it the old fashioned way with a unique combat class.
- Unique Promotions
- Primogeniture: 40 Food/Culture/GGPoints when taken. +200% GGPoints from combat
- 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. Fortifications not yet working but that might be me, stand-by.
- Gott mit Uns: 100% of defeated Unit Combat Strength as Faith. +1% Strength for every 3 HP lost instead of a penalty. Requires Printing Press.
Would prefer Faith from XP gain but not yet implemented.
- Riksforestandare: 20% CS in friendly territory and against unhappy opponents. +2 Sight and Embarked Sight. Requires Chivalry.
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