[Extension] Pineappledan Tweaks for VP

Hoover could give a free Hydroelectric dam

So there's an interesting idea there. What if America focused on late game "advanced" infrastructure, gaining certain buildings significantly earlier than other civs. This represents America's advanced economy and infrastructure going in to the post WWII era where other empires had destroyed infrastructures due to the the war.

So Hoover = Hydro Dam in all cities (powerful wide production)
Smith = National Visitor Center replacement (Tall CV contender)
West = Military Base and Wire Service in all cities (not as advanced but double buildings - big wide bonuses good for Dom and DV play).
 
Does hoover give these bonuses? The opening Page 1 notes don't say anything about raw tourism.
Right, I forgot I scrubbed the :tourism: and replaced with :c5production:
So there's an interesting idea there. What if America focused on late game "advanced" infrastructure, gaining certain buildings significantly earlier than other civs. This represents America's advanced economy and infrastructure going in to the post WWII era where other empires had destroyed infrastructures due to the the war.

So Hoover = Hydro Dam in all cities (powerful wide production)
Smith = National Visitor Center replacement (Tall CV contender)
West = Military Base and Wire Service in all cities (not as advanced but double buildings - big wide bonuses good for Dom and DV play).
probably not doable, and definitely not necessary. I don’t think these UBs need that level of push.
 
Okay, so here's what I got for a design change to the 3 wonders. I have colour coded them to keep things organized and help compare bonuses of-a-kind against each other:
Purple - The requisite yield to wonders and building classes and GPPs.
  • I reduced the GG points on West point to 1 because at 5 it's not doing anything anyways, so it's just there for flavor.
  • I like the mix of bonuses to all wonders and bonuses to 2 building classes, because it retains that polyvalence between tall and wide America
Green - the pile purchase reduction
Red - Free thing
  • Reminder that these 3 wonders each cost :c5production:1500, and don't replace another building, so they are an extra hammer investment that America has to spend. Thus, I think some sort of free thing is only fair as a sort of immediate rebate
  • Added 1 free Hydro Plant to Hoover and free museums on empire to Smithsonian
  • A free Hydro Plant is far less of a bonus than the other 2 buildings w.r.t. the sum total of :c5production:hammers, but it's a huge boost to a single city that comes very early. So I added an additional bonus to rivers/lakes to make it a "super-Hydro Plant" for that 1 city.
  • I think for West Point, we can set the number of Artillery/Iron as high as 5 if we feel that makes it more equal with the others. Each artillery is 1300:c5production:, and each Museum is :c5production:1250, so they're roughly equivalent.
Blue - A :c5gold:gold converter to some other bonus.
  • I liked Stalker's idea of a Gold converter, or some way to use gold for America, but I didn't like the idea of adding more instant yield triggers, since that overlaps with the American UA, which uses a trigger on :c5gold: gold purchase already
Yellow - Big, different effect for each building that is incomparable to the other 2
  • I increased the West Point's GG generation bonus to 200% (was 100%)
Spoiler :

Hoover Dam
1500:c5production:
Available at Electricity
Unlocked by adopting the Industry tree
Mutually exclusive

2:c5gold:2:c5production:
1:c5greatperson:Great Engineer Point
2:c5gold:2:c5production: to Every World Wonder on Empire
+5:c5gold:Gold and Production:c5production: to Factories and Stadiums on Empire

-25% :c5gold:Gold cost for Purchasing tiles
1 FREE Hydro Plant in the city
+2:c5gold::c5production: to all River and Lake tiles near this City

10% of :c5gold:Gold is converted to :c5production:Production in all cities
+25% of the :c5culture: Culture from World Wonders, Natural Wonders, and :c5culture: Tiles in all cities' contributes to :tourism:Tourism Output.

Smithsonian Institute
1500:c5production:
Available at Biology
Unlocked by adopting the Rationalism tree
Mutually exclusive

2:c5science:2:c5culture:
1:c5greatperson:Great Scientist points
2:c5science:2:c5culture: to Every World Wonder on Empire
+5:c5science:Science and :c5culture:Culture to Museums and Research Labs on Empire

-25% :c5gold:Gold cost for Purchasing tiles
FREE Museum in all cities
10% of :c5gold:Gold is converted to :c5science:Science in all cities
3 Slots for :greatwork:Great Works of Art/Artifact (Artifacts of different eras; 10:c5culture:10:tourism: and 20:c5science: when themed)

West Point
1500:c5production:
Available at Replaceable Parts
Unlocked by adopting the Imperialism tree
Mutually exclusive

2:c5science:2:c5production:
1:c5capital:Great General Points
2:c5science:2:c5production: to Every World Wonder on Empire
5:c5science: Science and :c5production:Production to Military Academies and Military Bases on Empire

-25% :c5gold:Gold cost for Purchasing tiles
3 FREE Iron
3 FREE Artillery Units appear next to this City

5% of :c5gold:Gold is converted to :c5war: Military Supply and Experience for new Units in all cities
Land units on empire receive the Commissioned Officer promotion:
200% Faster at generating Great Generals
+40%:c5strength: CS when stacked with a Great General

Briefly, my own thoughts:
By virtue of its :c5science::c5culture:yield mix, Smithsonian has the strongest Purple bonuses and Hoover Dam has the weakest
The Tile purchases are all identical
The Smithsonian probably has the strongest Free Thing and West Point has the weakest, but they are all very different, which is nice
The converter bonuses are kind of a tossup, since West Point is doing something very different, but Smithsonian probably has the win here too.
For big different Bonus, this is West Point's strongest point, depending on your victory path and terrain, this could potentially be a major strength for Hoover Dam. It's definitely Smithsonian's weakest point.

