• Firaxis announces Civilization 2K23! Discuss these news with us here.

[POLL] AG's Yields Reduction Mod (AGYRM)

What Modular Component should be added to AGYRM first?

  • Unit Promotion and Unit Rework Mod

    Votes: 0 0.0%
  • New Strategic Resource Mod (Slave, Niter, Energy, Steel, etc...)

    Votes: 0 0.0%
  • Pseudo Policy Mod (Buildings serving as Policy Openers, Policies and Finishers)

    Votes: 0 0.0%

  • Total voters
    7
  • Poll closed .

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! This is amateurgamer! After a break, I've decided to return to VP modmod making. A lot has changed for VP since I last made a modmod so I'm going start fresh and go from there. I intend to make a foundation modmod (this one) and other modular modmods that needs this mod as a dependency. If you ever tried any of my old mods, you'll see some of the ideas there seeping in my new modmods.

Anyways, let's talk about AG's Yields Reduction Mod or AGYRM for short. The main goal of the mod is to reduce yield bloat/inflation.

I want to tackle yield bloat/inflation due to the following issues I've seen in-game:
  • Greatly limits what you can add to the mid to late game. Enlightenment Era is a good example where you either make things worthwhile & worsening the yield bloat or not contribute to the yield bloat and being useless.
  • Creates a tougher time to make diverse and unique ideas. For instance, if one Pantheon gives yields for condition A and B while also providing yields and GPPs to the Capital/Holy City, then another Pantheon may need the same number of components with comparable yields to be fair.
I hope to tackle the issues above by cutting down sources of yields including, but not limited to:
  • UA, UB and UI
  • Buildings, Improvements and Wonders
  • Resources, Terrain and Natural Wonders
  • All Beliefs
  • Policies and Ideologies
  • Technologies (Yield changes unlocked by researching certain techs)
  • Specialists and Great People
  • City-States (yields from befriending and allying along with quest rewards)
  • World Congress
I will start in the Ancient Era where we have a lot of yields to tackle. Once those are reduced, I can then move through the other eras until I get to the Information Era. There will be many iterations before balance can be maintained. Things like tech costs, policy costs and unit costs are things that must also be adjusted.

Do note that, while the main goal is cutting yields, I will take the liberty of making tweaks as well. I will try my best to leave most of the tweaks to the modular components but some changes just makes more sense as they are tied to the changes made here.

Feedback and thoughts are appreciated!

The plan for this modmod (this will be updated after a new patch) is the following:
  1. Balance the tech and policy costs (ongoing)
  2. Bugfixes and Minor balance changes (ongoing)
  3. Maintenance (keeping mod the same through all VP updates)
Patches:
Spoiler Archived Versions :

v0.1: Details here.
v0.2: Details here.
v0.3: Details here.
v0.4: Details here.
v0.5: Details here.
v0.6: Details here.
v0.7: Details here.
v0.8: Details here.
v0.9: Details here.

v0.10: Details here.

Download:
Link here.
 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.1 of this mod is here! Changelog and details below. Feel free to leave thoughts and feedback if you do decide to test it. Thanks!

Code:
Changelog: 
Reduced yields for Ancient Era Buildings 
Reduced yields for terrain, resources and Natural Wonders 
Reduced yields for all non-Celtic Pantheon Beliefs

Spoiler Details :

Spoiler Building Changes :

Barracks:
Cost: 55 :c5production: Production
No Maintenance
No :c5science: Science
+15 XP for all Units. Increase the Military Unit Supply Cap by 1.
-1 Unhappiness from Distress

Bazaar:
Cost: 55 :c5production: Production
+3 :c5gold: Gold, +1 :c5faith: Faith
Land trade routes gain 50% range. Trade Routes to this City generate +2 :c5gold: Gold
Nearby Cinnamon: +1 :c5gold: Gold
Nearby Sugar: +1 :c5gold: Gold

Council:
Cost: 35 :c5production: Production
+1 :c5science: Science
No more :c5science: Science from new :c5citizen: Citizens born

Ger:
Cost: 35 :c5production: Production
No Maintenance
+1 :c5production: Production from Camps. +1 Border in this City.
:c5gold: Gold and :c5culture: Culture Cost of acquiring new tiles reduced by 15% in this City.
Nearby Cows: +1 :c5gold: Gold
Nearby Sheep: +1 :c5gold: Gold
Nearby Horses: +1 :c5gold: Gold
Nearby Deer: +1 :c5food: Food
Nearby Bison: +1 :c5food: Food

Granary:
Cost: 35 :c5production: Production
No Maintenance
+1 :c5food: Food
+25 :c5food: Food when completed. 5% of :c5food: Food's is carried over after a new :c5citizen: Citizens is born.
Allows :c5food: Food to be moved from this City along trade routes inside your civilization.
Nearby Wheat: +1 :c5food: Food
Nearby Maize: +1 :c5food: Food
Nearby Rice: +1 :c5food: Food
Nearby Bananas: +1 :c5food: Food

Herbalist:
Cost: 35 :c5production: Production
No Maintenance
+1 :c5food: Food
+1 :c5production: Production from Marshes and Plantations

Ikanda:
Cost: 55 :c5production: Production
No Maintenance
+1 :c5culture: Culture
Grants unique Promotions to all Melee Units. +15 XP for all Units. Increase the Military Unit Supply Cap by 2.
-1 Unhappiness from Distress

Lodge:
Cost: 35 :c5production: Production
No Maintenance
+1 :c5production: Production from Camps. +1 Border in this City
Nearby Deer: +1 :c5food: Food
Nearby Bison: +1 :c5food: Food

Longhouse:
Cost: 35 :c5production: Production
+2 :c5food: Food, +1 :c5culture: Culture
+1 :c5production: Production from Forests, Jungles, Marshes and Plantations

Market:
Cost: 55 :c5production: Production
+2 :c5gold: Gold
Trade Routes to this City generate +1 :c5gold: Gold
Nearby Cinnamon: +1 :c5gold: Gold
Nearby Sugar: +1 :c5gold: Gold

Monument:
Cost: 35 :c5production: Production
+1 :c5culture: Culture
:c5culture: Culture costs of acquiring new tiles reduced by 15% in this City

Palace:
+2 :c5production: Production, +3 :c5gold: Gold, +3 :c5science: Science, +1 :c5culture: Culture
5 :c5strength:
Contains 1 slot for a Great Work of Art.
1 Specialist in this City no longer produced Unhappiness from Urbanization.
Tourism boost from Historic Events.
Connecting other Cities to the Capital by Road will produce additional :c5gold: Gold.

Shrine:
Cost: 35 :c5production: Production
+1 :c5faith: Faith

Stele:
Cost: 35 :c5production: Production
+1 :c5culture: Culture, +1 :c5faith: Faith
:c5culture: Culture costs of acquiring new tiles reduced by 25% in this City. +25% :c5faith: Faith during Golden Ages.

Stone Works:
Cost: 55 :c5production: Production
No Maintenance
+1 :c5production: Production
Allows :c5production: Production to be moved form this city along trade routes inside your civilization.
Nearby Marble: +1 :c5production: Production
Nearby Stone: +1 :c5production: Production
Nearby Salt: +1 :c5gold: Gold
Nearby Jade: +1 :c5gold: Gold

Tabya:
Cost: 55 :c5production: Production
No Maintenance
+1 :c5production: Production
Grant +1 :c5production: Production to all River tiles near the City, and +15% :c5production: Production when constructing Buildings in this City.
Allows :c5production: Production to be moved form this city along trade routes inside your civilization.
Nearby Marble: +1 :c5production: Production
Nearby Stone: +1 :c5production: Production
Nearby Salt: +1 :c5gold: Gold
Nearby Jade: +1 :c5gold: Gold

Walls:
Cost: 55 :c5production: Production
No Maintenance
6 :c5strength:, +125 HP
Increases the City's Ranged Strike Range by 1. Military Units supplied by this City's population increased by 10%.
Empire Size Modifier is reduced by 5% in this City.

Walls of Babylon:
Cost: 55 :c5production: Production
No Maintenance
8 :c5strength:, +175 HP
Military Units supplied by this City's population increased by 15%. Increases the City's Range Strike Range by 1. Scientists in this City generate +1 :c5science: Science and +1 :c5gold: Gold.
Empire Size Modifier is reduced by 5% in this City.

Well:
Cost: 35 :c5production: Production
No Maintenance
+1 :c5food: Food
No more :c5production: Production scaling to :c5citizen: Citizens and no more terrain requirements.


Spoiler Pantheon Changes :

Ancestor Worship
+1 :c5faith: Faith and :c5culture: Culture from Council.

Earth Mother
+1 :c5faith: Faith and :c5gold: Gold from Mines on improved resources

God of All Creation
+1 :c5food: Food, :c5production: Production and :c5gold: Gold in :c5capital:Capital for every 2 Pantheons ever founded (caps at 8 Pantheons total).

God of Commerce
+1 :c5faith: Faith and +2 :c5gold: Gold in Cities with a :c5trade: City Connection and per active Trade Route to or from the City. Capital/Holy City gains +1 :c5faith: Faith and +2 :c5gold: Gold after your second City is founded.

God of Craftsmen
+1 :c5faith: Faith and +1 :c5production: Production from Quarries and Stone Works.
+1 :c5faith: Faith from the Palace.

God of the Expanse
+25% faster border growth. Gain 10 :c5faith: Faith and 5 :c5production: Production every time a City expands its borders naturally, scaling with game speed.

God of the Open Sky
+1 :c5faith: Faith and +1 :c5goldenage: GAP from Pastures.

God of the Sea
+1 :c5faith: Faith and +2 :c5food: Food from Fishing Boats.

God of the Stars and Sky
+1 :c5faith: Faith and :c5food: Food from Tundra and Snow tiles with resources.

God of the Sun
+1 :c5faith: Faith and :c5science: Science from Granaries.

God of War
+10% :c5production: Production towards Units.
Gain :c5faith: Faith from killing military units.

God-King:
+2 :c5faith: Faith and +4 :c5production: Production in Capital/Holy City.

Goddess of Beauty
+1 :c5faith: Faith from Palace. +1:c5faith: Faith from World Wonders,
+1 Great Engineer Points in your :c5capital: Capita/Holy City.

Goddess of Festivals:
+2 :c5gold: Gold and +1 :c5culture: Culture for every unique Luxury Resource owned or imported.

Goddess of Nature:
+1 :c5faith: Faith and :c5food: Food for every 2 Mountains within 3 tiles of a City (capping at the City's population).

Goddess of Protection
+5 HP healed per turn in friendly territory.
+2 :c5faith: Faith and +1 :c5culture: Culture from Barracks.

Goddess of Purity:
+1 :c5faith: Faith and :c5production: Production from Lakes.

Goddess of Renewal
+1 :c5faith: Faith and :c5culture: Culture for every 2 Jungle or 2 Forest tiles worked by a City.

Goddess of Springtime
+1 :c5faith: Faith, :c5food: Food and :c5gold: Gold from Plantations.

Goddess of the Home
+1 :c5faith: Faith from Shrines. + 25% faster :c5food: Growth Rate.

