[Mod] AGs Tweaks Mod

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,612
Overview:

AGs Tweaks Mod is meant to be an experimental mod that tries various things to see their impact on the game. This doesn't necessary suggests that the mod lacks focus.

The mod hopes to achieve the following goals:
  • Nerf the importance of war. Currently, war has too much emphasis and, for me personally, controlling a lot of units even with order limiting everything can be a grind eventually
  • Buff economic gameplay to emphasize the importance of developing your cities in all regards.
  • More goals to be added?
A few rough ideas to achieve the goals above are the following:
  • Higher resource cost (not training) and higher consumption forces the player and AI to actually focus on economy. You won't be sustaining a powerful fighting force unless you have the economy to back it up.
  • Decrease yields from easily accessible improvements (farms, mines, quarries) and increase yields of more advanced improvements and master/elder specialists. Therefore, new Cities won't be as valuable as developed Cities.
While I have some rough ideas, it will still take time to implement as I figure out what can and cannot be done. If people have suggestion or feedback, I would love to hear about it. In the meantime, I'll be chipping away at the mod to get closer to the goals.

Installation:

For those interested in trying this mod out, you can do so in the game itself (see screenshot in the spoiler below). This is only v0.0.3 so it's quite early in the mod's development. More changes are coming and the frequency will depend entirely on my free time. Ideally, I can get an update every week, though the size of the update will vary.

Spoiler :

20220527225402_1.jpg



Links for versions:
v0.0.8
v0.0.7
v0.0.6
v0.0.5
v0.0.4

Spoiler Mod Summary :

Mod Additions/Changes:

-New Units. Some are Light and Heavy version of existing versions.

-New Techs. Add to the decision-making regarding what direction you wish to take with your nation and what advantages you wish to benefit from.

-New Improvements. Small and large versions of rural improvements added. Large improvements are always much better but they require time to develop as small improvements can be built and these eventually develop to large improvements.

-New Specialists. Second level specialists added for rural improvement and these, along with the first levels, are only available to large improvements.

-New Yields. Manpower added and now crucial to all your units in terms of building them and their consumption. Faith is needed for those who want to focus on their religious game.

-Barbarian and Tribal Units more dangerous in the early game but, due to lower scaling than Nation units, will be weaker in the mid to late game.

-Rural Improvements now strengthen your City so pillage them during offensive sieges and protect them during defensive sieges.

-Warrior can now upgrade into the two new Axemen (Light and Heavy)


[/spoiler]
Future Updates:
The following list include things I plan on changing or adding (in no particular order):
  • New and revised Promotions
  • New Units
  • Extra Families
  • New Projects and Improvements
  • New Techs
  • More Events
  • More Resources
  • Maybe balance for PvP (though PvE is the main focus for now)
  • more stuff TBD...
Limitations:
I'm no artist and probably won't be an adept one. Therefore, you'll see that art assets will be very lacking in this mod. Odds are I'll be using copyright free images or reuse existing assets within the game itself with minor modifications.

Help Appreciated:
I would appreciate any help that can be given. Help can include the following but not limited to:
  • Playtest: Providing feedback and report bugs can aid the development and balance of the mod. (Yes, I do want to make the mod as balanced as possible)
  • Modding: People with experience with XML and willing to dig deep into the mod.
  • Artist: People with artistic skills and are willing to help make icons (promotions, tech, etc)
 
Last edited:
Mod Additions/Changes (up to v0.0.3):
Spoiler :

I prefer to include as many of the changes in spoilers for those who are interested in the smaller details of the mod. I will also include changelogs for those who prefer a summary. For this OP, I will include everything up to v0.0.3. For later versions, the changelogs and details will be in their own posts and a link to that post will be accessible here. Note that not everything will be included or there are errors due to a change in value since there is a lot of small changes and I forget to record them.

Spoiler Changelog :

v0.0.3:

-Turn limit increased to 400.

-Max civics increased to 4000 (was 2000).

-Max unit level increased to 10.

-Added 9 new techs.

-Farms, Mines and Nets must be unlocked by techs. Many other things are moved around.

-Chariot and Heavy Chariot moved to Chariot tech.

-Festival I unlocked through Calendar tech. Festival also gives +2 Food instead of +1 Culture.

-Nations no longer start with a Worker.

-Artisan Family Class now gets 250 Food instead of a Worker on Seat Founded.

-Change the upgrade path for a few units like Warrior and Light Spearman

v0.0.2:

-Added Light/Heavy Chariots, Light/Heavy Horseman, Chariot Archer, Armored Elephant and Armored Warrior

-Changed some HP and Strength values for Unique Units and standard units

v0.0.1:

-Added Skirmisher, Elite Skirmisher, Light/Heavy Axeman, Light/Heavy Maceman, Light/Heavy Spearman and Light/Heavy Slinger

-Less health to Archer and Slinger units

-Warrior can now upgrade into the two new Axemen (Light and Heavy)


Spoiler Mod Details :


Spoiler Unit Changes/Additions :

  • Light Chariot:
    • HP: 15
      Movement: 4
      Vision: 5
      Strength: 4
      Rout (Can Rout [attack again] after Combat)
      Consumes: 1 Food/Year
      Costs: 25 Food, 25 Wood
      Build: 50 Training
      Upgrades to Light Horseman or Horseman
      Needs Tech: Spoked Wheel
      Requires: Horses
  • Chariot:
    • Upgrades to Light Horseman, Horseman or Heavy Horseman
    • Needs Tech: Chariot
  • Heavy Chariot:
    • HP: 25
      Movement: 3
      Vision: 5
      Strength: 6
      Ignores ZOC
      Rout (Can Rout [attack again] after Combat)
      Anti-Infantry I (+25% Melee Combat Vs Infantry Units)
      Consumes: 3 Food/Year and 1 Training/Year
      Costs: 75 Food, 75 Wood
      Build: 100 Training
      Upgrades to Horseman or Heavy Horseman
      Needs Tech: Chariot
      Requires: Horses
  • Light Horseman:
    • HP: 20
      Movement: 4
      Vision: 4
      Strength: 5
      Rout (Can Rout [attack again] after Combat)
      Ignores ZOC
      Consumes: 2 Food/Year
      Costs: 75 Food, 25 Iron
      Build: 80 Training
      Needs Tech: Horseback Riding
      Requires: Horses
  • Horseman:
    • HP: 25 (was 20)
  • Heavy Horseman:
    • HP: 30
      Movement: 3
      Vision: 4
      Strength: 7
      Ignores ZOC
      Rout (Can Rout [attack again] after Combat)
      Panic (Target attempts to Retreat or else Stunned)
      Anti-Infantry I (+25% Melee Combat Vs Infantry Units)
      Consumes: 4 Food/Year and 1 Training/Year
      Costs: 150 Food, 75 Iron
      Build: 150 Training
      Needs Tech: Stirrups
      Requires: Horses
  • Chariot Archer:
    • HP: 15
      Movement: 3
      Vision: 4
      Strength: 5
      Ignores ZOC
      Range: 2
      Consumes: 2 Food/Year
      Costs: 50 Food, 25 Wood
      Build: 50 Training
      Upgrades to Horse Archer
      Needs Tech: Spoked Wheel
      Requires: Horses
  • War Elephant:
    • HP: 35 (was 20)
      Strength: 7 (was 6)
      Ignores ZOC
  • Armored Elephant:
    • HP: 45
      Movement: 2
      Vision: 4
      Strength: 11
      Ignores ZOC
      Rout (Can Rout [attack again] after Combat)
      Panic (Target attempts to Retreat or else Stunned)
      Anti-Infantry I (+25% Melee Combat Vs Infantry Units)
      Consumes: 5 Food/Year and 2 Training/Year
      Costs: 200 Food, 100 Iron
      Build: 150 Training
      Needs Tech: Martial Code
      Requires Elephants
  • Armored Warrior:
    • HP: 25
      Movement: 2
      Strength: 5
      Has ZoC
      Shieldbearer (+10% Vs. Ranged Units)
      Consumes: 2 Iron
      Cost: 60 Iron
      Construction: 60 Training
      Upgrades to Axeman, Heavy Axeman, Spearman, Heavy Spearman
  • Swordsman:
    • HP: 30 (was 20)
  • Cataphract:
    • HP: 30 (was 20)
  • Pikeman:
    • HP 30 (was 20)
  • Battering Ram:
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Siege Tower:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Akkadian Archer:
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Cimmerian Archer:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • African Elephants:
    • HP: 45 (instead of 20)
    • Strength: 8 (instead of 6)
  • Turreted Elephant:
    • HP: 55 (instead of 20)
    • Strength: 12 (instead of 8)
  • Egyptian Chariot (formerly Light Chariot [Egypt only]):
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Kuhorsehockye Cavalry:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Hoplite:
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Phalangite:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Palton Cavalry:
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Cataphract Archer:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Hastatus:
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Legionary:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)
  • Hittite Chariot (formerly Heavy Chariot [Hatti only]):
    • HP: 25 (instead of 20)
    • Strength: 7 (instead of 6)
  • Three Man Chariot:
    • HP: 30 (instead of 20)
    • Strength: 10 (instead of 8)

  • Light Axeman:
    • HP: 15
      Movement: 3
      Vision: 4
      Strength: 4
      Has ZOC
      Consumes: 1 Iron/Year
      Costs: 75 Iron
      Build: 60 Training
      Anti-Polearm (+25% vs. Polearm Units)
      Can upgrade into Light Maceman, Maceman or Swordsman
      Needs Tech: Steel
  • Axeman:
    • Upgrades into Light Maceman, Maceman or Heavy Maceman
  • Heavy Axeman:
    • HP: 25
      Movement: 2
      Vision: 4
      Strength: 6
      Has ZOC
      Consumes: 3 Iron/Year
      Costs: 125 Iron
      Build: 90 Training
      Anti-Polearm (+25% vs. Polearm Units)
      Cleave II (Attacks Cleave at +50%)
      Can upgrade into Maceman, Heavy Maceman or Swordsman
      Needs Tech: Steel