Not sure if the weakness of Smithsonian's last bonus makes up for it being slightly stronger than the other 2 in most other categories
 
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So how does the "5% of :c5gold:Gold is converted to :c5war: Military Supply and Experience for new Units"

The supply seems easy enough (if I have 100 GPT I get an extra 5 supply I believe). So does this mean when I make new units they each would start with +5 XP?

Is it total gold generation, or GPT (aka after expenses)?
 
I was planning on making it gross and per-city, rounding down.
  • That's consistent with the other converters and easier to code
  • You don't get some deranged XP boost because it's scaling on empire that way
  • You can't abuse it by switching other cities to Wealth process on the last turn of unit production
  • Unit maintenance would cut into Net GPT, so having a bonus that cannibalizes itself like that doesn't sound fun.
 
Yes. Always airships =). After the 4th in a row form Almaty and Belgrade I began to suspect.

In the last iteration CS spawning went back to normal but there is a very high rate of Zeppelin for the Authority conscription mechanic. It's like 8/10 a Zeppelin spawn instead another equivalent era unit (landslip, riflemen). Coastal cities behave normally and spawn Ironclads as they should. Nothing I cannot handle: the new Zeppelin becomes a static medic/garrison until the end of game and the former garrison makes its way to the front line. It's fine.
 
update posted. buffs for the America Wonders

Korea changes added

Check OP for details
 
Supreme Leader refuses to formally acknowledge Worst Korea, but those changes look good. It'll be interesting to see how much stronger/weaker they are.
 
Weren't you the one who was concerned about wordiness? lol. We could add a large:tourism:tourism boost on completion, like caravansary or something.
 
Quick question—is this mod meant to be used in conjunction with the 3rd and 4th UC mod?
 
Weren't you the one who was concerned about wordiness? lol. We could add a large:tourism:tourism boost on completion, like caravansary or something.

I was concerned about lots of tiny bonuses, if they have meat than so be it. I assume you don’t like the TR bonuses I suggested or are they too much new code?
 
The +1 Supply and +1 vote per 2 TR, and TR invincibility? Those would be new code, but TR speed and vision are both unused, existing code.

1 :c5war:supply for 2 active TRs sounds really tiny. And I am specifically avoiding diplomatic bonuses to prevent overlap with Canada, the diplo-focused North American settler-colonial civ
 
1 :c5war:supply for 2 active TRs sounds really tiny.

When you get it its going to be worth 3-4 supply, and may scale up to 5 even possibly 6 (I think) with proper wonders and treasure fleet and such. That's wonder level supply boosts right there.

The problem is Smithsonian gives you a very solid culture boost, so it could be argued that will get you your tenants faster = faster big tourism bonuses in the late game. So again Hoover has to be pretty meaty to compete, and on paper right now its not cutting the mustard.

But the idea of a Trade Focused CV play does have some unique appeal, so maybe with the tourism boost you mentioned AND some base TR benefits it could work (maybe a +1-2 TR on top, or we could use that idea of letting towns automatically count as franchises as a corp push concept). Or perhaps we could go a Portugal route and provide tourism per turn instead of when TRs complete, that way we avoid the spoliation problem.... for this is my biggest fear with reliance on TR for tourism when you don't have invincibility.


I was curious, just for the sake of brainstorming. Is it possible to give a specific tech and or specific policy/tenant as a reward? Not saying we should just seeing if that is a possible design space. If you can do it for a tenant, does it automatically make you that ideology, or could you actually get the tenant from one ideology and choose another?
 
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If you are going for a CV then smithsonian doesn’t help you that much IMO. It unlocks a tech after museums, so you would be delaying building them, which you probably wouldn’t do for if you were actually pursuing that victory. Smithsonian also pushes wide, which is counterproductive, and museums only give :tourism:tourism if they have GWs, so you only need enough on empire to fill your theming bonuses.

smithsonian mainly focuses culture, which you probably have enough of with a CV focus, though it does make TR finishing boosts stronger. Meanwhile, the free hydro plant and other :c5gold::c5production: boosts on Hoover cover the weaknesses of a small, focused CV civ. 25% more wonder/tile culture and 2x TR completion rate is much more substantial for a CV, and for corporations. In any case, Hoover doesn’t have to compete directly with smithsonian; it’s fine if Hoover is picked less than 33% of the time.

I need a refresher tho. How is the tourism on TR completion calculated? It’s a % of the culture that has been generated in you empire since the TR started, right? So increasing TR speed will make these yields smaller, but more frequent, and overall the same?
 
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