Goddess of the Hunt:
+1 :c5gold: Gold from Camps. +1 :c5faith: Faith from Lodges.

Goddess of Wisdom
+1 :c5faith: Faith in every City. +2 Great Scientist Points in Capital/Holy City.

Spirit of the Desert:
+1 :c5faith: Faith from Desert tiles with resources, and +1 :c5food: Food from Oases.

Tutleary Gods
+15% increase in City Ranged Combat Strength
+2 :c5faith: Faith and +2 :c5production: Production from Walls.


Spoiler Resource Changes :

Bonus Resources:
Bananas:
Base: +1 :c5food: Food
Plantation: +1 :c5food: Food

Bison:
Base: +1 :c5food: Food
Camp: +1 :c5food: Food

Cattle:
Base: +1 :c5food: Food
Pasture: +1 :c5production: Production

Deer:
Base: +1 :c5food: Food
Camp: +1 :c5food: Food

Fish:
Base: +1 :c5food: Food
Fishing Boats: +1 :c5gold: Gold

Maize:
Base: +1 :c5food: Food
Farm: +1 :c5food: Food

Rice:
Base: +1 :c5food: Food
Farm: +1 :c5food: Food

Sheep:
Base: +1 :c5food: Food
Pasture: +1 :c5gold: Gold

Stone:
Base: +1 :c5production: Production
Quarry: +1 :c5production: Production

Wheat:
Base: +1 :c5food: Food
Farm: +1 :c5food: Food

Strategic Resources:
Aluminum:
Base: +1 :c5production: Production
Mine: +1 :c5production: Production

Coal:
Base: +1 :c5production: Production
Mine: +1 :c5production: Production

Horses:
Base: +1 :c5production: Production
Pasture: +1 :c5production: Production

Iron:
Base: +1 :c5production: Production
Mine: +1 :c5production: Production

Oil:
Base: +1 :c5production: Production
Oil Well/Offshore Platform: +1 :c5production: Production

Uranium:
Base: +1 :c5production: Production, +1 :c5science: Science
Quarry: +1 :c5science: Science

Luxury Resources:
Amber:
Base: +1 :c5production: Production
Quarry: +1 :c5gold: Gold
Monopoly: +6 Empire-Wide :c5happy: Happiness

Brazilwood:
Base: +1 :c5gold: Gold
Monopoly: +1 :c5culture: Culture from Resource tiles

Cinnamon:
Base: +1 :c5gold: Gold
Plantation: +1 :c5food: Food
Monopoly: +1 :c5culture: Culture from Resource tiles

Citrus:
Base: +1 :c5food: Food
Plantation: +1 :c5gold: Gold
Monopoly: +1 :c5science: Science from Resource tiles

Cloves:
Base: +1 :c5gold: Gold
Plantation: +1 :c5faith: Faith, +1 :c5gold: Gold
Monopoly: +6 Empire-Wide :c5happy: Happiness

Cocoa:
Base: +1 :c5food: Food
Plantation: +1 :c5gold: Gold
Monopoly: +1 :c5culture: Culture from Resource tiles

Coffee:
Base: +1 :c5gold: Gold
Plantation: +1 :c5science: Science
Monopoly: +5% :c5production: Production in all owned Cities

Copper:
Base: +1 :c5production: Production
Mine: +1 :c5gold: Gold
Monopoly: +5% :c5production: Production in all owned Cities

Coral:
Base: +1 :c5gold: Gold
Fishing Boats: +1 :c5gold: Gold
Monopoly: +1 :c5science: Science from Resource tiles

Cotton:
Base: +1 :c5gold: Gold
Plantation: +1 :c5culture: Culture
Monopoly: +1 :c5gold: Gold from Resource tiles

Crab:
Base: +1 :c5food: Food
Fishing Boats: +1 :c5food: Food
Monopoly: +1 :c5food: Food from Resource tiles

Dyes:
Base: +1 :c5gold: Gold
Plantation: +1 :c5culture: Culture
Monopoly: +1 :c5gold: Gold from Resource tiles

Furs:
Base: +1 :c5food: Food
Camp: +1 :c5gold: Gold
Monopoly: +6 Empire-Wide :c5happy: Happiness

Gems:
Base: +1 :c5gold: Gold
Mine: +1 :c5production: Production
Monopoly: +5% :c5gold: Gold in all owned Cities

Glass:
Base: +1 :c5gold: Gold
Monopoly: +6 Empire-Wide :c5happy: Happiness

Gold:
Base: +1 :c5gold: Gold
Mine: +1 :c5gold: Gold
Monopoly: +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tiles.

Incense:
Base: +1 :c5gold: Gold
Plantation: +1 :c5faith: Faith
Monopoly: +1 :c5faith: Faith from Resource tiles

Ivory:
Base: +1 :c5production: Production
Camp: +1 :c5gold: Gold
Monopoly: +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tiles.

Jade:
Base: +1 :c5gold: Gold
Quarry: +1 :c5culture: Culture
Monopoly: +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tiles.

Jewelry:
Base: +1 :c5gold: Gold
Monopoly: +6 Empire-Wide :c5happy: Happiness

Lapis Lazuli:
Base: +1 :c5gold: Gold
Quarry: +1 :c5science: Science
Monopoly: +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tiles.

Marble:
Base: +1 :c5production: Production
Quarry: +1 :c5production: Production
Monopoly: +5% :c5culture: Culture in all owned Cities.

Nutmeg:
Base: +1 :c5production: Production
Plantation: +1 :c5culture: Culture, +1 :c5gold: Gold
Monopoly: +5% :c5production: Production in all owned Cities.

Olives:
Base: +1 :c5food: Food
Plantation: +1 :c5gold: Gold
Monopoly: +5% :c5food: Food in all owned Cities.

Pearls:
Base: +1 :c5gold: Gold
Fishing Boats: +1 :c5production: Production
Monopoly: +1 :c5faith: Faith from Resource tiles

Pepper:
Base: +1 :c5food: Food
Plantation: +1 :c5faith: Faith, +1 :c5gold: Gold
Monopoly: +1 :c5food: Food from Resource tiles

Perfume:
Base: +1 :c5gold: Gold
Plantation: +1 :c5culture: Culture
Monopoly: +1 :c5gold: Gold from Resource tiles

Porcelain:
Base: +1 :c5gold: Gold
Monopoly: +10% :c5goldenage: Golden Age Length, +1 :c5goldenage: Golden Age Points from Resource tiles.

Salt:
Base: +1 :c5food: Food
Mine: +1 :c5food: Food
Monopoly: +5% :c5food: Food in all owned Cities.

Silk:
Base: +1 :c5gold: Gold
Plantation: +1 :c5gold: Gold
Monopoly: +5% :c5gold: Gold in all owned Cities.

Silver:
Base: +1 :c5gold: Gold
Mine: +1 :c5gold: Gold
Monopoly: +1 :c5culture: Culture from Resource tiles.

Sugar:
Base: +1 :c5food: Food
Plantation: +1 :c5gold: Gold
Monopoly: +5% :c5food: Food in all owned Cities.

Tea:
Base: +1 :c5production: Production
Plantation: +1 :c5production: Production
Monopoly: +5% :c5culture: Culture in all owned Cities.

Tobacco:
Base: +1 :c5gold: Gold
Plantation: +1 :c5gold: Gold
Monopoly: +1 :c5faith: Faith from Resource tiles.

Truffles:
Base: +1 :c5gold: Gold
Camp: +1 :c5food: Food
Monopoly: +1 :c5food: Food from Resource tiles.

Whales:
Base: +1 :c5production: Production
Fishing Boats: +1 :c5science: Science
Monopoly: +5% :c5science: Science in all owned Cities.

Wine:
Base: +1 :c5food: Food
Plantation: +1 :c5gold: Gold
Monopoly: +1 :c5faith: Faith from Resource tiles.


Spoiler Terrain and Feature Changes :

Coast: +1 :c5food: Food
Forest: +1 :c5production: Production
Grassland: +1 :c5food: Food
Hill: +1 :c5production: Production
Jungle: +1 :c5production: Production
Plains: +1 :c5food:Food

Atoll: +1 :c5production: Production, +1 :c5food:Food
Cerro de Potosi: 1 :c5production: Production, (1 :c5gold: Gold / era)
El Dorado: 1 :c5gold: Gold, (1 :c5gold: Gold / era)
Flood Plains: +1 :c5food:Food
Fountain of Youth: 1 :c5food: Food, (1 :c5food: Food / era), Everlasting Youth
King Solomon's Mines: 1 :c5production: Production, (1 :c5faith: Faith / era)
Krakatoa: 1 :c5culture: Culture, (1 :c5production: Production / era)
Lake Victoria: 1 :c5science: Science, (1 :c5food: Food / era)
Lakes: +1 :c5food:Food
Marsh: +1 :c5food:Food
Mt. Fuji: 1 :c5culture: Culture, (1 :c5faith: Faith / era)
Mt. Kailash: 1 :c5faith: Faith, (1 :c5faith: Faith / era)
Mt. Kilimanjaro: 1 :c5culture: Culture, (1 :c5production: Production / era), Attitude Training
Mt. Sinai: 1 :c5food: Food. (1 :c5faith: Faith / era)
Oasis: +1 :c5food:Food, 1 :c5gold: Gold
Old Faithful: 1 :c5science: Science, (1 :c5gold: Gold / era)
Rock of Gibraltar: 1 :c5production: Production, (1 :c5gold: Gold / era)
Sri Pada: 1 :c5food: Food, (1 :c5food: Food / era), Sacred Steps
The Barringer Crater: 1 :c5production: Production, (1 :c5production: Production / era)
The Grand Mesa: 1 :c5culture: Culture, (1 :c5food: Food / era)
The Great Barrier Reef: 1 :c5science: Science, (1 :c5food: Food / era)
Uluru: 1 :c5faith: Faith, (1 :c5production: Production / era)


Spoiler Unit Changes :

:c5production: Production Cost reduced by 50% for all Ancient Era units.

 
Last edited:

hokath

King
Joined
Oct 3, 2013
Messages
992
Location
London
I don't really have any interest in using a modmod like this, but I was curious...
If you are going to adjust yields everywhere *and* change costs. Why not just change costs? At least that way you could be compatible with other modmods.

It seems you are giving yourself a scary amount of work for not much gain?
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
I don't really have any interest in using a modmod like this, but I was curious...
If you are going to adjust yields everywhere *and* change costs. Why not just change costs? At least that way you could be compatible with other modmods.

It seems you are giving yourself a scary amount of work for not much gain?
I understand this mod isn't for everyone. It's mostly for people like me who doesn't like yield bloats that happen lategame.

If just changing the costs can fix this issue, then I wouldn't be doing this. I'm also changing costs due to the yields adjustment. If I cut early game production from 5 to 3, a 60 production building will go from 12 turns to 20 turns. 20 turns might be fine for Epic but that can be too long for Standard.

It may not seem like much gain but I personally don't mind. As I mentioned in the OP, it's going to be a foundation for other ideas I have. VP has a lot of great things but yield bloat is one of those things that I don't see being tackled due to how much work goes into it. In addition, it's too big a scope to be suggested in a proposal. Honestly, it's better being a modmod at this point and best stay that way unless it gets traction.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.2 of this mod is here! Changelog and details below.