  • Light Maceman
    • HP: 20
      Movement: 3
      Vision: 4
      Strength: 5
      Has ZOC
      Melee Strength vs Infantry: +25%
      Consumes: 1 Iron/Year
      Costs: 90 Iron
      Build: 75 Training
      Upgrades to Pikeman or Swordsman
      Needs Tech: Battleline
  • Maceman:
    • HP: 25 (instead of 20)
      Consumes: -1 Training and -2 Iron
  • Heavy Maceman:
    • HP: 30
      Movement: 2
      Vision: 4
      Strength: 7
      Has ZOC
      Anti-Infantry II (+50% Melee Combat Vs Infantry Units)
      Consumes: 3 Iron/Year and 1 Training/Year
      Costs: 175 Iron
      Build: 100 Training
      Upgrades to Pikeman or Swordsman
      Needs Tech: Battleline
  • Light Spearman:
    • HP: 15
      Movement: 3
      Vision: 4
      Strength: 4
      Has ZOC
      Anti-Mounted I (+25% Melee Combat Vs. Mounted Units)
      Consumes: 1 Iron/Year
      Costs: 25 Iron, 25 Food
      Build: 50 Training
      Upgrades to Spearman
      Needs Tech: Phalanx
  • Heavy Spearman:
    • HP: 25
      Movement: 2
      Vision: 4
      Strength: 6
      Has ZOC
      Anti-Mounted II (+50% Melee Combat Vs. Mounted Units)
      Pierce II (Attacks Pierce at +50%)
      Consumes: 3 Iron/Year and 1 Training/Year
      Costs: 75 Iron, 75 Wood
      Build: 100 Training
      Upgrades to Pikeman or Swordsman
      Needs Tech: Phalanx
  • Light Slinger:
    • HP: 15
      Movement: 3
      Vision: 4
      Strength: 3
      Range: 2
      Consumes: 1 Food/Year
      Costs: 25 Food
      Build: 40 Training
      Upgrades to Archer, Longbowman and Skirmisher
      Needs Tech: Trapping
  • Slinger:
    • HP: 15 (instead of 20)

  • Heavy Slinger:
    • HP: 20
      Movement: 2
      Vision: 4
      Strength: 5
      Range: 2
      Consumes: 1 Food/Year and 1 Stone/Year
      Costs: 50 Stone and 35 Food
      Build: 60 Training
      Upgrades to Longbowman and Skirmisher
      Needs Tech: Military Drill
  • Skirmisher:
    • HP: 20
      Movement: 2
      Range: 2
      Vision: 4
      Strength: 5
      Consumes: 3 Food/Year
      Costs: 100 Food
      Build: 80 Training
      Shield Bearer (+10% Vs. Ranged Units)
      Anti-Polearm (+25% vs. Polearm Units)
      Can upgrade into Elite Skirmisher
      Needs Tech: Composite Bow
  • Elite Skirmisher:
    • HP: 25
      Movement: 2
      Range: 2
      Vision: 4
      Strength: 8
      Consumes: 4 Food/Year and 1 Training/Year
      Costs: 150 Food
      Build: 100 Training
      Shieldbearer (+10% Vs. Ranged Units)
      Anti-Polearm (+25% vs. Polearm Units)
      Needs Tech: Bodkin Arrow
  • Archer:
    • HP: 15 (instead of 20)
  • Warrior:
    • Can also upgrade into Light Axeman, Axeman and Light Spearman

Spoiler New Techs & Tech Changes :

Fishing (New):
Nets (I)

Bronze Working (New):
Light Spearman (U)

Mining (New):
Warrior (U)
Mines (I)

Calendar (New):
Festival (P) [+2 Food instead of +1 Culture]

Construction (New):
Walls (P)
Fort (I)

Agriculture (New):
Farm (I)

Ironworking:
Armored Warrior (U)

Military Drill:
Heavy Slinger (U)

Pottery (New):
Granary (I)
Food Boost (Pottery) [T]

Phalanx:
Heavy Spearman (U)

Chariot (New):
Chariot (U)
Heavy Chariot (U)

Spoke Wheel:
Light Chariot (U)
Chariot Archer (U)

Steel:
Light Axeman (U)
Heavy Axeman (U)

Horseback Riding (New):
Light Horseman (U)

Composite Bow:
Skirmisher (U)

Stirrups:
Heavy Horseman (U)

Battle Line:
Light Maceman (U)
Heavy Maceman (U)

Bodkin Arrow:
Elite Skirmisher (U)


Spoiler Misc Changes :

  • Turn limit increased to 400.
  • Max civics increased to 4000 (was 2000).
  • Max unit level increased to 10.
  • Nations no longer start with a Worker.
  • Nations that started with Slinger at start now gets a Light Slinger
  • Artisan Family Class now gets 250 Food instead of a Worker on Seat Founded.

 
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Great work, i agree 100% with the changes, next game i´m gonna try it.

You can add also some penalization for far away cities, because the other thing annoying is that having more citys its always better and profitable, and most of the times colonies or far away cites are bad for empires or good for aquiring luxuries but a high mantainance and politic cost

sorry, my english is rusty
 
Great work, i agree 100% with the changes, next game i´m gonna try it.

You can add also some penalization for far away cities, because the other thing annoying is that having more citys its always better and profitable, and most of the times colonies or far away cites are bad for empires or good for aquiring luxuries but a high mantainance and politic cost

sorry, my english is rusty

Thanks! I'd appreciate feedback and suggestions to make the mod better once you get a chance to try it.

I will see what I can do with the penalties. I'm currently working on changing improvements so more developed cities tend to be more profitable while faraway cities or underdeveloped ones don't provide a good return until much later in the game. If the improvement changes are enough, I may not touch the penalties.

And your English is fine. :)
 
Decrease yields from easily accessible improvements (farms, mines, quarries) and increase yields of more advanced improvements and master/elder specialists. Therefore, new Cities won't be as valuable as developed Cities.
To go further, you may remove all specialists upon conquest. Conquest would become much less interesting.
 
To go further, you may remove all specialists upon conquest. Conquest would become much less interesting.

Making conquests less rewarding does make it interesting. It makes it so developing cities is more rewarding while war is merely a tool to weaken a neighbor so you can outpace them. I'll ponder on this and see what I can do. Thanks!
 
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New Update is out! Some small changes with some more radical changes coming in the next update.

Spoiler Changelog - v0.0.4 :

-Guarding City Sites cost 2 Order/turn

-Added Small/Large Farm, Small/Large Mine, Small/Large Nets and Small/Large Quarry

-Changed Farm, Mine, Nets and Quarry

-Added second level specialists for Large Farm, Large Mine, Large Nets and Large Quarry


Spoiler Mod Details :


Spoiler Improvement Changes/Additions :

Small Mine:
Output: +2 Iron/Year
Consumption: -1 Food/Year
No Specialist
Develops into Mine in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Ore: +2 Iron
Salt: +5 Money
Gems: +5 Money
Gold: +10 Money
Silver: +10 Money
Hill: +50% Iron
+10% per Adjacent Mine
Requires: Mining
Requires Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold or Silver

Mine:
Output: +5 Iron/Year
Consumption: -2 Food/Year
No Specialist
Develops into Large Mine in 20 Years
Ore: +1 Training, +3 Iron
Salt: +1 Culture, +10 Money
Gems: +1 Culture, +10 Money
Gold: +20 Money
Silver: +20 Money
Hill: +60% Iron
+10% per Adjacent Mine
+20% per Adjacent Shrine of Nuska
+50% per Adjacent Mill Class Improvement
Requires: Mining
Requires Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold or Silver

Large Mine:
Output: +15 Iron/Year
Consumption: -2 Food/Year
Enables Miner
Ore: +3 Training, +6 Iron
Salt: +2 Culture, +20 Money
Gems: +2 Culture, +20 Money
Gold: +40 Money
Silver: +40 Money
Hill: +75% Iron
Redemption Cathedral: +20%
Autarky: +20%
+15% per Adjacent Mine
+20% per Adjacent Shrine of Nuska
+100% per Adjacent Mill Class Improvement
Requires: Mining
Requires Lush, Temperate, Arid, Hill, Ore, Salt, Gems, Gold or Silver

Small Farm:
Output: +3 Food/Year
No Specialist
Develops into Farm in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Wheat: +3 Food
Barley: +3 Food
Sorghum: +3 Food
Lush: +10% Food
Arid: -40% Food
Adjacent Volcano: +10% Food
Fresh Water: +20% Food
+10% per Adjacent Farm
+10% per Adjacent Pasture
Requires: Agriculture
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum

Farm:
Output: +6 Food/Year
No Specialist
Develops into Large Farm in 20 Years
Wheat: +1 Growth, +5 Food
Barley: +1 Growth, +5 Food
Sorghum: +1 Growth, +5 Food
Lush: +20% Food
Arid: -40% Food
Adjacent Volcano: +20% Food
Fresh Water: +20% Food
+10% per Adjacent Farm
+20% per Adjacent Pasture
+20% per Adjacent Granary
+20% per Adjacent Shrine of Shamash
Requires: Agriculture
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum

