pineappledan
Deity
Hello all,
Love the mod, breathes new life yadda-yadda-yadda. I've got some ideas for stuff, and I think some of them are pretty good.
Ideas that don't require new code in Green.
Ideas that require new code in Red. Shut up, I can dream.
Buildings:
Agribusiness - Food for every farm
Wonders:
Oracle - Increase Instant yields
Angkor Wat - Free Mandir
Hagia Sophia - Free Church instead of Temple
Borobudur - Free Stupa instead of Monastery
Big Ben/Palace of Westminster - Free Great Merchant
Big Ben currently has no Immediate Effect
There isn't a single wonder or policy which gives a free great merchant in the game Right now, and merchant is the only GP with that honour.
If someone completed statecraft and got this wonder on a standard map with the default number of delegates, then they have 8+ votes on you without having done any work (6+2 votes). For context, this wonder is currently 3x as strong as a comparable statecraft policy, and gives 1.5x as many votes as 'Treaty Organization', a level 3 Freedom tenet.
For anyone who didn't take Statecraft, this wonder is a formal dis-invitation to partake in the world congress. It gives so many votes on its own, why bother even trying to compete? It's not that it's necessarily overpowered, it just rigs an entire game mechanic for 1 player to the detriment of anyone else, and that kills engagement.
Great Lighthouse - Replace +1 Movement
Brandenburg Gate - Replace +15XP with +25% XP on Purchased Units
Policies/Ideologies
Free Trade replacement - Marketplace of Ideas
Imperialism Finisher - Replace "Range" on air units with new promotion: "Fokker Scourge"
Resettlement Change - Production on Settle, Bonus Population on Razing
Civilizations
Carthage - Increase Bonus Trade Routes from Cothon to +3, and +25% bonus to trade unit production
Venice - Give FreeLuxuries to Rialto/Murano/Arsenale
New Iroquois UA: Mourning War
Ottoman UA - Give Tanzimat happiness mechanic
Love the mod, breathes new life yadda-yadda-yadda. I've got some ideas for stuff, and I think some of them are pretty good.
Ideas that don't require new code in Green.
Ideas that require new code in Red. Shut up, I can dream.
Buildings:
Agribusiness - Food for every farm
Spoiler :
Replace the +5 food and +15% modifier with +1 or 2 food for every farm within 3 tiles of the city, regardless of whether they are worked or not.
This would reflect the automation and collectivization of farms into... agribusinesses, so you have fewer people ‘working the land’. The number of farms hasn’t gone down with the rise of urbanization; the number of FARMERS, however, has plummeted
Mechanically, you would see a continued, even accelerated clearing of land around cities, despite most of your population working specialist slots. This would better reflect land use trends in the 19th/20th century.
New code required: essentially a version of the Building_YieldPerXTerrainTimes100 table, but for improvements instead of terrain. A terrain version already exists for buildings (Machu Pichu yields for mountains in 3 tiles)
This would reflect the automation and collectivization of farms into... agribusinesses, so you have fewer people ‘working the land’. The number of farms hasn’t gone down with the rise of urbanization; the number of FARMERS, however, has plummeted
Mechanically, you would see a continued, even accelerated clearing of land around cities, despite most of your population working specialist slots. This would better reflect land use trends in the 19th/20th century.
New code required: essentially a version of the Building_YieldPerXTerrainTimes100 table, but for improvements instead of terrain. A terrain version already exists for buildings (Machu Pichu yields for mountains in 3 tiles)
Wonders:
Oracle - Increase Instant yields
Spoiler :
On construction, Oracle gives instant yield of 900 culture, and 900 GAP. Culture is on Empire, and does not contribute to border growth.
This one is pretty straight forward. Right now the Oracle gives the same instant yields on construction as a circus. Policies at late Classical are around 1500-2000 culture, and old oracle didn't contribute to future policy costs. New oracle should have the value of at least 3 circuses or it's simply not worth the hammers.
This one is pretty straight forward. Right now the Oracle gives the same instant yields on construction as a circus. Policies at late Classical are around 1500-2000 culture, and old oracle didn't contribute to future policy costs. New oracle should have the value of at least 3 circuses or it's simply not worth the hammers.
Angkor Wat - Free Mandir
Spoiler :
Angkor Wat border growth rate reduced to 15%.
Free Mandir in city (+10%, +2, cannot assassinate/disrupt production in city).
Angkor Wat is usually a pretty low tier wonder, unless you are Russia, but the AI loves it. Angkor Wat currently has no immediate effect
No wonder gives Mandirs
Angkor Wat is the largest mandir in the world, (It's also the single largest religious complex of any sort in the world).