Code:
Changelog:
Reduced yields for Ancient Era Policy Tree with slight reworks

Spoiler Detail :

Spoiler Policy Changes :

Tradition:
Opener:
+2 :c5food: Food, :c5citizen: Population, and :c5happy: Happiness in the :c5capital: Capital
+5% :c5food: Growth in all Cities

Scalar:
+1 :c5culture: Culture in the :c5capital: Capital

Justice:
Royal Guardhouse built in :c5capital: Capital (1 Engineer Slot, +3 Defense, +50 Hit Points, +2 :c5production: Production)

Sovereignty:
Court Chapel built in :c5capital: Capital (1 Artist Slot, 1 Great Work of Art slot, +2 :c5faith: Faith)

Ceremony:
Court Astrologer built in :c5capital: Capital (1 Scientist Slot, +2 :c5science: Science)

Splendor:
Palace Garden built in :c5capital: Capital (1 Writer Slot, 1 Great Work of Writing slot, +2 :c5food: Food)

Majesty:
State Treasury built in :c5capital: Capital (1 Merchant Slot, +2 :c5gold: Gold, +15% :c5greatperson: GPP Rate in the :c5capital: Capital)

Finisher:
Unlocks building the University of Sankore.
Throne Room built in :c5capital: Capital (1 Musician Slot, 1 Great Work of Music slot, :c5goldenage: Golden Ages last 15% longer)
Allows for the purchase of Great Engineers with :c5faith: Faith starting in the Industrial Era.

Progress:
Opener:
Receive 10 :c5science: Science when a :c5citizen: Citizen is born in your :c5capital: Capital, and 10 :c5science: Science for every :c5citizen: already in your :c5capital: Capital, scaling with Era.
+1 :c5gold: Gold in every City.

Scalar:
Gain an additional 5 :c5culture: Culture when a Technology is researched, scaling with Era.

Liberty:
A Worker appears near the :c5capital: Capital. Tile improvement rate increased by 25%.

Organization:
+1 :c5moves: Movement for Civilian Units. +1 :c5production: Production in every City.

Expertise:
+15% :c5production: Production towards buildings. +1 :c5production: Production in every City.

Equality:
+1 :c5happy: Happiness in every City. -1 :c5unhappy: Unhappiness from :c5gold: Poverty, :c5science: Illiteracy, :c5culture: Boredom and :c5food:/:c5production: Distress in all Cities.

Fraternity:
+1 :c5food: Food in every City, and +1 :c5goldenage: GAP from :c5trade: City Connections.

Finisher:
Unlocks building the Forbidden Palace.
Receive 15 :c5gold: Gold when a :c5citizen: Citizen is born in any city, scaling with Era.
Allows for the purchase of Great Writers with :c5faith: Faith starting in the Industrial Era.

Authority:
Opener:
+25% combat bonus VS barbarians, and receive an announcement when a Barbarian Camp spawns in revealed territory.
+1 :c5production: Production in every City.

Scalar:
Gain more :c5culture: Culture when you kill Units.

Dominance:
Killing a military unit generates :c5science: Science based on the :c5strength: Strength of the defeated unit. +1 :c5production: Production in every City.

Tribute:
Cities gain 10 :c5gold: Gold and :c5production: Production when their borders expand. All melee units heal for 15 points after killing a military unit.

Imperium:
A free Settler appears near the :c5capital: Capital. Receive 20 :c5science: Science and :c5culture: Culture when you found or conquer cities, scaling with era and Gamespeed. Conquest bonus also scales based on City :c5citizen: population.

Militarism:
+15% :c5production: Production when training Melee units. :c5gold: Gold maintenance for units reduced by 15%.

Honor:
Units gain +10% :c5strength: Combat Strength. War Weariness reduced by 25%. :c5gold: Gold maintenance for Routes reduced by 50%.

Finisher:
Unlocks building the Alhambra
Allows the purchasing of Landsknechts, Foreign Legions, and Mercenaries
Allows for the purchase of Great Generals with :c5faith: Faith starting in the Industrial Era.

 

Urzamax

Chieftain
Joined
Jun 17, 2021
Messages
43
Welcome back AG! This is definitely an ambitious project to come back on, but I look forward to seeing what you build on it in the future!
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Welcome back AG! This is definitely an ambitious project to come back on, but I look forward to seeing what you build on it in the future!

Thanks! I'm looking forward to it as well! Already have a few things I want to tackle but I will need to make progress on this one first.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.3 of this mod is here! Changelog and details below.

Code:
Changelog:
Reduced yields for Civilization UAs with slight reworks
Celtic Pantheon yields reduced
City State related yields reduced.
Specialist yields reduced.
Ancient Era Tech costs reduced.

Spoiler Details :

Spoiler Celtic Pantheon Changes :

Bran, the Sleeping Guardian:
+25% increase in City Ranged Combat Strength and +25% :c5food: Growth. +5 :c5culture: Culture when a Citizen is born, scaling with Era.
+2 :c5food: Food from Ceilidh Hall.

Cernunnos, the Horned Stag:
+1 :c5food: Food from Forests and Jungles. +1 :c5gold: Gold from Camps and +1 :c5production: Production from Plantations.
+1 :c5culture: Culture from Ceilidh Hall.

Dagda, the All-Father:
+2 :c5culture: Culture, :c5food: Food, :c5gold: Gold, :c5production: Production and :c5science: Science in the :c5capital: Capital. +5 HP healed per turn in Friendly Territory.
+2 :c5happy: Happiness from Ceilidh Hall.

Epona, the Great Mare:
+3 Border Growth in every City. Receive +5 :c5science: Science, :c5culture: Culture and :c5food: Food when your Borders expand, scaling with Era.
+3 Border Growth from Ceilidh Hall.

Lugh, the Skilled One:
+1 :c5food: Food, :c5gold: Gold and :c5science: Science from World Wonders. +15% :c5production: Production towards Wonders.
+2 :c5production: Production from Ceilidh Hall.

Mannanan, Son of the Sea:
+2 :c5food: Food, :c5gold: Gold, :c5production: Production in Coastal Cities.
+2 Great Admiral Points from Ceilidh Hall.

Morrigan, the Harbinger:
Earn :c5gold: Gold, :c5culture: Culture and :c5goldenage: Golden Age Points if you Kill a unit.
+2 Great General Points from Ceilidh Hall.

Nuanda, the Silver-Handed:
+15% :c5gold: Gold and :c5science: Science from "We Love the King Days."
+3 :c5gold: Gold from Ceilidh Hall.

Ogma, the Learned:
+1 :c5production: Production from Great Works in a City. +3 Great Scientist Points and Great Artist Points in :c5capital: Capital.
+1 :c5science: Science from Ceilidh Hall.

Rhiannon, the Sovereign:
+1 :c5culture: Culture in every City. +1 :c5gold: Gold from every Resource connected with a normal Improvement.
+3 :c5goldenage: Golden Age Points from Ceilidh Hall.


Spoiler Civilization UA Changes :

America:
50% discount when purchasing tiles. Can purchase tiles already owned by other Civilizations, though at a much higher :c5gold: Gold cost than normal.

Arabia:
When you complete a Historic Event, your :c5capital: Capital gain 20% towards the progress of a random :c5greatperson: Great Person.

Assyria:
Kills give you +1% towards your Great Writer :c5greatperson: Progress in your :c5capital: Capital. All Great Works produce +1 :c5science: Science.

Austria:
Can use :c5gold: Gold to arrange Marriages with Allied City-States. While at peace with the City-State, Marriages eliminate :c5influence: Influence decay, grant an additional World Congress Delegate, and provide a +15% :c5greatperson: Great Person Rate boost in the :c5capital: Capital.

Babylon:
Scientists provide +1 :c5food: Food. Great Scientists are earned 50% faster than normal.

Brazil:
Has a unique "We Love The King Day," Carnival, that gives -50% :c5unhappy: Unhappiness from Needs in Cities. When a :c5goldenage: Golden Age begins, Cities gain 10 turns of Carnival.

Byzantium:
Can always found a Religion, receives 1 Additional Belief when founding, and may select Beliefs present in other Religions.

Carthage:
+60 :c5gold: Gold when founding Cities. Owned Coastal Cities receive a Free Lighthouse.

China:
Creating :greatwork: Great Works grants a "We Love the Empress Day" and +2 :c5food: Food in all Cities.

Denmark:
Melee Land Units gain the Viking Promotions, and Melee Naval Units gain the Longboat Promotion.

Egypt:
:greatwork: Artifacts gain +1 :c5science: Science and +2 :c5culture: Culture.

England:
+1 :c5moves: Movement for Naval and Embarked Units, and -25% Naval Unit :c5gold: Gold Maintenance.

Ethiopia:
When you complete a Policy Branch, adopt new Beliefs, or choose your first Ideology, receive 1 Free Technology.

France:
+15% :c5strength: Combat Strength for each subsequent attack against a single target during a turn.

Germany:
+2 :c5science: Science in :c5capital: Capital per City-State Ally, and +1 :c5culture: Culture per Friend, scaling with Era.

Greece:
City-State Influence degrades at half and recovers at twice the normal rate. City-State territory treats owned Units as friendly Units.

India:
Great Prophets require 50% less :c5faith: Faith. Cannot build Missionaries.

Indonesia:
When you gain a City, one of 3 unique Luxuries will appear nearby.

Japan:
When a Great Admiral or Great General is born, receive :greatwork: Great Artist, Writer and Musician Points in your :c5capital: Capital.

Korea:
+30% :c5greatperson: Great People during :c5goldenage: Golden Ages, and +25 :c5goldenage: Golden Age Points when a :c5greatperson: Great Person is born, scaling with Era.

Mongolia:
+100% Tribute Yields from City-State bullying.

Morocco:
+1 :c5gold: Gold in :c5capital: Capital per unique Trade Route partner, scaling with Era.

Persia:
:c5goldenage: Golden Ages last 50% longer, and 20% of your :c5gold: Gold income converts into :c5goldenage: Golden Age Points every turn.

Poland:
Gain 1 Free Social Policy in the Classical Era, and in every other Era after. Gain 2 additional Free Tenets when you adopt an Ideology for the first time.

Polynesia:
+1 Sight when Embarked, can always Embark and move over Oceans. +1 :c5food: Food from Fishing Boats and Atolls.

Portugal:
When a Trade Unit moves, receive +1 :c5gold: Gold, :c5faith: Faith, Great Admiral Points (for Cargo Ships), and Great General Points (for Caravans), scaling with Era.

Rome:
+15% :c5production: Production towards Buildings present in :c5capital: Capital.

Russia:
Iron, Coal and Aluminum deposits provide double their normal quantity and +1 :c5production: Production.

Siam:
+100% yields from Friendly and Allied City-States.

Songhai:
Land Units gain the Amphibious Promotion, and move along Rivers as if they were Roads, Rivers create City Connections.

Spain:
+10 :c5faith: Faith and :c5gold: Gold when your borders expand naturally. Border growth is 25% faster.

Sweden:
Land Melee Units have +20% :c5strength: Strength when attacking, and Siege Units have +1 :c5moves: Movement. Great General combat bonus increased by 15%.