Large Farm:
Output: +18 Food/Year
Enables Farmer
Develops into Large Farm in 20 Years
Wheat: +3 Growth, +8 Food
Barley: +3 Growth, +8 Food
Sorghum: +3 Growth, +8 Food
Lush: +40% Food
Arid: -40% Food
Adjacent Volcano: +40% Food
Fresh Water: +20% Food
Serfdom: +20%
+10% per Adjacent Farm
+40% per Adjacent Pasture
+60% per Adjacent Granary
+20% per Adjacent Shrine of Shamash
Requires: Agriculture
Requires Lush, Temperate, Arid, Wheat, Barley or Sorghum

Small Nets:
Output: +4 Food/Year
No Specialist
Develops into Nets in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Dyes: +5 Money
Pearls: +5 Money
Fish:+3 Food
Crabs:+3 Food
The Lighthouse: +25%
+10% per Adjacent Harbor
Requires: Fishing
Requires Dyes, Pearls, Fish or Crabs

Nets:
Output: +8 Food/Year
No Specialist
Develops into Large Nets in 20 Years
Dyes: +1 Culture, +10 Money
Pearls: +1 Culture, +10 Money
Fish: +1 Growth, +5 Food
Crabs: +1 Growth, +5 Food
The Lighthouse: +50%
+20% per Adjacent Harbor
Requires: Fishing
Requires Dyes, Pearls, Fish or Crabs

Large Nets:
Output: +22 Food/Year
Enables Fisher
Dyes: +2 Culture, +20 Money
Pearls: +2 Culture, +20 Money
Fish: +3 Growth, +8 Food
Crabs: +3 Growth, +8 Food
The Lighthouse: +100%
+40% per Adjacent Harbor
Requires: Fishing
Requires Dyes, Pearls, Fish or Crabs

Small Quarry:
Output: +2 Stone/Year
Consumption: -1 Food/Year
No Specialist
Develops into Quarry in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Marble: +2 Stone
Arid: +20%
Adjacent Mountain: +10%
Adjacent Volcano: +10%
+10% per Adjacent Quarry
Requires: Stonecutting
Requires Lush, Temperate, Arid, Adjacent Mountain, Adjacent Volcano or Marble

Quarry:
Output: +5 Stone/Year
Consumption: -2 Food/Year
No Specialist
Develops into Large Quarry in 20 Years
Marble: +1 Civics, +3 Stone
Arid: +20%
Adjacent Mountain: +20%
Adjacent Volcano: +20%
+10% per Adjacent Quarry
Requires: Stonecutting
Requires Lush, Temperate, Arid, Adjacent Mountain, Adjacent Volcano or Marble

Large Quarry:
Output: +15 Stone/Year
Consumption: -2 Food/Year
Enables Stonecutter
Marble: +3 Civics, +6 Stone
Arid: +20%
Adjacent Mountain: +40%
Adjacent Volcano: +40%
Redemption Cathedral: +20%
Autarky: +20%
+10% per Adjacent Quarry
Requires: Stonecutting
Requires Lush, Temperate, Arid, Adjacent Mountain, Adjacent Volcano or Marble



Spoiler Specialist Changes/Additions :

Farmer:
Farm: x150%
+1 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Farm
Costs Citizen
Production: 60 Civics
Leads to Experienced Farmer

Experienced Farmer:
Farm: x250%
+3 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Farm
Requires a Farmer
Costs 60 Food
Production: 120 Civics

Miner:
Mine: x150%
+1 Training/Year
From Rural Specialist: +1 Science/Year
Requires Large Mine
Costs Citizen
Production: 60 Civics
Leads to Experienced Miner
From Salt: Adds Luxury (Salt)
From Gems: Adds Luxury (Gems)

Experienced Miner:
Mine: x250%
+3 Training/Year
From Rural Specialist: +1 Science/Year
Requires Large Mine
Requires a Miner
Costs 60 Food
Production: 120 Civics
From Salt: Adds Luxury (Salt)
From Gems: Adds Luxury (Gems)

Fisher:
Large Nets: x150%
+1 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Farm
Costs Citizen
Production: 60 Civics
Leads to Experienced Fisher
From Dyes: Adds Luxury (Dyes)
From Pearls: Adds Luxury (Pearls)

Experienced Fisher:
Large Nets: x250%
+3 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Farm
Requires a Fisher
Costs 60 Food
Production: 120 Civics
From Dyes: Adds Luxury (Dyes)
From Pearls: Adds Luxury (Pearls)

Stonecutter:
Large Quarry: x150%
+1 Civics/Year
From Rural Specialist: +1 Science/Year
Requires Large Quarry
Costs Citizen
Production: 60 Civics
Leads to Experienced Fisher

Experienced Stonecutter:
Large Quarry: x250%
+3 Civics/Year
From Rural Specialist: +1 Science/Year
Requires Large Quarry
Requires a Stonecutter
Costs 60 Food
Production: 120 Civics


Spoiler Misc :

Placing a unit on a City Site will cost 2 Order/turn. (Meant to emphasis steady expansion instead of being extremely greedy and just sit on a bunch of city sites)
 
Last edited:
New Update is out! New yield, Manpower, has been added along with some bigger changes like techs and costs of units and improvements.

Spoiler Changelog - v0.0.5 :

-Double HP and Consumption of most Units

-Barbarian and Tribal Units now all have 40 HP and strength increased by +2

-Manpower added as a new yield (icon issue is known but fix is being investigated)

-Large Improvements that provide Food will also provide Manpower (at half the amount of Food) along with all Farms

-All non-Barbarian and non-Tribal units will consume Manpower and will have an upfront Manpower cost to build (numbers have been revised but tests will be needed to get more balanced numbers)

-Wonders highest resource cost halved with the remainder requiring Manpower

Spoiler Mod Details :


Spoiler Improvement Changes/Additions :

Small Camp:
Output: +2 Food/Year
No Specialist
Develops into Camp in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Camels: +5 Money
Elephants: +5 Money
Game: +3 Food
Fur: +5 Money
Requires: Trapping
Requires Camels, Elephants, Game or Fur

Camp:
Output: +5 Food/Year
No Specialist
Develops into Large Camp in 20 Years
Camels: +1 Training, +5 Money
Elephants: +1 Training, +5 Money
Game: +1 Growth, +5 Food
Fur: +1 Culture, +10 Money
Requires: Trapping
Requires Camels, Elephants, Game or Fur

Large Camp:
Output: +15 Food/Year and +7.5 Manpower/Year
Enables Trapper
Camels: +1 Training, +5 Money, +0.5 Order
Elephants: +1 Training, +5 Money, +0.5 Order
Game: +3 Growth, +10 Food
Fur: +2 Culture, +20 Money
+20% for Adjacent Lumbermills
+20% per Adjacent Shrine of Halki
+20% per Adjacent Shrine of Mithra
+20% per Adjacent Shrine of Neith
Requires: Trapping
Requires Camels, Elephants, Game or Fur

Small Farm:
Output: +3 Food/Year and +1.5 Manpower/Year

Farm:
Output: +6 Food/Year and +3 Manpower/Year

Large Farm:
Output: +18 Food/Year and +9 Manpower/Year
+20% per Adjacent Shrine of Hvar Khshaita
+20% per Adjacent Shrine of Ra

Small Grove:
Output: +2 Food/Year
No Specialist
Develops into Grove in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Citrus: +3 Food
Honey: +3 Food
Incense: +5 Money
Lavender: +5 Money
Olives: +3 Food
Wine: +3 Food
Requires: Calendar
Requires Citrus, Honey, Incense, Lavender, Olives or Wine

Grove:
Output: +5 Food/Year
No Specialist
Develops into Large Grove in 20 Years
Citrus: +1 Growth, +5 Food
Honey: +1 Culture, +3 Food
Incense: +1 Culture, +10 Money
Lavender: +1 Culture, +10 Money
Olives: +1 Culture, +3 Food
Wine: +1 Culture, +3 Food
+20% per Adjacent Monastery Class Improvement
Requires: Calendar
Requires Citrus, Honey, Incense, Lavender, Olives or Wine

Large Grove:
Output: +15 Food/Year and +7.5 Manpower/Year
Enables Gardener
Citrus: +3 Growth, +10 Food
Honey: +2 Culture, +5 Food
Incense: +2 Culture, +20 Money
Lavender: +2 Culture, +20 Money
Olives: +2 Culture, +5 Food
Wine: +2 Culture, +5 Food
Pilgrimage: +2 Science
+60% per Adjacent Monastery Class Improvement
+2 Growth/Year per Adjacent Shrine of Eshmun
+2 Growth/Year per Adjacent Shrine of Isis
+2 Growth/Year per Adjacent Shrine of Kamrusepa
Requires: Calendar
Requires Citrus, Honey, Incense, Lavender, Olives or Wine

Large Mine:
+20% per Adjacent Shrine of Atar
+20% per Adjacent Shrine of Vulcan

Large Nets:
Output: +22 Food/Year and +11 Manpower/Year
+20% per Adjacent Shrine of Anahita
+20% per Adjacent Shrine of Melqart
+20% per Adjacent Shrine of Poseidon

Small Pasture:
Output: +2 Food/Year
No Specialist
Develops into Pasture in 15 Years
Costs: 50 Wood, -1 Order (for 5 Years)
Horses: +5 Money
Cattle: +3 Food
Sheep: +3 Food
Pigs: +3 Food
Goats: +3 Food
Requires: Husbandry
Requires Horses, Cattle, Sheep, Pigs or Goats

Pasture:
Output: +5 Food/Year
No Specialist
Develops into Large Pasture in 20 Years
Horses: +1 Training, +5 Money
Cattle: +1 Growth, +5 Food
Sheep: +1 Growth, +5 Food
Pigs: +1 Growth, +5 Food
Goats: +1 Growth, +5 Food
Requires: Husbandry
Requires Horses, Cattle, Sheep, Pigs or Goats