It's a match made in heaven
Free Mandir in city (+10%, +2, cannot assassinate/disrupt production in city).
Angkor Wat is usually a pretty low tier wonder, unless you are Russia, but the AI loves it. Angkor Wat currently has no immediate effect
No wonder gives Mandirs
Angkor Wat is the largest mandir in the world, (It's also the single largest religious complex of any sort in the world).
It's a match made in heaven
Hagia Sophia - Free Church instead of Temple
Spoiler :
Reduce Yields to +4/+4 (down from +5/+5)
Replace free Temple with free Church (+3 Faith, +50 religious pressure, 3 charges on missionaries)
The Hagia Sophia was a church. I admit I was a bit taken aback when I saw that Sankore got a mosque, but Hagia Sophia wasn't given the dignity of affirming what kind of religion it came from. This frees up temples, which are available to everyone, and fits more with a theme I would like to pursue of all the religious wonders that hit around this time giving free religious tenant buildings.
Replace free Temple with free Church (+3 Faith, +50 religious pressure, 3 charges on missionaries)
The Hagia Sophia was a church. I admit I was a bit taken aback when I saw that Sankore got a mosque, but Hagia Sophia wasn't given the dignity of affirming what kind of religion it came from. This frees up temples, which are available to everyone, and fits more with a theme I would like to pursue of all the religious wonders that hit around this time giving free religious tenant buildings.
Borobudur - Free Stupa instead of Monastery
Spoiler :
Replace the free Monastery with free Stupa (+3, +2, +4 at later tech)
No wonder gives Stupas
Borobudur is the largest and most complex stupa in the world. In fact, it is a single large stupa, with of 72 little stupas on top of it.
I also prefer giving a tenant-specific building over one unlocked by a policy.
No wonder gives Stupas
Borobudur is the largest and most complex stupa in the world. In fact, it is a single large stupa, with of 72 little stupas on top of it.
I also prefer giving a tenant-specific building over one unlocked by a policy.
Big Ben/Palace of Westminster - Free Great Merchant
Spoiler :
Increase base yields to +5/+3 (up from +1)
+1 Great Merchant (or Great Diplomat) Points (no GPP currently given)
Reduce number of delegates per 8 city states to +1 or +2 (down from +3)
Gives a free Great Merchant
+1 Great Merchant (or Great Diplomat) Points (no GPP currently given)
Reduce number of delegates per 8 city states to +1 or +2 (down from +3)
Gives a free Great Merchant
Spoiler :
Big Ben currently has no Immediate Effect
There isn't a single wonder or policy which gives a free great merchant in the game Right now, and merchant is the only GP with that honour.
If someone completed statecraft and got this wonder on a standard map with the default number of delegates, then they have 8+ votes on you without having done any work (6+2 votes). For context, this wonder is currently 3x as strong as a comparable statecraft policy, and gives 1.5x as many votes as 'Treaty Organization', a level 3 Freedom tenet.
For anyone who didn't take Statecraft, this wonder is a formal dis-invitation to partake in the world congress. It gives so many votes on its own, why bother even trying to compete? It's not that it's necessarily overpowered, it just rigs an entire game mechanic for 1 player to the detriment of anyone else, and that kills engagement.
Great Lighthouse - Replace +1 Movement
Spoiler :
Remove +1 move from GL unit promotion (+1 vision stays)
Add +2 for city connections
Or -34% Gold penalty for trade route distance. (Requires new code)
Currently in the game:
1 UA which gives +1 move to naval units (England)
2 Wonders which gives +1 move to naval units (Great Lighthouse, Grande Canal)
1 Unique Wonder which gives +1 move to naval units (Arsenale di Venezia)
1 Policy which gives +1 move to naval units (Imperialism opener)
This results in some serious cheese, and it's all just a bit dull. I'm not in love with my 'Culture on city connections' fix, but the +1 move has got to go.
Add +2 for city connections
Or -34% Gold penalty for trade route distance. (Requires new code)
Currently in the game:
1 UA which gives +1 move to naval units (England)
2 Wonders which gives +1 move to naval units (Great Lighthouse, Grande Canal)
1 Unique Wonder which gives +1 move to naval units (Arsenale di Venezia)
1 Policy which gives +1 move to naval units (Imperialism opener)
This results in some serious cheese, and it's all just a bit dull. I'm not in love with my 'Culture on city connections' fix, but the +1 move has got to go.
Brandenburg Gate - Replace +15XP with +25% XP on Purchased Units
Spoiler :
Remove +15XP on units in city
Replace with +25% XP on purchased units on Empire (purchased units get 75% of normal XP instead of 50%)
The newest patch introduced 1/2 XP for purchased units. Brandenburg Gate is well-positioned as a wonder to mitigate this new mechanic, since it comes at the same tech as military academy.