The Aztec:
Receive :c5gold: Gold and :c5food: Food for each enemy Unit you kill.

The Celts:
Has a unique set of Pantheon Beliefs that no one else can benefit from. +1 :c5faith: Faith in owned Cities where your Pantheon or Religion is the majority.

The Huns:
Friendly and Enemy War Weariness is modified by 50%. Mounted Melee and Armor Units capture defeated Units.

The Inca:
Units ignore terrain costs when on Hills and may cross Mountains. Cities, Roads, and Railroads may be built on Mountains, and Mountains produce :c5food: Food, scaling with Era.

The Iroquois:
Units move through Forest and Jungle as if they were roads, and these tiles establish City Connections. Military Land Units start with the Woodsman Promotion.

The Maya:
After researching Mathematics, receive a bonus Great Person at the end of every maya Long Count cycle (every 394 years). Each bonus Great Person can only be chosen once.

The Netherlands:
+2 :c5gold: Gold for each different exported Luxury Resource and +1 :c5culture: Culture for each different imported Luxury Resource, scaling with Era.

The Ottomans:
Completing a Trade Route grants 50 :c5food: Food to the origin City if International, or :c5gold: Gold if Internal. Bonus scale with Era.

The Shoshone:
Founded Cities start with additional territory, and Lands Units receive a combat bonus when fighting within their own territory.

The Zulus:
50% maintenance for Melee and Gun Units. All Units require 25% less Experience for Promotions.

Venice:
Cannot create Settlers or Annex Cities. Free Merchant of Venice at Trade. Puppets have -30% Yield penalties, can use :c5gold: Gold and gain :c5happy: Happiness like normal Cities.


Spoiler Misc :

City State quest influence and yield rewards decreased.
City State yields for Friends and Allies decreased.
Specialist yields reduced to a base of 1. Each Specialist contribution to GPP reduced from 3 to 2.
Tech costs for Ancient Era adjusted for lower yields.

 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Happy Holidays, everyone! v0.4 of this mod is here! Changelog and details below.

Code:
Changelog:
Wonders and National Wonder up to Classical Era yields reduced.
Buildings and Improvements up to Classical Era yields reduced.
Minor fixes and Great Work Yields reduced.

Spoiler Details :

Spoiler Wonder and National Wonder Changes :

Angkor Wat:
Cost: 125 :c5production: Production
Free Mandir
Policies Required: 5
Global Plot Buy Cost Modifier -25%
Global Plot Culture Cost Modifier -25%

Circus Maximus:
Cost: 65 :c5production: Production
National Population Required: 15 (previously 25)
Required Buildings: Arena
+10% :c5culture: Culture and :c5gold: Gold during "We Love the King Day" in the City.

Colossus:
Cost: 125 :c5production: Production
+2 :c5gold: Gold
+1 Trade Route and Free Cargo Ship
Policies Required: 5
Can only be constructed in a Coastal City.

Great Cothon:
Cost: 65 :c5production: Production
National Population Required: 15 (previously 20)
Receive a free Copy of all Luxury Resources around the City. Incoming Trade Routes generate +3 :c5gold: Gold for the City. Grants 2 Additional Trade Routes and all Lighthouses gain +1 :c5culture: Culture. -1 Unhappiness from Poverty in all Cities.

Great Library:
Cost: 100 :c5production: Production
Free Library
Policies Required: 4
Receive 1 Free Technology. Contains 2 slots for Great Works of Writing. +3 :c5science: Science if Themed.

Great Lighthouse:
Cost: 100 :c5production: Production
Free Lighthouse
+1 :c5production: Production
Policies Required: 4
Can only be constructed in a Coastal City. All Military Naval Units receive +1 Movement and +1 Sight.

Great Wall:
Cost: 125 :c5production: Production
Free Great General
Supply Cap Local: +2
Policies Required: 5
Enemy land Units must expend 1 extra Movement per tile if they move into a tile worked by this City. No longer goes Obsolete.

Hanging Gardens:
Cost: 100 :c5production: Production
Free Garden
+6 :c5food: Food
Policies Required: 4

Heroic Epic:
Cost: 65 :c5production: Production
National Population Required: 10 (previously 20)
Required Buildings: Barracks
Supply Cap Local: +10%
Free Great Writer

Mausoleum of Halicarnassus:
Cost: 90 :c5production: Production
Free Stone Works
Policies Required: 2
During WLTKD, City :c5production: Production, :c5science: Science and :c5gold: Gold increased by 10%.

National Monument:
Cost: 65 :c5production: Production
National Population Required: 15 (previously 25)
Required Buildings: Monument
+15% Great People generation in this City. Receive 25 :c5goldenage: GAP whenever you unlock a Policy, scaling with Era.

Oracle:
Cost: 125 :c5production: Production
Free Temple
Policies Required: 5
Instantly receive 200 :c5culture: Culture and :c5science: Science.

Parthenon:
Cost: 125 :c5production: Production
Free Amphitheater
Free Phidias Showing the Frieze of the Parthenon to his Friends
Policies Required: 5
-1 Unhappiness from Boredom in this City. +3 :c5culture: Culture if Themed.

Petra:
Cost: 90 :c5production: Production
+1 :c5gold: Gold
+1 Trade Route and Free Caravan
Policies Required: 2
Can only be built in a City on or next to Desert.

Piazza San Marco:
Cost: 65 :c5production: Production
Supply Cap Local: +2
National Population Required: 10
Required Buildings: Palace
+20% Great People generation in this City.

Pyramid:
Cost: 75 :c5production: Production
Free Worker
Policies Required: 0
+25 :c5goldenage: GAP when you expend a :c5greatperson: Great Person, scaling with Era.

Roman Forum:
Cost: 75 :c5production: Production
Free Great Diplomat
Policies Required: 4
+1 Paper. +20% Production of Diplomatic Units in this City.

Royal Library:
Cost: 65 :c5production: Production
+2 :c5science: Science
Free Library.
National Population Required: 10 (previously 15)
+20% :c5science: Science during :c5goldenage: Golden Ages. All Libraries produce +1 :c5science: Science. -1 Unhappiness from Illiteracy in all Cities.

School of Philosophy:
Cost: 65 :c5production: Production
+1 :c5science: Science
National Population Required: 15 (previously 25)
+10% :c5science: Science during :c5goldenage: Golden Ages. -1 Unhappiness from Illiteracy in all Cities.

Scrivener's Office:
Cost: 65 :c5production: Production
Free Paper and Free Emissary.
National Population Required: 10 (previously 20)
+10% :c5production: Production of Diplomatic Units in this City.

Statue of Zeus:
Cost: 90 :c5production: Production
Free Barracks.
Policies Required: 2
All Units gain +15% :c5strength: CS when attacking Cities. -1 :c5unhappy: Unhappiness from Distress in this City.

Stonehenge:
Cost: 75 :c5production: Production
Free Council
Policies Required: 0
Provides 30 :c5faith: Faith in the City in which it is built.

Temple of Artemis:
Cost: 90 :c5production: Production
Free Herbalist
Policies Required: 2
+25% :c5production: Production when building Ranged Units in this City.

Terracotta Army:
Cost: 100 :c5production: Production
+1 :c5culture: Culture
Supply Cap Local: +2
Policies Required: 4
+5 :c5culture: Culture when you destroy an enemy Unit in battle, scaling with Era.



Spoiler Building Changes :

Acropolis:
Cost: 100 :c5production: Production or 100 :c5faith: Faith
1 :c5gold: Maintenance
+2 :c5culture: Culture and 3 Defense
+10% Great Writer Rate in the City, and all Writer's Guilds produce +1 :c5gold: Gold
When a Unit defeat an Enemy Unit in battle, receive +2 Border Growth in this City, scaling with Era; if the Unit was created by this City, also receive 5 :c5culture: Culture, scaling with Era.
Nearby Dye: +1 :c5gold: Gold
Nearby Silk: +1 :c5culture: Culture
Nearby Lapis: +1 :c5gold: Gold

Amphitheater:
Cost: 100 :c5production: Production or 100 :c5faith: Faith
1 :c5gold: Maintenance
+1 :c5culture: Culture
+10% Great Writer Rate in the City, and all Writer's Guilds produce +1 :c5gold: Gold
Nearby Dye: +1 :c5gold: Gold
Nearby Silk: +1 :c5culture: Culture
Nearby Lapis: +1 :c5gold: Gold

Aqueduct:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
+1 :c5food: Food
5% of :c5food: Food's is carried over after a new :c5citizen: Citizens is born.
+1 :c5food: Food on Lakes and Oases worked by this City.
-1 Unhappiness from Poverty

Arena:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+1 :c5culture: Culture
Barracks and Armory in City: +1 :c5production: Production
Nearby Perfume: +1 :c5gold: Gold
Nearby Olives: +1 :c5food: Food
-1 Unhappiness from Boredom

Baths:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
+1 :c5culture: Culture
Temples, Amphitheaters, and Gardens in City: +1 :c5gold: Gold. +10% :c5culture: Culture in the City during :c5goldenage: Golden Ages.

Burial Tomb:
Cost: 100 :c5production: Production
+1 :c5gold: Gold
Receive a free unique Egyptian Artifact when constructed.
Land Trade Routes gain +50% Range and +3 :c5gold: Gold. Merchant specialists in this City gain +1 :c5gold: Gold.
Nearby Truffles: +1 :c5gold: Gold
Nearby Cotton: +1 :c5production: Production
Nearby Fur: +1 :c5production: Production

Caravansary:
Cost: 100 :c5production: Production
Land Trade Routes gain +50% Range and +2 :c5gold: Gold. Merchant specialists in this City gain +1 :c5gold: Gold.
Nearby Truffles: +1 :c5gold: Gold
Nearby Cotton: +1 :c5production: Production
Nearby Fur: +1 :c5production: Production

Colosseum:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+1 :c5culture: Culture and :c5production: Production
When a Unit defeats an Enemy Unit in battle, receive +3 :c5goldenage: GAP in this City, scaling with Era; if the Unit was created by this City, also receive +5 Great General points (if Land) or +5 Great Admiral points (if Sea), scaling with Era.
Barracks and Armory in City: +1 :c5production: Production
Nearby Perfume: +1 :c5gold: Gold
Nearby Olives: +1 :c5food: Food
-1 Unhappiness from Boredom

Courthouse:
Cost: 100 :c5production: Production
3 :c5gold: Maintenance
Eliminates extra Unhappiness from an Occupied City. Cost increases based on the number of Cities in your Empire.

Floating Garden:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+2 :c5food: Food and +2 :c5production: Production
+10% :c5food: Food during :c5goldenage: Golden Ages. Each worked Lake tile provides +1 :c5food: Food.

Forge:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+1 :c5production: Production
Engineer Specialists gain +1 :c5production: Production
Nearby Iron: +1 :c5gold: Gold
Nearby Copper: +1 :c5production: Production

Harappan Reservoir:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
+2 :c5food: Food
10% of :c5food: Food's is carried over after a new :c5citizen: Citizens is born.
+1 :c5food: Food on Lakes and Oases worked by this City. Farms worked by this City gain +1 :c5food: Food.
-1 Unhappiness from Poverty

Library:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+1 :c5science: Science
-1 Unhappiness from Illiteracy.