Large Pasture:
Output: +15 Food/Year and +7.5 Manpower/Year
Enables Rancher
Horses: +1 Training, +5 Money, +0.5 Order
Cattle: +3 Growth, +10 Food
Sheep: +3 Growth, +10 Food
Pigs: +3 Growth, +10 Food
Goats: +3 Growth, +10 Food
Persia: +0.5 Order
Serfdom: +20% Output
+20% per Adjacent Shrine of Astarte
+20% per Adjacent Shrine of Ishtar
+20% per Adjacent Shrine of Venus
Requires: Husbandry
Requires Horses, Cattle, Sheep, Pigs or Goats

Small Lumbermill:
Output: +2 Wood/Year
No Specialist
Develops into Lumbermill in 15 Years
Costs: 50 Iron, -1 Order (for 5 Years)
River: +15% Wood
+10% per Adjacent Small Lumbermill
Requires: Bronze Working
Requires Trees

Lumbermill:
Output: +5 Wood/Year
No Specialist
Develops into Large Lumbermill in 20 Years
River: +30% Wood
+10% per Adjacent Small Lumbermill and Lumbermill
Requires: Bronze Working
Requires Trees

Large Lumbermill:
Output: +15 Wood/Year
Enables Woodcutter
River: +60% Wood
+10% per Adjacent Small Lumbermill, Lumbermill and Large Lumbermill
Requires: Bronze Working
Requires Trees


Spoiler Wonders Changes/Additions :

The Acropolis:
Costs: 300 Civics, 600 Stone, 600 Manpower

The Apadana:
Costs: 200 Civics, 450 Stone, 450 Manpower

The Circus Maximus:
Costs: 400 Civics, 600 Wood, 600 Stone, 600 Manpower

The Colossus:
Costs: 300 Civics, 400 Iron, 400 Manpower, 400 Stone

The Great Ziggurat:
Costs: 100 Civics, 300 Stone, 300 Manpower

The Hagia Sophia:
Costs: 400 Civics, 900 Stone, 900 Manpower

The Hanging Gardens:
Costs: 100 Civics, 200 Stone, 200 Manpower, 200 Wood

The Ishtar Gate:
Costs: 200 Civics, 300 Iron, 300 Stone, 300 Manpower

The Lighthouse:
Costs: 200 Civics, 300 Iron, 300 Stone, 300 Manpower

The Mausoleum:
Costs: 300 Civics, 600 Stone, 600 Manpower

The Musaeum:
Costs: 300 Civics, 400 Stone, 400 Manpower, 400 Wood

The Necropolis:
Costs: 200 Civics, 450 Stone, 450 Manpower

The Oracle:
Costs: 100 Civics, 200 Food, 200 Stone, 200 Manpower

The Pantheon:
Costs: 400 Civics, 900 Stone, 900 Manpower

The Pyramids:
Costs: 100 Civics, 300 Stone, 300 Manpower

The Via Recta Souk:
Costs: 400 Civics, 600 Stone, 600 Manpower, 600 Wood


Spoiler Specialist Changes/Additions :

Trapper:
Camp: x150%
+1 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Camp
Costs Citizen
Production: 60 Civics
Leads to Experienced Trapper
From Fur: Adds Luxury (Fur)

Experienced Trapper:
Camp: x250%
+3 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Farm
Requires a Trapper
Costs 60 Food
Production: 120 Civics
From Fur: Adds Luxury (Fur)

Gardener:
Grove: x150%
+1 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Grove
Costs Citizen
Production: 60 Civics
Leads to Experienced Gardner
From Honey: Adds Luxury (Honey)
From Incense: Adds Luxury (Incense)
From Lavender: Adds Luxury (Lavender)
From Olives: Adds Luxury (Olives)
From Wine: Adds Luxury (Wine)

Experienced Gardener:
Grove: x250%
+3 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Grove
Requires a Gardener
Costs 60 Food
Production: 120 Civics
From Honey: Adds Luxury (Honey)
From Incense: Adds Luxury (Incense)
From Lavender: Adds Luxury (Lavender)
From Olives: Adds Luxury (Olives)
From Wine: Adds Luxury (Wine)

Rancher:
Pasture: x150%
+1 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Pasture
Costs Citizen
Production: 60 Civics
Leads to Experienced Rancher

Experienced Rancher:
Pasture: x250%
+3 Growth/Year
From Rural Specialist: +1 Science/Year
Requires Large Pasture
Requires a Rancher
Costs 60 Food
Production: 120 Civics

Woodcutter:
Lumbermill: x150%
+1 Wood/Year
From Rural Specialist: +1 Science/Year
Requires Large Lumbermill
Costs Citizen
Production: 60 Civics
Leads to Experienced Woodcutter

Experienced Woodcutter:
Lumbermill: x250%
+3 Wood/Year
From Rural Specialist: +1 Science/Year
Requires Large Lumbermill
Requires a Woodcutter
Costs 60 Food
Production: 120 Civics


Spoiler Misc :

Cities provide +8 Manpower.
Capital provides an additional +8 Manpower.
All Improvements cost -2 Manpower.
Slavery no longer gives Order or Discontent to all Cities. It now allows you to Buy/Sell Manpower.


Spoiler Unit Changes/Additions :

African Elephants:
90 HP
Consumes: -2 Training, -4 Food and -3 Manpower
Costs: 50 Food, 50 Manpower and 50 Wood

Akkadian Archer:
50 HP
Consumes: -2 Training, -4 Wood and -2 Manpower
Costs: 75 Wood and 75 Manpower

Archer:
30 HP
Consumes: -4 Wood and -2 Manpower
Costs: 50 Manpower and 50 Wood

Armored Elephant:
90 HP
Consumes: -4 Training, -10 Food and -4 Manpower
Costs: 100 Food, 100 Manpower and 100 Iron

Armored Warrior:
50 HP
Consumes: -4 Iron and -2 Manpower
Costs: 30 Iron and 30 Manpower

Axeman:
40 HP
Consumes: -4 Iron and -1 Manpower
Costs: 50 Iron and 50 Manpower

Battering Ram:
50 HP
Consumes: -2 Training, -4 Wood and -2 Manpower
Costs: 50 Iron, 50 Wood and 50 Manpower

Camel Archer:
40 HP
Consumes: -2 Training, -6 Food and -2 Manpower
Costs: 50 Food, 50 Manpower and 50 Wood

Cataphract:
60 HP
Consumes: -4 Training, -8 Food and -4 Manpower
Costs: 50 Food, 50 Manpower and 100 Iron

Cataphract Archer:
60 HP
Consumes: -4 Training, -8 Iron and -3 Manpower
Costs: 50 Food, 50 Manpower and 100 Iron

Chariot:
40 HP
Consumes: -4 Food and -2 Manpower
Costs: 25 Food, 25 Manpower and 50 Wood

Chariot Archer:
30 HP
Consumes: -4 Food and -2 Manpower
Costs: 25 Food, 25 Manpower and 25 Wood

Cimmerian Archer:
60 HP
Consumes: -4 Training, -8 Wood and -3 Manpower
Costs: 100 Wood and 100 Manpower

Crossbowman:
40 HP
Consumes: -2 Training, -6 Wood and -3 Manpower
Costs: 50 Iron, 50 Wood and 50 Manpower

Egyptian Chariot (formerly Light Chariot [Egypt only]):
50 HP
Consumes: -2 Training, -4 Food and -2 Manpower
Costs: 50 Food, 50 Manpower and 50 Wood

Elite Skirmisher:
50 HP
Consumes: -2 Training, -8 Food and -3 Manpower
Costs: 75 Food and 75 Manpower

Hastatus:
50 HP
Consumes: -2 Training, -4 Iron and -2 Manpower
Costs: 75 Iron and 75 Manpower

Heavy Axeman:
50 HP
Consumes: -6 Iron and -3 Manpower
Costs: 60 Iron and 65 Manpower

Heavy Chariot:
50 HP
Consumes: -2 Training, -6 Food and -3 Manpower
Costs: 30 Food, 35 Manpower and 75 Wood

Heavy Horseman:
60 HP
Consumes: -2 Training, -8 Food and -4 Manpower
Costs: 75 Food, 75 Manpower and 75 Iron

Heavy Maceman:
60 HP
Consumes: -2 Training, -6 Iron and -3 Manpower
Costs: 85 Iron and 90 Manpower

Heavy Slinger:
40 HP
Consumes: -2 Food, -2 Stone and -2 Manpower
Costs: 15 Food, 20 Manpower and 50 Stone

Heavy Spearman:
50 HP
Consumes: -2 Training, -6 Iron and -2 Manpower
Costs: 35 Iron, 40 Manpower and 75 Wood

Hittite Chariot (formerly Heavy Chariot [Hatti only]):
50 HP
Consumes: -2 Training, -4 Food and -2 Manpower
Costs: 50 Food, 50 Manpower and 50 Wood

Hoplite:
50 HP
Consumes: -2 Training, -4 Iron and -2 Manpower
Costs: 50 Iron, 50 Manpower and 50 Wood

Horse Archer:
40 HP
Consumes: -2 Training, -6 Food and -2 Manpower
Costs: 50 Food, 50 Manpower and 50 Wood

Horseman:
50 HP
Consumes: -2 Training, -6 Food and -3 Manpower
Costs: 50 Food, 50 Manpower and 50 Iron

Kush-ite Cavalry:
60 HP
Consumes: -4 Training, -8 Food and -3 Manpower
Costs: 50 Food, 50 Manpower and 100 Wood