The change would make the city with Brandenburg gate less of a "bottleneck" for military unit production, especially now that units cannot simply be purchased to take full advantage of the +15XP.
Personally, I've always found this wonder frustrating, because it stifles my willingness to build units more flexibly, and it's maddening to get it positioned in a city that can take proper use of it. (high production requirement, coastal so boats can get the XP too)
My frustrations with this building are only enhanced now that VP requires producing the unit for full XP.
Replace with +25% XP on purchased units on Empire (purchased units get 75% of normal XP instead of 50%)
The newest patch introduced 1/2 XP for purchased units. Brandenburg Gate is well-positioned as a wonder to mitigate this new mechanic, since it comes at the same tech as military academy.
The change would make the city with Brandenburg gate less of a "bottleneck" for military unit production, especially now that units cannot simply be purchased to take full advantage of the +15XP.
Personally, I've always found this wonder frustrating, because it stifles my willingness to build units more flexibly, and it's maddening to get it positioned in a city that can take proper use of it. (high production requirement, coastal so boats can get the XP too)
My frustrations with this building are only enhanced now that VP requires producing the unit for full XP.
Policies/Ideologies
Free Trade replacement - Marketplace of Ideas
Spoiler :
Current Free Trade Policy: +5 from International Trade Routes. Poverty Threshold reduced by 20% in all Cities.
Marketplace of Ideas Policy: +3 in City for every sent out via trade routes. Poverty Threshold reduced by 20% in all Cities.
The new policy would give players a reason to trade with civs that are trailing in tech, and mitigate the effects of influence. It also gives industry a unique mechanic, which I feel the policy tree is sorely lacking.
Inspired by this Phoenician mod by Sukritact. This would require a bit of .lua, which could be copied from the mod I linked, with permission.
Marketplace of Ideas Policy: +3 in City for every sent out via trade routes. Poverty Threshold reduced by 20% in all Cities.
The new policy would give players a reason to trade with civs that are trailing in tech, and mitigate the effects of influence. It also gives industry a unique mechanic, which I feel the policy tree is sorely lacking.
Inspired by this Phoenician mod by Sukritact. This would require a bit of .lua, which could be copied from the mod I linked, with permission.
Imperialism Finisher - Replace "Range" on air units with new promotion: "Fokker Scourge"
Spoiler :
Remove +2 range on air units as free promotion for Imperialism Finisher
New promotion for all air units: "Fokker Scourge" - +20% on attack
Alternative name for promotion: "Synchronization Gear"
Naval units get a unique promotion, Ironsides, which gives +20% on defense. Air units currently get a vanilla promotion they could get by levelling. This gives more symmetry to the policy tree's promotions and I feel it is more engaging.
New promotion for all air units: "Fokker Scourge" - +20% on attack
Alternative name for promotion: "Synchronization Gear"
Naval units get a unique promotion, Ironsides, which gives +20% on defense. Air units currently get a vanilla promotion they could get by levelling. This gives more symmetry to the policy tree's promotions and I feel it is more engaging.
Resettlement Change - Production on Settle, Bonus Population on Razing
Spoiler :
Current Resettlement Policy: New Cities have +3 population. All cities gain +2 Citizens immediately. No Partisans from razing enemy Cities.
New Resettlement Policy: New Cities have +3 population and start with 150 Production, scaling with Era. when an enemy city is destroyed by razing, receive +1 population in all Non-Occupied Cities. No Partisans from razing enemy Cities.
In its current form, I cannot imagine anyone taking this policy. It is extremely easy to get 7 population quickly at this late stage of the game, but it is very rare that anyone would be settling this late anyways. The main reason someone would pick this tenet is for the elimination of partisans during conquest.
Tying the population increase to razing gives more incentive to raze, and fits the "resettlement" idea of the tenet better. You raze a city to the ground and force its inhabitants to integrate into your own cities.
New Resettlement Policy: New Cities have +3 population and start with 150 Production, scaling with Era. when an enemy city is destroyed by razing, receive +1 population in all Non-Occupied Cities. No Partisans from razing enemy Cities.
In its current form, I cannot imagine anyone taking this policy. It is extremely easy to get 7 population quickly at this late stage of the game, but it is very rare that anyone would be settling this late anyways. The main reason someone would pick this tenet is for the elimination of partisans during conquest.
Tying the population increase to razing gives more incentive to raze, and fits the "resettlement" idea of the tenet better. You raze a city to the ground and force its inhabitants to integrate into your own cities.