Lighthouse:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+1 :c5food: Food and :c5gold: Gold from Coast Tiles. Increases Military Units Supply Cap by 1.
Form a City Connection with other Cities via water if they also have Lighthouses.
Can only be constructed in a Coastal City.

Runestone:
Cost: 75 :c5production: Production
No Maintenance
When a Unit created by this City pillages a Tile, gain 10 :c5gold: Gold and :c5culture: Culture in this City, scaling with Era.
+1 :c5food: Food and +2 :c5gold: Gold from Coast Tiles. Increases Military Units Supply Cap by 1.
Form a City Connection with other Cities via water if they also have Runestones.
Can only be constructed in a Coastal City.

Satrap's Court:
Cost: 100 :c5production: Production
No :c5gold: Maintenance
+1 :c5happy: Happiness and :c5gold: Gold
+1 :c5gold: Gold for Scientist, Engineer and Merchant Specialists in the City.
Eliminates extra Unhappiness from an Occupied City. Cost increases based on the number of Cities in your Empire.

Seowon:
Cost: 150 :c5production: Production or 150 :c5faith: Faith
1 :c5gold: Maintenance
+1 :c5science: Science
+15% :c5science: Science in the City during :c5goldenage: Golden Ages. Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City.
-1 Unhappiness from Illiteracy

Siege Foundry:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+2 :c5production: Production
Engineer Specialists gain +1 :c5production: Production. +50% :c5production: Production towards Siege units, and all Siege units trained in this City receive the Volley Promotion for free.
Nearby Iron: +1 :c5gold: Gold
Nearby Copper: +1 :c5production: Production

Temple:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
+2 :c5faith: Faith
Generates +25% Religious Pressure. Contains 1 slot for a Great Work of Music.
-1 Unhappiness from Religious Unrest.
Nearby Incense: +1 :c5gold: Gold
Nearby Wine: +1 :c5culture: Culture
Nearby Amber: +1 :c5culture: Culture

Tetraconch:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
+3 :c5faith: Faith and +1 :c5culture: Culture
Doubles Religious Pressure generated by Trade Routes, and generates +25% Religious Pressure. Contains 1 slot for a Great Work of Music.
-1 Unhappiness from Religious Unrest.
Nearby Incense: +1 :c5gold: Gold
Nearby Wine: +1 :c5culture: Culture
Nearby Amber: +1 :c5culture: Culture

Water Mill:
Cost: 75 :c5production: Production
1 :c5gold: Maintenance
+2 :c5food: Food and +1 :c5production: Production
No more :c5production: Production scaling to :c5citizen: Citizens and no more terrain requirements.

Writers' Guild:
Cost: 100 :c5production: Production
1 :c5gold: Maintenance
Provides 2 GPP towards a Great Writer. Add up to 2 Specialists to this Building gain :c5culture: Culture and increase the rate of Great Writer acquisition.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Maximum of 3 of these Buildings in your Empire.


Spoiler Improvement Changes :

Eki:
Base: +1 :c5production: Production
+1 :c5production: Production if adjacent to two other Eki.
Removes any features on the tile. Can be built in or adjacent to Hunnic territory.

Encampment:
Base: +1 :c5food: Food
Can only be built on flat tiles and no two Encampments can be adjacent.
Provide a small defense modifier to units stationed on them and does 2 damage to nearby enemy Units. Can only be built in Shoshone territory.

Kuna:
Base: +1 :c5faith: Faith
Can only be constructed in Forests or Jungles, and cannot be adjacent to another Kuna.

Maoi:
Base: +1 :c5production: Production
+1 :c5culture: Culture if adjacent to two other Maoi
Can only be built on the coast. If built next to two other Maoi, it provides additional :c5culture: Culture. If within 3 tiles of a Moai, all Polynesian units gain +10% CS.

Siheyuan:
Base: +1 :c5gold: Gold and :c5production: Production
Can only be built on flat land next to a city or next to two other Siheyuan, but cannot be built on resources. Provides +1 :c5culture: Culture when worked by a City experiencing a "We Love the Empress Day."

Terrace Farm:
Base: +1 :c5food: Food
+1 :c5food: Food for each adjacent Terrace Farm, and all adjacent Farms gain +1 :c5food: Food.


Spoiler Misc :

Great Works base yields: +1 :c5culture: Culture
Wonder Same Era Cost Modifier: 100%
Wonder Previous Era Cost Modifier: 75%
Wonder Two Previous Era Cost Modifier: 25%

 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.5 of this mod is here! Changelog and details below.

Code:
Changelog:
Founder, Follower, Enhancer and Reformation Beliefs yields reduced.
Medieval Era buildings, Wonders and National Wonders yields reduced.
Medieval Era Improvements and GPTI yields reduced.
Minor Fixes and Number Tweaks

Spoiler Details :

Spoiler Founder Changes :

Apostolic Tradition:
+10 :c5food: Food in the Holy City when you spread this Religion, scaling with the number of new Followers of your Religion.
Unlocks Apostolic Palace National Wonder (+3 :c5faith: Faith; +5 :c5goldenage: Golden Age Points from Holy Sites; unlocks Reformation Belief)

Ceremonial Burial:
When a Great Person is expended, gain +3 :c5faith: Faith and :c5culture: Culture for every City following your Religion (max 10 Cities), scaling with Era.
Unlocks Mausoleum National Wonder (Gain :c5faith: Faith when owned unit is killed in battle, +3 :c5faith: Faith from Holy Sites; unlocks Reformation Belief)

Council of Elders:
When a City adopts your Religion for the first time, gain 10 :c5science: Science and :c5production: Production in your Holy City, scaling gradually based on the number of Cities following your Religion (bonus caps at 20 Cities).
Unlocks Holy Council National Wonder (+1 :c5faith: Faith, +2 :c5food: Food; +3 :c5science: Science from Holy Sites; unlocks Reformation Belief)

Divine Inheritance:
Holy City produces +15% of its Yields during a :c5goldenage: Golden Age.
Unlocks Celestial Throne National Wonder (+1 :c5faith: Faith, :c5food: Food and :c5gold: Gold;+3 :c5faith: Faith from Holy Sites; unlocks Reformation Belief)

Hero Worship:
Receive :c5faith: Faith and :c5goldenage: Golden Age Point when you conquer a City, as well as Great General points (if City is landlocked) or Great Admiral Points (if City is Coastal). Bonus scales with City Population and Era.
Unlocks Great Altar National Wonder (+2 :c5faith: Faith, +15% Military Unit :c5production: Production; +3 :c5production: Production from Holy Sites; unlocks Reformation Belief)

Holy Law:
When you unlock a Policy, gain +2 :c5faith: Faith, :c5science: Science, and :c5gold: Gold for every Follower of your Religion (max 150 Followers).
Unlocks Divine Court National Wonder (+3 :c5gold: Gold; +5 :c5gold: Gold from Holy Sites; unlocks Reformation Belief)

Theocratic Rule:
"We Love the King Day" boosts the :c5faith: Faith, :c5culture: Culture and :c5gold: Gold output of a City by 10%.
Unlocks Grand Ossuary National Wonder (+3 :c5faith: Faith; +3 :c5culture: Culture from Holy Sites; unlocks Reformation Belief)

Transcendent Thoughts:
When you enter a new Era, Holy City gains 6 of every Yield for each City following your Religion (max 25 Cities), scaling with Era.
Unlocks Sacred Garden National Wonder (+1 :c5faith: Faith, +2 :c5culture: Culture; +3 :c5food: Food from Holy Sites; unlocks Reformation Belief)

Way of Noble Truths:
Receive 15 Tourism when you spread your Religion to foreign Cities, scaling with the number of Followers of other Religions.
Unlocks Reliquary National Wonder (+3 :c5culture: Culture, 4 Art/Artifact slots; +3 :tourism: Tourism from Holy Sites; unlocks Reformation Belief)


Spoiler Follower Changes :

Asceticism:
+1 :c5food: Food for every 2 follower in the City (max +10 :c5food: Food)

Cathedrals:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Cathedrals (+1 :c5faith: Faith, +2 :c5gold: Gold; Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. Gain +5 :c5gold: Gold in the City when its borders expand, scaling with Era. -1 :c5unhappy: Unhappiness from :c5gold: Poverty)

Church:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Church (+1 :c5culture: Culture, +1 :c5faith: Faith; 10 turns of "We Love the King Day" when constructed. Boost Pressure of Religious Majority emanating from this City by 40%, and increased the City's resistance to conversion by 10%. -1 :c5unhappy: Unhappiness from :c5culture: Culture)

Cooperation:
Receive +2 to all City yields every time a Citizen is born in the City. Bonus scales with Era.

Creativity:
+1 :c5culture: Culture for every 3 followers in the City (max +5 :c5culture: Culture), and +1 :c5faith: Faith if you have at least one Specialist in the City.

Diligence:
+1 :c5production: Production for every 2 follower in the City (max +10 :c5production: Production)

Mandir:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Mandir (+1 :c5faith: Faith, +2 :c5food: Food; +10% :c5food: Food in the City. Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. -1 :c5unhappy: Unhappiness from :c5gold: Poverty)

Mastery:
Specialists generate +1 of their primary Yield ( :c5science:/:c5gold:/:c5production:/:c5culture:/:c5faith:)

Mosque:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Mosque (+1 :c5faith: Faith, +1 :c5science: Science; Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. +10% :c5culture: Culture in the City during :c5goldenage: Golden Ages. -1 :c5unhappy: Unhappiness from :c5science: Illiteracy)

Order:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Order (Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. When a Unit created by this City defeats an Enemy Unit in battle, receive +1 :c5faith: Faith, scaling with Era. +10 XP for all Military Units produced in the City. -1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress)

Pagoda:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Pagoda (+1 :c5faith: Faith; +1 to all City Yields for every World Religion that has at least one Follower in this City. -1 :c5unhappy: Unhappiness from :c5culture: Boredom and -2 :c5unhappy: Unhappiness from Religious Unrest)

Scholarship:
+1 :c5science: Science for every 3 follower in the City (max +5 :c5science: Science)

Stupa:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Stupa (+1 :c5faith: Faith, +2 :tourism: Tourism, +2 :c5goldenage: Golden Age Points; Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. -1 :c5unhappy: Unhappiness from :c5science: Illiteracy)

Synagogue:
Cost: 100 :c5faith: Faith
Use :c5faith: Faith to purchase Synagogue (+1 :c5faith: Faith, +2 :c5production: Production; Boost Pressure of Religious Majority emanating from this City by 25%, and increases the City's resistance to conversion by 10%. During "We Love the King Day," City :c5science: Science increased by +5%.
-1 :c5unhappy: Unhappiness from :c5food:/:c5production: Distress)

Thrift:
+1 :c5gold: Gold for every 2 follower in the City (max +15 :c5gold: Gold)

Veneration:
+1 :c5faith: Faith, :c5production: Production and :c5food: Food in the City. 10% of the cost of :c5faith: Faith Purchases in this City is converted into :c5gold: Gold.


Spoiler Enhancer Changes :

Abode of Peace:
Your resting point for Influence with City-States following your Religion is increased by 35, and their Quest rewards are increased by 50%.