Legionary:
60 HP
Consumes: -4 Training, -8 Iron and -3 Manpower
Costs: 100 Iron and 100 Manpower

Light Axeman:
30 HP
Consumes: -2 Iron and -2 Manpower
Costs: 35 Iron and 40 Manpower

Light Chariot:
30 HP
Consumes: -2 Food and -2 Manpower
Costs: 10 Food, 15 Manpower and 25 Wood

Light Horseman:
40 HP
Consumes: -4 Food and -2 Manpower
Costs: 35 Food, 40 Manpower and 25 Iron

Light Maceman:
40 HP
Consumes: -2 Iron and -2 Manpower
Costs: 45 Iron and 45 Manpower

Light Slinger:
30 HP
Consumes: -2 Food and -1 Manpower
Costs: 10 Food and 15 Manpower

Light Spearman:
30 HP
Consumes: -2 Iron and -1 Manpower
Costs: 10 Food, 15 Manpower and 25 Iron

Longbowman:
40 HP
Consumes: -2 Training, -6 Wood and -3 Manpower
Costs: 75 Wood and 75 Manpower

Maceman:
50 HP
Consumes: -2 Training, -4 Iron and -3 Manpower
Costs: 75 Iron and 75 Manpower

Palton Cavalry:
50 HP
Consumes: -2 Training, -4 Iron and -2 Manpower
Costs: 25 Food, 25 Manpower and 100 Iron

Phalangite:
60 HP
Consumes: -4 Training, -8 Iron and -3 Manpower
Costs: 50 Iron, 50 Manpower and 100 Wood

Pikeman:
60 HP
Consumes: -2 Training, -6 Iron and -3 Manpower
Costs: 50 Iron, 50 Manpower and 50 Wood

Siege Tower:
60 HP
Consumes: -4 Training, -8 Wood and -3 Manpower
Costs: 50 Iron, 50 Manpower and 100 Wood

Skirmisher:
40 HP
Consumes: -6 Food and -2 Manpower
Costs: 50 Food and 50 Manpower

Slinger:
30 HP
Consumes: -2 Stone and -1 Manpower
Costs: 25 Stone and 25 Manpower

Spearman:
40 HP
Consumes: -4 Iron and -2 Manpower
Costs: 25 Iron, 25 Manpower and 50 Wood

Swordsman:
60 HP
Consumes: -4 Training, -8 Iron and -3 Manpower
Costs: 100 Iron and 100 Manpower

Three Man Chariot:
60 HP
Consumes: -4 Food, -8 Food and -3 Manpower
Costs: 50 Food, 50 Manpower and 100 Wood

Turreted Elephant:
110 HP
Consumes: -4 Training, -8 Food and -4 Manpower
Costs: 50 Food, 50 Manpower and 100 Wood

War Elephant:
70 HP
Consumes: -2 Training, -6 Food and -3 Manpower
Costs: 50 Food, 50 Manpower and 50 Iron

Warrior:
40 HP
Consumes: -2 Iron and -1 Manpower
Costs: 25 Iron and 25 Manpower

 
New Update is out! Changes made to promotions and Manpower yield is provided in laws and other improvements.

Spoiler Changelog - v0.0.6 :

v0.0.6:
-Family Class Bonus now applies to the correct improvements (Artisans now give +25% Output to Large Mines and Large Lumbermills while Hunters give +50% Output to Large Nets and Large Camps.)

-Shrines should affect/be affected by the correct adjacent improvements

-Judaism is found when Labor Force is researched. No longer requires Ranchers.

-All Rural Improvements provide +5 Max HP for City and +5% City Defense. (To encourage players to pillage more or the City will be much harder to take)

-Promotion went through slight rebalancing to reflect the increased HP of units

-Improvements and Specialists changed to provide Manpower

-Forced March now costs 250 Training.

-Some Laws changed to either better take advantage of Manpower or for balance purposes


Spoiler Mod Details :


Spoiler Improvement Changes/Additions :

Hamlet:
Output: +10 Money/Year, +5 Manpower/Year
Consumption: -4 Food/ Year

Village:
Output: +15 Money/Year, +7.5 Manpower/Year
Consumption: -6 Food/ Year

Town:
Output: +30 Money/Year, +2 Growth, +15 Manpower/Year
Consumption: -9 Food/ Year

Barracks:
+10% Training, +10% Manpower

Range:
+10% Training, +10% Manpower


Spoiler Specialist Changes/Additions :

Apprentice Officer:
+1 Training/Year, +2 Manpower/Year

Master Officer:
+2 Training/Year, +4 Manpower/Year, +10 XP for New Units

Elder Officer:
+4 Training/Year, +6 Manpower/Year, +25 XP for New Units


Spoiler Misc :

Melee Counterattack increased to -2 HP
Elephant has +25% Strength Vs. Horse Units and +25% Strength Vs. Camel Units
Base City HP increased to 30.
City Strength per Level increased to 6.
Hidden Attack Bonus increased to 30%
Base Damage lowered to 5.
Freedom now gives +2 Science/Year per Urban Specialist
Tyranny now gives +10 Training/Year and +10 Manpower/Year
Volunteer now gives +10 Training/Year per War and +10 Manpower/Year per War
Professional Army now gives +1 Training/Year and +1 Manpower per Treasury
Elites now Store 50 Orders between Years.


Spoiler Unit Promotions Changes/Additions :

Amphibious: +50% Attack Across River, +50% Attack Across Land/Water Combat
Besieger: +25% Attack into Urban
Besieger Leader: +25% Attack into Urban
Bloodthirsty: +10% Strength Vs. Damaged
Bloodthirsty Leader: +10% Strength Vs. Damaged
Brave: +25% Strength Vs. Melee Units
Brave Leader: +25% Strength Vs. Melee Units
Cockswain: Can Rout (attack again) after Combat
Combat I: +10% Strength [Leads to Combat II]
Combat II: +15% Strength [Leads to Combat III]
Combat III: +20% Strength
Eagle Eye: Ignores Distance Modifier [Leads to Marksman]
Engineer: +25% Strength Vs. Siege, Ship Units
Engineer Leader: +25% Strength Vs. Siege, Ship Units
Fierce: +25% Strength Vs. Infantry Units
Fierce Leader: +25% Strength Vs. Infantry Units
Fireship: Target attempts to Retreat or else Stunned (Water Only), +10% Attack Vs. Ship Units
Focus I: +5% Crit [Leads to Focus II]
Focus II: +5% Crit [Leads to Focus III]
Focus III: +10% Crit
Grappler: -20% Strength, Stuns Target for one Turn
Guard I: +20% Defense [Leads to Guard II]
Guard II: +30% Defense [Leads to Guard III]
Guard III: +40% Defense
Healer: +3 HP/Year [Leads to Healer II]
Healer II: +4 HP/Year [Leads to Healer III]
Healer III: +5 HP/Year
Heckler: +15% Strength Vs. General [Leads to Heckler II]
Heckler II: +15% Strength Vs. General [Leads to Heckler III]
Heckler III: +20% Strength Vs. General
Heckler Leader: +15% Strength Vs. General
Herbalist: +3 HP from Heal Action [Leads to Healer]
Herbalist Leader: +3 HP from Heal Action
Highlander: +15% Strength From Hill [Leads to Highlander II]
Highlander II: +35% Strength From Hill
Highlander Leader: +15% Strength From Hill
Horsebane: +15% Strength Vs. Mounted Units [Leads to Horsebane II]
Horsebane II: +35% Strength Vs. Mounted Units
Horsebane Leader: +15% Strength Vs. Mounted Units
Ingenuity: +20% Strength
Lading: +1 Anchor Range
Maneuvers: +1 Fatigue Limit [Leads to Maneuvers II]
Maneuvers II: Ignores ZOC, +25% Attack if Flanking
Marksman: +1 Range
Overwhelm: Attacks Cleave at +25%
Ranger: +25% Strength From Trees
Ranger Leader: +25% Strength From Trees
Sattleborn: +15% Attack if Flanking [Leads to Sattleborn]
Sattleborn II: +35% Attack if Flanking
Seaborn: +20% Strength from Ocean
Sentinel: +20% Strength in National Territory
Shieldbearer: +15% Strength Vs. Ranged Units [Leads to Shieldbearer II]
Shieldbearer II: +35% Strength Vs. Ranged Units
Shieldbearer Leader: +15% Strength Vs. Ranged Units
Shrapnel: Attacks Splash at +25%
Steadfast: +25% Strength Vs. Tribal Units [Leads to Steadfast II]
Steadfast II: +50% Strength Vs. Tribal Units
Steadfast Leader: +25% Strength Vs. Tribal Units
Strike I: +20% Attack [Leads to Strike II]
Strike II: +30% Attack [Leads to Strike III]
Strike III: +40% Attack
Swift: +1 Move per Order
Swift Leader: +1 Fatigue Point
Tough: +15% Strength if Damaged [Leads to Tough II]
Tough II: +35% Strength if Damaged
Tough Leader: +25% Strength if Damaged
Tracker I: +2 Vision. +1 Reveal. [Leads to Tracker II]
Tracker II: +1 Fatigue Point [Leads to Swift]
Tracker Leader: +3 Vision.
Warden: +25% Strength From Urban

 
Spoiler Changelog - v0.0.7 :

-New Projects added to the first column of tech tree

-Slight changes to both Slavery and Freedom Laws

-Changes made to unit consumption to include money and removing training

-Crude icons added for projects and technologies

-A few balance tweaks and bug fixes


Spoiler Mod Details :


Spoiler Tech Changes/Additions :

Bonus Wood available through Bronze Working

Bonus Iron available through Mining



Spoiler Project Changes/Additions :