Civilizations
Carthage - Increase Bonus Trade Routes from Cothon to +3, and +25% bonus to trade unit production
Venice - Give FreeLuxuries to Rialto/Murano/Arsenale
Spoiler :
The most recent patch gave +1 trade routes to East India Companies, but had no accompanying increase in TRs to Carthage. The +2 TR cap on the Great Cothon was the main selling point of the wonder, and it is lackluster if it only provides 1 more TR than base civs.
Rialto/Murano/Arsenale are also getting left behind. They already do not benefit from the increased number of TRs, but if they got that bonus then they would actually get +2 TRs (due to Venice's UA).
A bonus to Trade unit production for carthage would be very thematic, and fitting for their NW, which is essentially an early drydock/harbor
Rialto/Murano/Arsenale are also getting left behind. They already do not benefit from the increased number of TRs, but if they got that bonus then they would actually get +2 TRs (due to Venice's UA).
A bonus to Trade unit production for carthage would be very thematic, and fitting for their NW, which is essentially an early drydock/harbor
New Iroquois UA: Mourning War
Spoiler :
Current Iroquois UA: The Great Warpath -
Units move through Forest and Jungle in as if it is Road, and can be used to establish City Connections.
Land military units start with the Woodsman promotion.
Units receive +20% Combat Strength when within 3 tiles of a Natural Wonder
New Iroquois UA: Mourning War -
Units move through Forest and Jungle in as if it is Road, and can be used to establish City Connections.
Land military units start with the Woodsman promotion.
+10% Combat Strength for 10 turns whenever an adjacent friendly unit dies, and +20% Combat Strength for 10 turns when a non-occupied city is captured by an enemy (up to a max of 30%).
I didn't mind the natural wonders ability, but it seemed situational and gimmicky. The Iroquois are at their best in their own territory, and this mourning war ability would neutralize the "home field advantage" benefits that an enemy civ might acquire by capturing one of your cities (Himeji, Guerilla warfare, Shoshone, etc.).
The price is too high and the benefit too small to intentionally waste units for a temporary boost, and players certainly won't give up cities for 10 turns of increased CS. Nonetheless, it would give the Iroquois a more consistent combat advantage, which I also feel touches on an interesting aspect of Iroquois culture.
W.R.T. the name change, the great warpaths are more or less general to northeast United States, and were employed by many non-Iroquois tribes. Mourning wars are more specific to Iroquois culture
The original idea was inspired by the Gaul mod by Janboruta and Sukritact.
Units move through Forest and Jungle in as if it is Road, and can be used to establish City Connections.
Land military units start with the Woodsman promotion.
Units receive +20% Combat Strength when within 3 tiles of a Natural Wonder
New Iroquois UA: Mourning War -
Units move through Forest and Jungle in as if it is Road, and can be used to establish City Connections.
Land military units start with the Woodsman promotion.
+10% Combat Strength for 10 turns whenever an adjacent friendly unit dies, and +20% Combat Strength for 10 turns when a non-occupied city is captured by an enemy (up to a max of 30%).
I didn't mind the natural wonders ability, but it seemed situational and gimmicky. The Iroquois are at their best in their own territory, and this mourning war ability would neutralize the "home field advantage" benefits that an enemy civ might acquire by capturing one of your cities (Himeji, Guerilla warfare, Shoshone, etc.).
The price is too high and the benefit too small to intentionally waste units for a temporary boost, and players certainly won't give up cities for 10 turns of increased CS. Nonetheless, it would give the Iroquois a more consistent combat advantage, which I also feel touches on an interesting aspect of Iroquois culture.
W.R.T. the name change, the great warpaths are more or less general to northeast United States, and were employed by many non-Iroquois tribes. Mourning wars are more specific to Iroquois culture
The original idea was inspired by the Gaul mod by Janboruta and Sukritact.
Ottoman UA - Give Tanzimat happiness mechanic
Spoiler :
UA: Tanzimat
The numbers on the trade route completion bonus could be reduced to 100 of each to compensate perhaps. The 12-15 patch added complexity and danger of external trade routes, combined with the lower yields, encouraging risky distant routes means that this UA might have been hit hard enough already that adding to the existing bonus might be fine
- Completing a Trade Route grants +150 Science, Production and Food to the origin City if international, or Culture and and Gold if internal. Bonuses scale with era
- -5% on all Needs Modifiers (boredom/illiteracy/poverty/crime/religious unrest) to the target city of an internal trade route.
- War Weariness is reduced by 5% for every active internal trade route.
The numbers on the trade route completion bonus could be reduced to 100 of each to compensate perhaps. The 12-15 patch added complexity and danger of external trade routes, combined with the lower yields, encouraging risky distant routes means that this UA might have been hit hard enough already that adding to the existing bonus might be fine
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