Inquisition:
Inquisitors cost 25% less :c5faith: Faith, and generate 10 :c5gold: Gold per converted :c5citizen: Citizen when Removing Heresy. Removing Heresy no longer causes Resistance in Cities.

Mendicancy:
+1 :c5culture: Culture and +3 :c5faith: Faith in all owned Cities following this Religion.

Orthodoxy:
Religion spreads to Cities 25% further away. Pressure tripled to friendly City-States and foreign Cities connected via Trade Routes.

Prophecy:
Reduce minimum Policy requirement for Wonders by 1. Prophets of this Religion 25% stronger, cost 25% less :c5faith: Faith.

Sacred Calendar:
+25% :c5greatperson: Great Person rate in the Holy City during a :c5goldenage: Golden Age. Missionaries of this Religion 25% stronger.

Symbolism:
Holy City gains +5 :c5goldenage: GAP and +1 :c5greatperson: GPP per turn for all Great People.

Syncretism:
+1 :c5faith: Faith, :c5food: Food and :c5production: Production in Holy City for every 2 followers of other Religions in owned Cities.

Zealotry:
May spend :c5faith: Faith to purchase land units in Cities. Strategic Resource quantities increase by 1% per following City (up to 25%).


Spoiler Reformation Changes :

Crusader Spirit:
Land Units gain +10% :c5strength: CS versus Land Units in enemy territory, and an additional +10% versus Land Units of players that do not follow your Religion. Receive :c5gold: Gold when you conquer Cities.

Defender of the Faith:
Land Units gain +10% :c5strength: CS versus Land Units in friendly territory, and an additional +10% versus Land Units of players that do not follow your Religion.+1 :c5faith: Faith from all Defensive Buildings.

Divine Teachings:
May build Universities, Public Schools, and Research Labs with :c5faith: Faith, and each building gains +1 :c5science: Science.

Faith of the Masses:
May build Amphitheaters, Opera Houses, Museums, Broadcast Towers and Stadium with :c5faith: Faith. These buildings produce +1 :c5culture: Culture each.

Global Commandments:
+5 :c5science: Science, :c5culture: Culture, :c5gold: Gold, :c5faith: Faith, and :c5goldenage: Golden Age Points per turn while the Host of the World Congress. Receive 75 of these yields instantly when you pass a Proposal. Bonuses scale with Era.

Holy Land:
Receive 1 additional Delegate in the World Congress for every 2 Holy Sites or 2 Landmarks you own. +50% Yields from Friendly/Allied City-State following this Religion.

Inspired Works:
Landmarks and Great Person Improvements produce +2 :c5faith: Faith and +1 :c5science: Science.

Sacred Sites:
Hotels and all buildings purchased with Faith provide +1 :tourism: Tourism each. World and Natural Wonders gain +2 :tourism: Tourism each. Hermitage provides +5 :c5culture: Culture and :tourism: Tourism.

To the Glory of God:
Use :c5faith: Faith to purchase any type of :c5greatperson: Great Person (in Industrial Era). When you expend a :c5greatperson: Great Person, gain 1 :c5gold: Gold, :c5science: Science and :c5culture: Culture per City following your Religion (max 20 Cities).


Spoiler Medieval Era Buildings :

Armory:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+20 XP for all Units. Increases the Military Unit Supply Cap by 1.
-1 Unhappiness from Distress.

Artists' Guild:
Cost: 175 :c5production: Production
1 :c5gold: Maintenance
Provides 2 GPP towards a Great Artist. Add up to 2 Specialists to this Building gain :c5culture: Culture and increase the rate of Great Writer acquisition.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Maximum of 3 of these Buildings in your Empire.

Candi:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
A Cloves, Pepper, or Nutmeg Resource will appear near or under this City when built.
+20% :c5greatperson: Great People generation in this City.
+10% :c5faith: Faith in the City during "We Love the King Day."
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Nearby Oases: +2 :c5gold: Gold
Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
Nearby Cocoa: +2 :c5gold: Gold
Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Nutmeg: +1 :c5production: Production, +1 :c5gold: Gold

Castle:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
8 Defense, +150 HP
Military Units Supplied by this City's population increased by 10%. Contains 1 slot for a Great Work of Art or Artifact.
Empire Size Modifier is reduced by 5% in this City.

Ceilidh Hall:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+1 Happiness
+75 :c5culture: Culture when completed, and starts 15 turns of "We Love the King Day" in the City.
-1 Unhappiness from Boredom.
Nearby Ivory: +1 :c5culture: Culture and :c5gold: Gold

Chancery:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+10% :c5production: Production of Diplomatic Units in this City.
+1 :c5gold: Gold in the City for every City-State Friend, and +2 :c5gold: Gold for every Ally.

Circus:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+1 Happiness
+50 :c5culture: Culture when completed, and starts 10 turns of "We Love the King Day" in the City.
-1 Unhappiness from Boredom.
Nearby Ivory: +1 :c5culture: Culture and :c5gold: Gold

Custom House:
Cost: 175 :c5production: Production
No Maintenance
Incoming Trade Routes generate +2 :c5gold: Gold for the City, and +1 :c5gold: Gold for Trade Route Owner. Market in the City gain +1 :c5gold: Gold.
-1 Unhappiness from Poverty.
Nearby Bananas: +2 :c5gold: Gold
Nearby Coffee: +1 :c5gold: Gold, +1 :c5production: Production
Nearby Tea: +2 :c5gold: Gold
Nearby Tobacco: +2 :c5gold: Gold

Dojo:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+25 XP for all Units. Increases the Military Unit Supply Cap by 2.
All Mounted, Melee, Gun and Armor Units trained in this City receive the Eight Virtues of Bushido Promotion. When Units are promoted, gain :c5culture: Culture and :c5science: Science based on their current Level.
-1 Unhappiness from Distress.

Ducal Stable:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
Provides 1 Free Horse, and grants +33% :c5production: Production and +15 XP when building Mounted Melee Units.
Military Units Supplied by this City's population increased by 10%.
Nearby Horses: +2 :c5production: Production, +1 :c5gold: Gold
Nearby Sheep: +2 :c5production: Production, +1 :c5gold: Gold
Nearby Cattle: +2 :c5production: Production, +1 :c5gold: Gold

Garden:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+15% :c5greatperson: Great People generation in this City.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Nearby Oases: +2 :c5gold: Gold
Nearby Citrus: +1 :c5food: Food, +1 :c5gold: Gold
Nearby Cocoa: +2 :c5gold: Gold
Nearby Cloves: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Pepper: +1 :c5faith: Faith, +1 :c5gold: Gold
Nearby Nutmeg: +1 :c5production: Production, +1 :c5gold: Gold

Hanse:
Cost: 175 :c5production: Production
No Maintenance
+2 :c5gold: Gold
+5% :c5production: Production in this City for each Trade Route your Civilization has with a City-State.
Incoming Trade Routes generate +3 :c5gold: Gold for the City, and +1 :c5gold: Gold for Trade Route Owner. Market in the City gain +2 :c5gold: Gold.
-1 Unhappiness from Poverty.
Nearby Bananas: +2 :c5gold: Gold
Nearby Coffee: +1 :c5gold: Gold, +1 :c5production: Production
Nearby Tea: +2 :c5gold: Gold
Nearby Tobacco: +2 :c5gold: Gold

Harbor:
Cost: 175 :c5production: Production
1 :c5gold: Maintenance
+1 :c5production: Production from Sea Resources worked by this City.
Sea Trade Routes gain +50% Range and +2 :c5gold: Gold
Increases Units Supply Cap by 1.

Stable:
Cost: 150 :c5production: Production
1 :c5gold: Maintenance
+25% :c5production: Production when building Mounted Melee Units.
Military Units Supplied by this City's population increased by 10%.
Nearby Horses: +1 :c5production: Production
Nearby Sheep: +1 :c5production: Production
Nearby Cattle: +1 :c5production: Production

University:
Cost: 150 :c5production: Production or 150 :c5faith: Faith
1 :c5gold: Maintenance
+1 :c5science: Science
Gain 25% of the :c5science: Science output of the City as an instant boost to your current Research when a Citizen is born in this City.
-1 Unhappiness from Illiteracy

Wat:
Cost: 175 :c5production: Production
1 :c5gold: Maintenance
+1 :c5science: Science from Temples and Shrines in this City. +1 :c5culture: Culture from Jungle and Forest tiles worked by this City.
Improves City Security Level by 50%.
-1 Unhappiness from Distress.

Workshop:
Cost: 175 :c5production: Production
1 :c5gold: Maintenance
+2 :c5production: Production
Internal Trade Routes from this City generate +2 :c5production: Production.
Allows :c5production: Production to be moved from this City along trade routes inside your civilization.


Spoiler Wonder and National Wonder Changes :

Alhambra:
Cost: 200 :c5production: Production
+10% :c5culture: Culture
Requires completion of Authority Branch. All Mounted Melee units receive the Jinete Promotion.

Arsenale di Venezia:
Cost: 65 :c5production: Production
National Population Required: 15
+10% :c5production: Production in City. Increases the Military Unit Supply Cap by 5, and increases the Military Unit Supply Cap from Population in this City by 25%.

Borobudur:
Cost: 200 :c5production: Production
Free Stupa and 2 Free Missionaries.
Policies Required: 7
Can only be built in a Holy City.

East India Company:
Cost: 65 :c5production: Production
National Population Required: 25 (previously 40)
Receive an additional copy of all Luxury Resources around this City. Incoming Trade Routes generate +2 :c5gold: Gold for the City. -1 Unhappiness from Poverty in all Cities.

Forbidden Palace:
Cost: 200 :c5production: Production
Requires completion of Progress Branch. Cost of :c5gold: Gold purchasing in all Cities reduced by 15%. -1 Unhappiness from Poverty in this City.

Grand Temple:
Cost: 65 :c5production: Production
National Population Required: 20 (previously 30)
All Temples gain +1 :c5faith: Faith and +1 :c5gold: Gold. -1 Unhappiness from Religious Unrest in all Cities.

Hagia Sophia:
Cost: 200 :c5production: Production
Free Church and Great Prophet.
Policies Required: 7

Ironworks:
Cost: 65 :c5production: Production
National Population Required: 25 (previously 40)
Provides 2 Iron. +10 :c5science: Science when you construct a Building in this City. Bonus scales with Era.

Karlstejn:
Cost: 250 :c5production: Production
Free Order
Policies Required: 8
Can only be built in a Holy City. Enables you to select a Reformation Belief at 5% beliw its normal Global Follower requirement (20% on Standard).

Machu Pichu:
Cost: 200 :c5production: Production
Policies Required: 7
Can only be built in a City within 2 tiles of a Mountain that is inside your territory. City gain +1 :c5food: Food, :c5production: Production and :c5faith: Faith for every 2 Mountain within 3 tiles of the City.

Murano Glassworks:
Cost: 65 :c5production: Production
National Population Required: 15
Great Person Improvements and Villages worked by all Cities gain +2 :c5food: Food. +5 :c5science: Science if Themed.