Civil Holiday:
Add Civil Holiday: -1 Discontent/Year and +1 Culture/Year
Requires Calendar
Production: 60 Civics

Festival I:
On Completion: +20 Food and -20 Discontent
Add Festival: +1 Growth/Year

Festival II:
On Completion: +40 Food and -40 Discontent
Add Festival: +1 Growth/Year

Festival III:
On Completion: +60 Food and -60 Discontent
Add Festival: +1 Growth/Year

Festival IV:
On Completion: +80 Food and -80 Discontent
Add Festival: +1 Growth/Year

Fishing I (Repeatable):
City Must be Coastal
On Completion: +100 Food
Add Fishing: +1 Growth/Year
Requires Cultures: Weak
Requires Fishing
Production: 40 Civics

Fishing II (Repeatable):
City Must be Coastal
On Completion: +250 Food
Add Fishing: +1 Growth/Year
Requires Cultures: Developing
Requires Fishing
Production: 60 Civics

Fish Market:
City Must be Coastal
On Completion: +200 Money
Add Fish Market: -2 Food/Year and +8 Money/Year
Requires Fishing
Production: 60 Civics

Grazing Field (Repeatable):
On Completion: +100 Food
Requires Husbandry
Production: 30 Civics

Hire Soldier/Minister/Merchant/Scientist (Repeatable):
On Completion: New Courtier
Costs: 1500 Money
Production: 25 Civics

Labor Camp (Repeatable):
On Completion: +50 Iron, +50 Stone, +50 Wood and -50 Manpower
Requires Construction
Production: 20 Civics

Slave Camp:
Add Slave Camp: +2 Civics/Year, +1 Discontent/Year and -1 Growth/Year
Requires Stonecutting
Production: 40 Civics

Slave Market:
Add Slave Market: +5 Manpower/Year, +5 Money/Year, +1 Discontent/Year and -1 Growth/Year
Requires Construction
Production: 60 Civics

Statue (Repeatable):
On Completion: -40 Discontent
Add Statue: +1 Culture/Year
Requires Stonecutting
Costs 100 Stone
Production: 80 Civics



Spoiler Law Changes/Additions :

Slavery:
[All Cities] +3 Civics/Year, +3 Iron/Year and +3 Stone/Year per Slave Camp
[All Cities] +10 Manpower/Year, +25 Money/Year

Freedom:
[All Cities] +20 Manpower/Year


Spoiler Misc :

All Units Consumption will include Money (to represent pay) and Training is removed.
City Culture Level Threshold increased (200/1500/8000/25000)
City base Growth/Training/Civics reduced to 4/4/4.


Spoiler Unit Changes/Additions :

African Elephants:
Consumes: -4 Money, -4 Food and -3 Manpower

Akkadian Archer:
Consumes: -4 Money, -4 Wood and -2 Manpower

Archer:
Consumes: -4 Wood, -2 Manpower and -2 Money

Armored Elephant:
Consumes: -8 Money, -10 Food and -4 Manpower

Armored Warrior:
Consumes: -4 Iron, -2 Manpower and -1 Money

Axeman:
Consumes: -4 Iron, -1 Manpower and -2 Money

Battering Ram:
Consumes: -4 Money, -4 Wood and -2 Manpower

Camel Archer:
Consumes: -4 Money, -6 Food and -2 Manpower

Cataphract:
Consumes: -8 Money, -8 Food and -4 Manpower

Cataphract Archer:
Consumes: -8 Money, -8 Iron and -3 Manpower

Chariot:
Consumes: -4 Food, -2 Manpower and -2 Money

Chariot Archer:
Consumes: -4 Food, -2 Manpower and -2 Money

Cimmerian Archer:
Consumes: -8 Money, -8 Wood and -3 Manpower

Crossbowman:
Consumes: -4 Money, -6 Wood and -3 Manpower

Egyptian Chariot (formerly Light Chariot [Egypt only]):
Consumes: -4 Money, -4 Food and -2 Manpower

Elite Skirmisher:
Consumes: -4 Money, -8 Food and -3 Manpower

Hastatus:
Consumes: -4 Money, -4 Iron and -2 Manpower

Heavy Axeman:
Consumes: -6 Iron, -3 Manpower and -3 Money

Heavy Chariot:
Consumes: -4 Money, -6 Food and -3 Manpower

Heavy Horseman:
Consumes: -6 Money, -8 Food and -4 Manpower

Heavy Maceman:
Consumes: -4 Money, -6 Iron and -3 Manpower

Heavy Slinger:
Consumes: -2 Food, -2 Stone, -2 Manpower and -2 Money

Heavy Spearman:
Consumes: -4 Money, -6 Iron and -2 Manpower

Hittite Chariot (formerly Heavy Chariot [Hatti only]):
Consumes: -4 Money, -4 Food and -2 Manpower

Hoplite:
Consumes: -4 Money, -4 Iron and -2 Manpower

Horse Archer:
Consumes: -4 Money, -6 Food and -2 Manpower

Horseman:
Consumes: -4 Money, -6 Food and -3 Manpower

Kush-ite Cavalry:
Consumes: -8 Money, -8 Food and -3 Manpower

Legionary:
Consumes: -8 Money, -8 Iron and -3 Manpower

Light Axeman:
Consumes: -2 Iron, -2 Manpower and -1 Money

Light Chariot:
Consumes: -2 Food, -2 Manpower and -1 Money

Light Horseman:
Consumes: -4 Food, -2 Manpower and -2 Money

Light Maceman:
Consumes: -2 Iron, -2 Manpower and -2 Money

Light Slinger:
Consumes: -2 Food, -1 Manpower and -1 Money

Light Spearman:
Consumes: -2 Iron, -1 Manpower and -1 Money

Longbowman:
Consumes: -4 Money, -6 Wood and -3 Manpower

Maceman:
Consumes: -4 Money, -4 Iron and -3 Manpower

Palton Cavalry:
Consumes: -4 Money, -4 Iron and -2 Manpower

Phalangite:
Consumes: -8 Money, -8 Iron and -3 Manpower

Pikeman:
Consumes: -4 Money, -6 Iron and -3 Manpower

Siege Tower:
Consumes: -8 Money, -8 Wood and -3 Manpower

Skirmisher:
Consumes: -6 Food, -2 Manpower and -2 Money

Slinger:
Consumes: -2 Stone, -1 Manpower and -1 Money

Spearman:
Consumes: -4 Iron, -2 Manpower and -2 Money

Swordsman:
Consumes: -8 Money, -8 Iron and -3 Manpower

Three Man Chariot:
Consumes: -8 Food, -3 Manpower and -2 Money

Turreted Elephant:
Consumes: -8 Money, -8 Food and -4 Manpower

War Elephant:
Consumes: -4 Money, -6 Food and -3 Manpower

Warrior:
Consumes: -2 Iron, -1 Manpower and -1 Money
 
New Update is out! In an ongoing process of overhauling the religion system.

Spoiler Changelog - v0.0.8 :

-New Yield, Faith, has been added to the game as foundation in an upcoming religion overhaul

-Difficulties adjusted for balance reasons (some changes may not make sense until a later patch)

-New Projects Added

-Two new Laws added and Divine Rule slightly changed

-Cleric Family no longer provides a Religion on seat founded and instead provide 150 Faith

-Militia cheaper to produce and can be spammed at the cost of your city development

-A Holy Site improvement for each religion is introduced and require Faith and Stone


Spoiler Mod Details :


Spoiler Difficulty Changes/Additions :

The Able:
AI will not Declare War
Start with 800 Civics, 800 Training, 8 Order, 800 Food, 800 Iron, 800 Stone, 800 Wood
Extra Scout
+40 Civics, +40 Training, +20 Science, +15 Order/Turn
[All Cities] +20 Money/Turn, +1 Discontent/Turn

The Just:
Start with 600 Civics, 600 Training, 8 Order, 600 Food, 600 Iron, 600 Stone, 600 Wood
Extra Scout
+20 Civics, +20 Training, +10 Science, +10 Order/Turn
[All Cities] +16 Money/Turn, +2 Discontent/Turn

The Good:
(AI plays on this level)
Start with 400 Civics, 400 Training, 8 Order, 400 Food, 400 Iron, 400 Stone, 400 Wood
+10 Civics, +8 Science, +10 Order/Turn
[All Cities] +12 Money/Turn, +3 Discontent/Turn

The Strong:
Start with 300 Civics, 300 Training, 8 Order, 300 Food, 300 Iron, 300 Stone, 300 Wood
+8 Civics, +8 Science, +9 Order/Turn
[All Cities] +8 Money/Turn, +5 Discontent/Turn

The Noble:
Start with 200 Civics, 200 Training, 8 Order, 200 Food, 200 Iron, 200 Stone, 200 Wood
+6 Civics, +8 Science, +9 Order/Turn
[All Cities] +6 Money/Turn, +7 Discontent/Turn

The Glorious:
Start with 200 Civics, 200 Training, 8 Order, 100 Food, 100 Iron, 100 Stone, 100 Wood
+5 Civics, +8 Science, +8 Order/Turn
[All Cities] +5 Money/Turn, +9 Discontent/Turn

The Magnificent:
Raiders invade from distant lands
Start with 200 Civics, 200 Training, 8 Order, 50 Food, 50 Iron, 50 Stone, 50 Wood
Furious Family: +5% Rebels Chance
+5 Civics, +7 Science, +7 Order/Turn
[All Cities] +5 Money/Turn, +12 Discontent/Turn

The Great:
Raiders invade from distant lands
Start with 200 Civics, 200 Training, 8 Order
Furious Family: +15% Rebels Chance
Angry Family: +10% Rebels Chance
Upset Family: +5% Rebels Chance
+5 Civics, +7 Science, +7 Order/Turn
[All Cities] +5 Money/Turn, +15 Discontent/Turn


Spoiler Tech Changes/Additions :

Aristocracy:
Moved up a row on the tech tree

Military Drill:
Moved up a row on the tech tree


Spoiler Project Changes/Additions :

Animal Sacrifice (Repeatable):
Add Sacrifice: State Religion Cities (Religion or Paganism) gain +1 Growth and +3 Civics
Costs 200 Food
Requires Divination
Production: 30 Civics

Divine Advice (Repeatable):
Add Advice: State Religion Cities (Religion or Paganism) gain +1 Faith and +1 Order
Costs 500 Money
Requires Divination
Production: 80 Civics

Military Training (Repeatable):
On Completion: +50 Manpower
Add Training: +5 XP for New Units
Costs: 50 Training and 50 Money
Production: 30 Civics

Religious Rituals (Repeatable):
Add Ritual: Shrine gain +1 Faith
Costs 100 Food
Requires Agriculture
Production: 50 Civics


Spoiler Law Changes/Additions :

Worship:
Require Divination
Can adopt Pagan State Religions.
Upkeep: None

Divine Rule:
[State Religion Cities]: +2 Training, +2 Civics, +2 Manpower and +2 Faith
Loses: Can adopt Pagan State Religions.

Myths:
Require Divination
[All Cities]: Shrines: +2 Faith
Upkeep: None


Spoiler Misc :

Each Discontent level increases Maintenance by 10% (up from 5%).
Clerics Family On Seat Founded changed to: +150 Faith.
Faith Yield Added.


Spoiler Unit Changes/Additions :

Militia:
20 HP, 3 Strength, 2 Moves
Has ZOC
Consumes: -1 Food and -1 Manpower
Cannot be promoted or earn XP
Costs: 25 Manpower
Production: 5 Growth
Upgrades from Worker
Upgrades to Conscript


Spoiler Improvement Changes/Additions :

Christian Holy Site:
Costs: 300 Faith, 200 Stone, -1 Order (for 1 Year)

Jewish Holy Site:
Costs: 300 Faith, 200 Stone, -1 Order (for 1 Year)

Manichaean Holy Site:
Costs: 300 Faith, 200 Stone, -1 Order (for 1 Year)

Zoroastrianism Holy Site:
Costs: 300 Faith, 200 Stone, -1 Order (for 1 Year)
 
Do you have a complete list of changes that this mod makes to the game?

Depends on how detailed you want it. If you want a quick summary, the spoiler below should cover most of the things. However, I'm still adding a lot of new things.

Spoiler :

Mod Additions/Changes:

-New Units. Some are Light and Heavy version of existing versions.

-New Techs. Add to the decision-making regarding what direction you wish to take with your nation and what advantages you wish to benefit from.

-New Improvements. Small and large versions of rural improvements added. Large improvements are always much better but they require time to develop as small improvements can be built and these eventually develop to large improvements.

-New Specialists. Second level specialists added for rural improvement and these, along with the first levels, are only available to large improvements.

-New Yields. Manpower added and now crucial to all your units in terms of building them and their consumption. Faith is needed for those who want to focus on their religious game.

-Barbarian and Tribal Units more dangerous in the early game but, due to lower scaling than Nation units, will be weaker in the mid to late game.

-Rural Improvements now strengthen your City so pillage them during offensive sieges and protect them during defensive sieges.

-Warrior can now upgrade into the two new Axemen (Light and Heavy)


If you want very detailed changes, then going through the posts for different versions is your best bet as those are basically my notes when creating new patches for the mod.
 
New Update is out! In an ongoing process of adding more to the developing religion system and making Manpower easier to acquire.

Spoiler Changelog - v0.0.9 :

v0.0.9:
-Added Piety and Cruelty Ratings and modified the existing ratings (Charisma, Courage, Discipline and Wisdom)

-Added more projects with more sources of Manpower available to player

-Walls, Moats and Towers buffed slightly to provide better defense against raiders

-Added the Theologian Archetype (available through Study Philosophy and Study Politics) and Court Minister has a chance of getting it

-Discontent now cost more resources so manage it well or see your economy tank from high Discontent

-Minor balance changes to provide more Manpower throughout the game


Spoiler Mod Details :

Spoiler Attribute Changes/Additions :

Charisma:
For Leaders and Governors, Charisma increases Civics.
For Generals, Charisma increases the Unit's Defense Strength by 2 per point.

Courage:
For Leaders and Governors, Courage increases Training.
For Generals, Courage increases the Unit's Strength by 2 per point.

Discipline:
For Leaders and Governors, Discipline increases Money.
For Generals, Discipline increases the Unit's XP each Year by 2 per point.

Wisdom:
For Leaders and Governors, Wisdom increases Science.
For Generals, Wisdom increases the Unit's Critical Hit Chance by 2% per point.

Piety:
For Leaders and Governors, Piety increased Faith.
For Generals, Piety increased the Unit's Defense Strength and Strength by 1 per point.

Cruelty:
For Leaders and Governors, Cruelty increased Manpower.
For Generals, Cruelty increased the Unit's Strength and Critical Hit Chance by 1% per point.


Spoiler Project Changes/Additions :

Big Harvest (Repeatable):
Add Harvest: +4 Manpower and +1 Growth
Requires Agriculture
Costs: 100 Manpower
Production: 30 Civics

Conscription (Repeatable):
Add Conscript II: +10 Manpower
Requires Iron Working
Costs: 400 Food
Production: 30 Civics

Early Conscription (Repeatable):
Add Conscript: +5 Manpower
Requires Bronze Working
Costs: 500 Food
Production: 30 Civics

Improved Tools:
Add Farming Tool: Farms give +3 Food and +5 Manpower
Requires Iron Working
Costs: 150 Iron
Production: 60 Civics

Improved Pottery:
Add Pottery: Farms give +5 Food and +2 Growth
Requires Pottery
Production: 120 Civics

Moat:
+15 Max HP for City. +35% City Defense

Pest Control (Repeatable) :
Add Pest Control: +3 Manpower and +2 Food
Requires Trapping
Costs: 300 Money and 150 Iron
Production: 30 Civics

Towers:
+20 Max HP for City. +40% City Defense

Walls:
+25% City Defense
Production: 20 Civics


Spoiler Archetype Changes/Additions :

Orator:
Loses: +40 Religion Opinions

Theologian:
Can serve as Governor or Ambassador
As Governor: +2 Faith/Year per Shrine
As Leader: +80 Religion Opinions, [All Cities] -3 Discontent/Year
+3 Piety

+20 Opinion of Divine Rule
-60 Opinion of Scholar Characters
+60 Opinion of Theologian Characters
As Leader: -40 Opinion if not of same State Religion
Included in: Religious, Traditional
Excluded From: Not Religious, Not Traditional
Common in Families: Erishum, Amarna


Spoiler Misc :

Improvements will cost 1 Manpower instead of 2 Manpower.
Cities provide +10 Manpower and Capital provides an additional +10 Manpower.
Each level of discontent also decreases Food, Wood, Stone and Iron by 5%.


Spoiler Courtier Changes/Additions :

Court Minister has a chance of getting the Theologian Archetype


 
New Update is out! Major change was the rework of Laws. Some have minor number tweaks while others have a new makeover in an attempt to make it tough decision which law to go for.

Spoiler Changelog - v0.0.10 :


-Reworked most Laws to make them (hopefully) competitive and more in-line with what the mod offers

-Added the Artist Archetype and Court Merchant has a chance of getting it

-Lowered costs of Decrees

-Lowered some sources of Legitimacy (in the process of making Order more scarce)

-Minor balance changes and bugfixes


Spoiler Mod Details :

Spoiler Archetype Changes/Additions :

Artist:
Can serve as Governor or Chancellor
As Governor: +6 Culture/Year
As Leader: Double the Output of Odeon, Theaters and Amphitheater
+3 Charisma

+20 Opinion of Guilds
-60 Opinion of Zealot Characters
+60 Opinion of Artist Characters
As Leader: -40 Opinion if more Wonders than us
Included in: Charming, Productive
Excluded From: Not Charming, Not Productive
Common in Families: Cypselid, Seleucid
May be available as a Court Merchant


Spoiler Law Changes/Additions :

Epics:
[All Units] +25% Strength Vs. Tribal Units

Exploration:
Movement Bonus along Neutral River
No Extra Unit Consumption when Outside Borders

Centralization:
[Capital City] +25% Civics
[Capital City] +2 Science/Year and +2 Civics/Year per Culture Level

Vassalage:
-50% Unit Consumption
+2 XP/Year for Idle Units

Tyranny:
+10 Training/Year
[All Cities] +5 Manpower/Year per Military Unit in Territory, +3 Discontent/Year

Constitution:
Unlocks Decrees in Capital.
[All Cities] +10 Money/Year per Specialist

Colonies:
Can Buy Tiles.
[All Cities] Fort: +2 Training/Year and +10 Money/Year

Serfdom:
[All Cities] Large Farms and Large Pastures: +20% Output
-5 Upgrade Years for Farm and Pasture Improvements

Monotheism:
[State Religion Cities] +2 Order/Year

Polytheism:
[All Cities] Can Build each Shrine in every City.