Notre Dame:
Cost: 250 :c5production: Production
Free Cathedral
Policies Required: 8
The Empire enters a Golden Age. +3 :c5faith: Faith and :c5goldenage: Golden Age Points if Themed.

Oxford University:
Cost: 65 :c5production: Production
National Population Required: 20 (previously 35)
A Great Scientist appears near the City. +25 :c5culture: Culture every time you research a Technology, scaling with Era.
-1 Unhappiness from Illiteracy. +4 :c5science: Science if Themed.

Rialto District:
Cost: 65 :c5production: Production
National Population Required: 15
Cost of :c5gold: Gold Purchase in all Cities reduced by 10% (15% in Capital). Provides 1 Additional Delegate in the World Congress for every 50 :c5gold: Gold per Turn produced (caps at 25% of all City-States ever alive).

University of Sankore:
Cost: 200 :c5production: Production
Free Mosque.
+1 :c5science: Science
Requires completion of Tradition Branch. When you expend a Great Person, receive 25 :c5science: Science, bonus scales with Era.

White Tower:
Cost: 65 :c5production: Production
+2 :c5culture: Culture
Free Great Work of Art
National Population Required: 20 (previously 30)
Provides 2 Iron. +10 :c5science: Science and :c5gold: Gold when you construct a Building in this City. Bonus scales with Era.


Spoiler Improvements :

Academy:
Base: +2 :c5science: Science

Brazilwood Camp:
Base: +1 :c5gold: Gold

Chateau:
Base: +1 :c5culture: Culture, +2 :c5gold: Gold, +1 :c5food: Food
Can only be built adjacent to a Luxury resource. It may not be adjacent to another Chateau. It also provides the same +50% Defense bonus as a Fort. Can only be built in French territory.

Citadel:
Base: +1 :c5production: Production

Embassy:
Base: +2 :c5gold: Gold

Feitoria:
Base: +1 :c5gold: Gold
Adjacent Fishing Boats: +1 :c5production: Production
Adjacent Coast and Lake: +1 :c5gold: Gold
Provides +25% Defense bonus.

Hacienda:
Base: +1 :c5faith: Faith
+1 :c5gold: Gold and :c5production: Production per adjacent Luxury Resource
+1 :c5culture: Culture if adjacent to a City.

Holy Site:
Base: +3 :c5faith: Faith

Kasbah:
Base: +1 :c5food: Food, +1 :c5production: Production
Adjacent Fishing Boats: +1 :c5culture: Culture
Provides +30% Defense bonus, deals 5 damage to adjacent enemy Military units, and connects any Luxury or Strategic resources.

Manufactory:
Base: +2 :c5production: Production

Polder:
Base: +1 :c5food: Food, +1 :c5gold: Gold
Adjacent Village and Town: +1 +1 :c5gold: Gold
Can be built on Marshes and on Sea tiles adjacent to at least 3 land tiles.

Town:
Base: +2 :c5gold: Gold, +1 :c5food: Food

Village:
Base: +2 :c5gold: Gold
Road: +1 :c5production: Production


Spoiler Misc :

Flood Plain Base yield increased to 2 :c5food: Food
Classical and Medieval Era Tech Costs Adjusted

 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.6 of this mod is here! Changelog and details below.

Code:
Changelog:
Renaissance Buildings, National Wonder and Wonders yields reduced.
Medieval Policies yields reduced.
Enlightenment Era Integrated with yields reduced.

Spoiler Details :

Spoiler Medieval Era Policies :

Fealty:
Opener:
-25% :c5faith: Faith costs for purchasing Buildings, Missionaries, and Inquisitors.

Scalar:
+1 :c5food: Food and +3 Strength in every City

Finisher:
Unlocks building the Red Fort.
Cities that follow your Majority Religion generate +1 :c5science: Science, :c5faith: Faith, :c5production: Production and :c5culture: Culture.
Allows for the purchase of Great Artists with Faith starting in the Industrial Era.

Nobility:
Can purchase Monasteries with :c5faith: Faith (+1 :c5faith: Faith, +1 :c5food: Food)
+100% :c5production: construction rate of Castles and Armories.

Divine Right:
+1 :c5gold: Gold from Castles and Armories.
+1 :c5food: Food to Monastery

Serfdom:
Pastures generate +2 :c5production: Production and +1 :c5gold: Gold.
+1 :c5food: Food to Monastery

Organized Religion:
+50% Pressure in all nearby Cities without your majority Religion
+1 :c5faith: Faith to Monastery.

Fiefdoms:
+15% :c5production: Production and City Border Growth doubled during "We Love the King Day."
+1 :c5science: Science to Monastery

Statecraft:
Opener:
+10% Influence from Trade Missions
+3 :c5gold: Gold in every City

Scalar:
+2 :c5gold: Gold in every City

Finisher:
Unlocks building the Palace of Westminster
World Wonders require 1 less unlocked Policy for every 3 City-State alliances you maintain.
Allows for the purchase of Great Diplomats with Faith starting in the Industrial Era.

Foreign Service:
Receive 1 or more Additional Spies (based on number of City-States in game). Earn Great Diplomat 50% faster.

Trade Confederacy:
Trade Routes to City-States generate +1 Influence per turn (with the target City-State) per each owned City-State Trade Route (up to +5). +25% Yields for Trade Routes.

Shadow Networks:
+1 :c5science: Science from Civil Servants and Merchant Specialists. +20% Influence from Trade Missions

Consulates:
+1 Delegates in the World Congress for every 8 City-States originally in the World.
+20% Influence from Trade Missions

Exchange markets:
Resources from City-States count towards Global Monopolies. +1 Trade Route.

Artistry:
Opener:
+100% :c5production: construction rate of All Guilds.

Scalar:
+1 :c5goldenage: GAP in every City.
Earn Great Writers, Great Artists, and Great Musician 5% faster

Finisher:
Unlocks building the Louvre
Allows you to see Hidden Antiquity Sites.
Allows for the purchase of Great Musician with Faith starting in the Industrial Era.

Humanism:
The amount of :c5goldenage: GAP needed to trigger a :c5goldenage: Golden Age reduced by 15%.

Refinement:
Great Works of Art gain +1 :c5culture: Culture. 2 Specialist in all Cities does not produce Unhappiness from Urbanization.

Heritage:
Great Works of Music gain +2 :c5gold: Gold. +2 :tourism: Tourism and :c5goldenage: GAP from Universities.

National Treasure:
Artifacts gain +1 :c5science: Science. A Great Person of your choice appears near your Capital.

Cultural Exchange:
Great Works of Writing gain +2 :c5goldenage: GAP. +1 :c5culture: Culture and :c5production: Production from Amphitheaters and Opera Houses.


Spoiler Medieval Buildings :

Tavern:
Cost: 175 :c5production: Production
1 :c5gold: Maintenance
Nearby Wheat, Deer, Fish, Wine, Bison, Rice and Maize: +1 :c5food: Food
-1 Unhappiness from Boredom


Spoiler Renaissance Buildings :

Bank:
Cost: 250 :c5production: Production
No :c5gold: Maintenance
When you spend :c5gold: Gold to purchase Units or invest in Buildings in this City, 10% of the cost is converted into :c5science: Science. Caravansaries and Customs Houses (or Hanse) in the City gain +2 :c5gold: Gold.

Nearby Gold: +2 :c5gold: Gold
Nearby Silver: +1 :c5gold: Gold, +1 :c5production: Production
Nearby Gems: +1 :c5gold: Gold, +1 :c5culture: Culture

Coffee House:
Cost: 250 :c5production: Production
2 :c5gold: Maintenance
+3 :c5food: Food
+25% Great People generation in this City. 10% of this City's :c5culture: Culture is converted into :c5science: Science every turn.
Carries over 15% of :c5food: Food after City growth (effect stacks with Aqueduct). -1 Unhappiness from Poverty.

Constabulary:
Cost: 250 :c5production: Production
2 :c5gold: Maintenance
Improves City Spy Resistance by 50%. -1 Unhappiness from Distress.

Gallery:
Cost: 300 :c5production: Production or 100 :c5faith: Faith
2 :c5gold: Maintenance
+1 :c5culture: Culture from Great Works in the City. +15% Great Artist Rate in the City, and all Artists' Guilds produce +1 :c5gold: Gold.

Grocer:
Cost: 250 :c5production: Production
2 :c5gold: Maintenance
+2 :c5food: Food
Carries over 15% of :c5food: Food after City growth (effect stacks with Aqueduct). -1 Unhappiness from Poverty.

Manor:
Cost: 300 :c5production: Production
2 :c5gold: Maintenance
+25% Generation of Great People. -1 Unhappiness from Distress.

Musicians' Guild:
Cost: 300 :c5production: Production
2 :c5gold: Maintenance
Provides 2 GPP towards a Great Musician. Add up to 2 Specialists to this Building gain :c5culture: Culture and increase the rate of Great Writer acquisition.
1 Specialist in this City no longer produces Unhappiness from Urbanization.
Maximum of 3 of these Buildings in your Empire.

Observatory:
Cost: 250 :c5production: Production
2 :c5gold: Maintenance
+3 :c5science: Science
Requires Scientific Revolution Policy.

Opera House:
Cost: 300 :c5production: Production or 175 :c5faith: Faith
2 :c5gold: Maintenance
+5% :c5culture: Culture in the City. +25% Great Musician Rate in the City, and all Musicians' Guilds produce +1 :c5gold: Gold.


Spoiler Enlightenment Buildings :

Academy:
Cost: 375 :c5production: Production
2 :c5gold: Maintenance
+2 :c5science: Science
+15% Great Scientist, Great Engineer and Great Merchant rate in the City. City must not contain a Salon.
-1 Unhappiness from Illiteracy.

Bastion Fort:
Cost: 450 :c5production: Production
2 :c5gold: Maintenance
10 :c5strength:, +150 HP
Military Units Supplied by this City's population increased by 10%. Allows the City's Ranged Strike to ignore Line of Sight.
Empire Size Modifier is reduced by 5% in this City.

Cloth Mill:
Cost: 450 :c5production: Production
2 :c5gold: Maintenance
+2 :c5production: Production
Nearby Cotton: +2 :c5gold: Gold
Nearby Sheep: +2 :c5gold: Gold
Nearby Silk: +2 :c5gold: Gold

Drydock:
Cost: 450 :c5production: Production
2 :c5gold: Maintenance
Naval Units trained in this City have +15% CS. +15% :c5production: Production for Naval Units in the City. Increases the Military Unit Supply Cap by 2.

Gunsmith:
Cost: 375 :c5production: Production
2 :c5gold: Maintenance
+25% :c5production: Production when building Gunpowder, Armor and Siege Units which also receive additional 15 XP. Increases the Military Unit Supply Cap by 2.

Ostrog:
Cost: 450 :c5production: Production
2 :c5gold: Maintenance
12 :c5strength:, +200 HP
+1 :c5production: Production and :c5gold: Gold to Strategic Resources and Mines. Military Units Supplied by this City's population increased by 10%. Allows the City's Ranged Strike to ignore Line of Sight. Enemy land Units must expend 1 extra Movement per tile if they move into a tile worked by this City.
Empire Size Modifier is reduced by 5% in this City.