Divine Rule:
[State Religion Cities] +2 Civics, +2 Training, +2 Manpower and +2 Faith

Legal Code:
+10 Civics/Year per Active Law

Tolerance:
Can Build Non-State Religion Disciples
[All Cities] -3 Discontent/Year per Non-State Religion

Orthodoxy:
Disciples Can Purge World Religions
[State Religion Cities] Can Hurry Specialists with Orders

Professional Army:
+10 XP/Year for Idle Units
[All Cities] +5 Training/Year per Military Unit in Territory

Volunteers:
+100 Manpower/Year per War
[All Cities] Can Hurry Production with Population

Philosophy:
[All Cities] -20% Urban Specialists Production Time
[All Cities] +2 Science/Year per Forum

Engineering:
-25% Wonder Costs
-2 Years to Build Improvements

Iconography:
[All Cities] Monastery: +2 Faith, -2 Discontent, Temple: +2 Faith, +20 Money
[All Cities] No Random Non-State Religion Spread

Calligraphy:
[All Cities] Library: +2 Culture
[All Cities] +1 Culture/Year per Elder Specialist

Pilgrimage:
[All Cities] Monastery: +2 Science, Temple: +2 Science
[All Cities] Holy City: +10 Money per Cities with Religion

Holy War:
[All Cities] +1 Random Promotion for New Units
+20 Faith per Military Unit Killed

Guilds:
[All Cities] Town: +10 Money, +3 Faith, Market: +3 Science, +3 Culture
[All Cities] -25% Rebels Chance


Spoiler Project Changes/Additions :

Decree I (Repeatable):
Production: 10 Civics

Decree II (Repeatable):
Production: 20 Civics

Decree III (Repeatable):
Production: 30 Civics

Decree IV (Repeatable):
Production: 40 Civics


Spoiler Misc :

Legitimacy halved for all cognomen.
Ambitions give +5 Legitimacy and Legacy Ambitions give +2 Legitimacy
 
New Update is out! Court Chaplain added along with more changes in an ongoing religion rework. Some reduction of Order and new traits added into the game.

Spoiler Changelog - v0.0.11 :

-Reduced some sources of Order (to make it slightly more valuable)

-Added Court Chaplain court position and its own missions

-Ongoing rework of religion system with changes to Tier 1 and 2 Theologies

-Added new traits


Spoiler Mod Details :

Spoiler Order Changes/Additions :

Master and Elder Acolytes/Bishops no longer provide Order and will instead provide Faith instead at a 1:2 ratio.
Garrison and Stronghold no longer provide Order.
Shrines that provide Order (either fixed or for each adjacent Wonder) will provide Faith instead at a 1:2 ratio.

Order will become more valuable as there will be fewer of them.

Orders are now gained by:
  • +0.1 Order for each Legitimacy point.
  • +0.5 Order for each Horses Pasture.
  • +0.5 Order for each Elephants & Camels Camp.
  • +0.5 Order for each Citadel Improvement.
  • +0.5 Order for each Spymaster's Discipline point.
  • +0.5 Order for each Forum project, if completed the Acropolis Wonder.
Additional orders can be bought for 200 Training or for a variable amount of Money, after completing Coin Debasement Technology. Leaders of the Schemer Archetype can buy 6 additional orders for each Legitimacy point.



Spoiler Council Changes/Additions :

Ambassador:
For each Discipline point: No longer provides anything

Chancellor:
For each Charisma point: No longer provides anything

Court Chaplain:
Required Technology: Divination
Must be of type: Orator, Zealot, Theologian
For each Charisma point: increases Orders
For each Piety point: increases Faith
For each Discipline point: increases Religion Opinion
Missions: Religious Gifts, Perform Charity

Spymaster:
For each Cruelty (instead of Courage): decreases Discontent per City
For each Discipline point: No longer provides anything


Spoiler Religion Changes/Additions :

Tier 1:
Legalism:
+5% chance of religious spread per year. Each city's maintenance costs decrease by -20%. Monasteries give +2 Civics/turn.

Mythology:
+5% chance of religious spread per year. Shrine in each city gain +2 Culture. Monasteries give +2 Culture.

Veneration:
+5% chance of religious spread per year. -10% chance of rebels in each city. Monasteries give +2 Faith.

Tier 2:
Dualism:
+5% chance of religious spread per year. Each city that has this religion gets +1 Science/year and -1 Discontent. Temples give -1 Discontent.

Gnosticism:
+5% chance of religious spread per year. Each city that has this religion gets +2 Civics/year. Temples give +2 Civics.

Revelation:
+5% chance of religious spread per year. Each city that has this religion gets +0.5 Orders/year. Temples give +0.5 order.


Spoiler Mission Changes/Additions :

Religious Gifts:
Years to Complete: 3
60% Gifts Please the Religious group (+5% per Piety) [Improves relations with religious head by 40 for 80 years.]
20% Gifts Expose our Weakness [Improves relations with religious head by 40 for 80 years. -1 Legitimacy]
20% Religious Gift Event [Spend 200 Money for a bigger relation boost or XP to religious head]
Character: +20 XP
Costs: 200 Money, 1 Order
Requires Court Chaplain

Perform Charity:
Years to Complete: 3
60% Charity improves Piety [+50 Faith.]
20% Charity improves Legitimacy [+2 Legitimacy]
20% Wasted Charity [No Effect.]
Character: +20 XP
Costs: 300 Money, 1 Order
Requires Court Chaplain


Spoiler Trait Changes/Additions :

Appeaser:
-3 Courage
As Leader: +30 Family Relations
Weakness
-20 Opinion of Warlike Characters
+20 Opinion of Appeaser Characters
Included in: Charming
Excluded from: Not Charming

Affectionate:
-2 Cruelty
As General: +3 HP/Year
-40 Opinion of Cruel Characters
+40 Opinion of Affectionate Characters
Included in: Honorable
Excluded from: Not Honorable

Celibate:
-1 Charisma
+1 Piety
-25% Chance/Year to have Children
-40 Opinion of Wanton Characters
+40 Opinion of Celibate Characters
Included in: Religious
Excluded in: Not Religious

Charitable:
-2 Discipline
As Governor: -2 Discontent/Year
-40 Opinion of Greedy Characters
+40 Opinion of Charitable Characters
Included in: Honorable
Excluded from: Not Honorable

Chaste:
+2 Piety
-25% Chance/Year to have Children
-40 Opinion of Wanton Characters
+40 Opinion of Chaste Characters
Included in: Religious
Excluded in: Not Religious

Decadent:
As Governor: -15 Money/Year per Culture Level
As Leader: [All Cities] Towns and Fairs lose 25 Money/Year
Weakness
-40 Opinion of Prosperous Characters
+40 Opinion of Decadent Characters
Included in: Vain
Excluded in: Not Vain

Deceitful:
+2 Cruelty
-2 Discipline

Diligent:
+2 Discipline
+20 Opinion of Diligent Characters
Included in: Urbanite, Diligent
Excluded from: Not Urbanite, Diligent

Erudite:
+1 Wisdom
+1 Piety
Strength
-20 Opinion of Monk Characters
+20 Opinion of Erudite Characters
Included in: Inquisitive
Excluded from: Not Inquisitive

Gluttonous:
+1 Cruelty
-1 Charisma
Weakness
-40 Opinion of Charitable Characters
+40 Opinion of Gluttonous Characters
Included in: Villainous
Excluded from: Not Villainous

Monk:
As Governor: +4 Faith/Year per Culture Level
As Leader: [All Cities] +2 Faith/Year per Culture Level
Strength
-20 Opinion of Erudite Characters
+20 Opinion of Monk Characters
Included in: Religious
Excluded in: Not Religious

Patient:
As General: +25% Critical Hits
As Governor: +15% Civics
+20 Opinion of Patient Characters

Pilgrim:
+2 Piety
+20 Opinion of Monk Characters
Included in: Religious
Excluded in: Not Religious


 
I'm about 60 turns in on a map with 0.11. I'm playing with raging barbarians turned on and it's been an absolute slog. I was lucky and had a free city slot that I could take, but that's the only expansion I've done. Three of the AIs were straight up deleted by the barbarians. I realize this is all because I'm on raging barbarians difficulty, but thought you might find the feedback interesting.

The only suggestion I have is with the increased hit points, I'm taking a lot of turns to heal up after a fight. On a different map, I could see this being a good mechanic as it forces you to really prep for an offensive campaign instead of steamrolling everything. Not sure I like it when the hits don't stop coming.
 
I'm about 60 turns in on a map with 0.11. I'm playing with raging barbarians turned on and it's been an absolute slog. I was lucky and had a free city slot that I could take, but that's the only expansion I've done. Three of the AIs were straight up deleted by the barbarians. I realize this is all because I'm on raging barbarians difficulty, but thought you might find the feedback interesting.

The only suggestion I have is with the increased hit points, I'm taking a lot of turns to heal up after a fight. On a different map, I could see this being a good mechanic as it forces you to really prep for an offensive campaign instead of steamrolling everything. Not sure I like it when the hits don't stop coming.

I really appreciate the feedback! Raging Barbarians isn't something I turn on but I can certainly see this being an issue. Let me ponder on what I can about this. My original intent was making barbarians and tribes less of a pushover early game while becoming less and less relevant over time as the nations become more developed and better equipped to deal with them. However, I also want those playing on raging barbarians to still have their option and have a somewhat balanced game. Thanks for the feedback!
 
I think you can ignore my earlier comments about raging barbarians. With the right terrain to turtle, it's possible for a human player to hold out until out-teching the barbarians. I tested a bunch of settings to turn 20 and the AI can't cope even with a lot of bonuses tuned their way.

I did a new map on more reasonable settings and the barbarians did their job of being a tough speedbump for the first 20-30 turns. Also of note is I conquered one AI city that had built 23 slave camps by turn 140. None of the other cities had anything quite like that. Not sure why they went down that path, but it did explain the near constant rebels I was seeing outside that city.
 
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