Public School:
Cost: 450 :c5production: Production or 200 :c5faith: Faith
2 :c5gold: Maintenance
+2 :c5science: Science
Allows Archaeologists to be built in this City. -1 Unhappiness from Illiteracy.

Salon:
Cost: 375 :c5production: Production
2 :c5gold: Maintenance
+2 :c5culture: Culture
+15% Great Writer, Great Artist and Great Musician rate in the City. City must not contain an Academy.
-1 Unhappiness from Boredom.

Skola:
Cost: 400 :c5production: Production or 200 :c5faith: Faith
No :c5gold: Maintenance
+3 :c5science: Science
Allows Archaeologists to be built in this City. +25% Great Person Rate in this City, and all Specialists generate +1 :c5science: Science.
-1 Unhappiness from Illiteracy.

Weigh House:
Cost: 450 :c5production: Production
No :c5gold: Maintenance
+2 :c5gold: Gold, +5% :c5gold: Gold

Windmill:
Cost: 375 :c5production: Production
2 :c5gold: Maintenance
+2 :c5production: Production
+15% :c5production: Production when constructing Buildings. Grocers and Granaries in the City produce +1 :c5food: Food.

Zoo:
Cost: 450 :c5production: Production
No :c5gold: Maintenance
+2 :c5science: Science and :tourism: Tourism.


Spoiler Renaissance Wonders and National Wonders :

Chichen Itza:
Cost: 400 :c5production: Production
Policies Required: 10
Length of :c5goldenage: Golden Age increased by 50%.

Globe Theatre:
Cost: 400 :c5production: Production
Free Great Writer
Policies Required: 10
Writer, Artist and Musician Specialists in all Cities gain +1 :c5goldenage: GAP.
-1 Unhappiness from Boredom in this City. +10 :c5gold: Gold if Themed.

Hermitage:
Cost: 65 :c5production: Production
Prerequisite Tech: Architecture
+2 :c5culture: Culture
National Population Required: 35 (previously 45)
+10% :c5culture: Culture in this City. +4 :c5gold: Gold and :c5culture: Culture if Themed.

Himeji Castle:
Cost: 400 :c5production: Production
Free Bastion Fort
Policies Required: 10
+15% Combat Strength for Units fighting in Friendly Territory, and +10% Combat Strength for all Cities. Increases the Military Units Supply Cap by 3.

Independence Hall:
Cost: 65 :c5production: Production
+2 :c5culture: Culture
National Population Required: 30 (previously 40)
+10% :c5culture: Culture in this City. :c5culture: Culture cost of adopting new Policies reduced by 5%.
+3 :c5gold: Gold and :c5culture: Culture if Themed.

Leaning Tower of Pisa:
Cost: 400 :c5production: Production
Policies Required: 10
Receive 1 Free Great Person of your choice near the Capital. +10% Great People in all Cities.

Porcelain Tower:
Cost: 450 :c5production: Production
Free Great Scientist
Policies Required: 12
20% more :c5science: Science generated from Research Agreements. If Research Agreements are disabled, provides a +10% :c5science: Science bonus in the City. -1 Unhappiness from Illiteracy.

Printing Press:
Cost: 65 :c5production: Production
National Population Required: 25 (previously 30)
+1 Paper. +15% :c5production: Production of Diplomatic Units in this City.

Red Fort:
Cost: 450 :c5production: Production
Free Arsenal and Great Engineer
+6 Defense, +100 HP
Requires completion of Fealty Branch. City Ranged Strike Strength and Range increased by 10% and 1, respectively.

Sistine Chapel:
Cost: 450 :c5production: Production
Policies Required: 12
+10% :c5culture: Culture in all Cities. +3 :c5culture: Culture and :c5faith: Faith when Themed.

Summer Palace:
Cost: 450 :c5production: Production
Policies Required: 12
+1 Paper. +20% :c5production: Production of Diplomatic Units in this City. All Chanceries gain +2 :c5gold: Gold.

Taj Mahal:
Cost: 450 :c5production: Production
+3 :c5goldenage: GAP
Policies Required: 12
The Empire enters a :c5goldenage: Golden Age.

Topkapi Palace:
Cost: 450 :c5production: Production
Policies Required: 12
+1 :c5faith: Faith from Defensive buildings.

Tower of Buddhist Incense:
Cost: 65 :c5production: Production
National Population Required: 30 (previously 40)
Receive a free Great Person of your choice. Reduces Religious Unrest in all Cities.

Versailles:
Cost: 450 :c5production: Production
Free Great Writer
Policies Required: 12
Extends the length of "We Love the King Day" by 25% empire-wide.



Spoiler Enlightenment Wonders and National Wonders :

Fasil Ghebbi:
Cost: 575 :c5production: Production
Policies Required: 13
+150 HP, +5 Defense and +5 Military Unit Supply Cap. Friendly military units within 3-tile range of Fasil Ghebbi gains +25% CS.

Kronborg:
Cost: 575 :c5production: Production
Free Great Admiral
Policies Required: 13
+50 HP, +3 Defense and +1 Military Unit Supply Cap in all Coastal Cities. +25% production for naval units in the City where the Wonder is built in.

Torre Del Oro:
Cost: 500 :c5production: Production
Free Drydock and +1 Trade Route
Policies Required: 12
Naval trade routes have a 50% increased range.

Uffizi:
Cost: 500 :c5production: Production
Free Great Artist
Policies Required: 12
+1 :c5culture: Culture from Great Works in all Cities. +10 :c5culture: Culture when Themed.

Wat Phra Kaew:
Cost: 500 :c5production: Production
Policies Required: 12
+1 :c5science: Science from Shrines and Temples.


Spoiler Misc :

Flood Plain Base yield increased to 2 :c5food: Food
Classical, Medieval, Renaissance Era and Enlightenment Era Unit Costs Reduced

 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.7 of this mod is here! Changelog and details below.

This will be my last update for 2022. I also don't plan on doing updates until I get more gameplay in and/or get feedback (unless it's a hotfix). It's difficult for me to gauge the numbers from Modern Era onward so I decided to postpone the update until I get a better idea.

The to-do-list for my next couple of updates will be:
  • Tweak numbers based on my own gameplay and feedback from players
  • Modern Era Yield Reduction
  • Ideology Yield Reduction
  • Atomic Era Yield Reduction
  • Information Era Yield Reduction
  • Other tweaks and changes
I wish to thank anyone who has given this mod a chance. I also wish everyone a Happy New Year! :)

Code:
Changelog:
Enlightenment Era Policies Yields reduced.
Industrial Era Buildings, National Wonders and Wonders Yields reduced
Tech costs up to Industrial Era have been adjusted.
Minor fixes and adjustments

Spoiler Detail :

Spoiler Enlightenment Era Policies :

Industry:
Opener:
+100% :c5production: Production speed of Train Stations and Seaports.

Scalar:
-5% :c5gold: Gold needed for purchases

Finisher:
Unlocks building Broadway
Specialists gain +2 :c5gold: Gold
Allows for the purchase of Great Merchants with Faith starting in the Industrial Era

Free Trade:
One Additional Trade Route. +3 :c5gold: Gold from International Trade Routes.

Division of Labor:
+2% :c5production: Production and :c5gold: Gold generated by Forges, Windmills, Workshops, Cloth Mills, Factories, Train Stations and Seaports.

Entrepreneurship:
+25% Yields when you expend Great Merchants or Great Engineers for their Instant Yield abilities. Great Merchants are earned 50% faster.

Mercantilism:
Markets, Caravansaries, Customs Houses, Banks, Weigh Houses, and Stock Exchanges generate +2% :c5science: Science.

Protectionism:
:c5gold: Gold investments in Buildings reduce their :c5production: Production cost by an additional 10%. Cities earn +5 :c5science: Science when they construct Buildings, scaling with Era.

Imperialism:
Opener:
+10% :c5production: Production for Military Units. -5% :c5gold: Gold required for upgrades.

Scalar:
-5% :c5gold: Gold required for upgrades.

Finisher:
Unlocks building the Pentagon
All Naval Units gain the Ironsides Promotion.
Allows for the purchase of Great Admirals with Faith starting in the Industrial Era

Martial Law:
Yield penalties in puppet cities reduced to 60% (from 80%). +1 Movement for Naval units, Embarked units and Great Generals.

Colonialism:
Each unique Global Monopoly modifier is increased by an additional 5% if it's percentage based, or +2 otherwise. +1 Sight for Naval Melee and Land Melee Units.

Exploitation:
Farms, Camps, Plantations and Fishing Boats gain +2 :c5food: Food and +1 :c5production: Production. Military Units can be upgraded in territory owned by Vassals and friendly City-States.

Regimental System:
Earn Great Generals and Great Admirals 33% more quickly. The Great General and Great Admiral Combat Bonus aura is increased by 10% and its radius by 1 Tile.

Civilizing Mission:
Puppet Cities and Cities with a Courthouse gain +5% :c5production: Production towards buildings, with an additional 5% :c5production: Production per Era difference between your current Era and the building's Era.

Rationalism:
Opener:
+2 :c5production: Production from all Strategic Resources

Scalar:
+3% :c5science: Science

Finisher:
Unlocks building the Bletchley Park
+33% Great Scientist rate in all Cities
Allows for the purchase of Great Scientists with Faith starting in the Industrial Era

Scientific Revolution:
Allows for the construction of Observatories in all Cities. +1 :c5culture: Culture from all Strategic Resources.

Enlightenment:
Receive one free Technology. +1 :c5culture: Culture from Observatories.

Empiricism:
Improves Spy Resistance in all Cities by 34%. Specialists consume 2 less :c5food: Food than normal (minimum 1).

Free Thought:
+25% Yields for Great Scientists. +2 :c5science: Science from Observatories.

Rights of Man:
+2 :c5production: Production and :c5gold: Gold from Villages. +2 :c5gold: Gold from Observatories.


Spoiler Industrial Buildings :

Agribusiness:
Cost: 625 :c5production: Production
3 :c5gold: Maintenance
-2 Horses
+2 :c5food: Food from Farms and Pastures. 5% of :c5food: Food created by the City counts as :c5gold: Gold per Turn.

Factory:
Cost: 625 :c5production: Production
3 :c5gold: Maintenance
-1 Coal
+4 :c5production: Production, +5% :c5production: Production
Manufactories worked by the City gain +3 :c5production: Production. 1 Specialist in this City no longer produces Unhappiness from Urbanization.

Hotel:
Cost: 500 :c5production: Production
No :c5gold: Maintenance
+3 :c5gold: Gold and :tourism: Tourism

Menagerie:
Cost: 625 :c5production: Production
No :c5gold: Maintenance
+3 :c5science: Science
Nearby Jungle and Forest tiles gain +1 :tourism: Tourism.
-1 Unhappiness from Boredom.

Military Academy:
Cost: 625 :c5production: Production
3 :c5gold: Maintenance
+15% :c5production: Production towards Land Units, and +25 XP for all Units. Increases the Military Unit Supply Cap by 2.
-1 Unhappiness from Distress.

Museum:
Cost: 625 :c5production: Production or 200 :c5faith: Faith
3 :c5gold: Maintenance
+3 :c5culture: Culture
Great Works in the City produce +1 :tourism: Tourism and :c5culture: Culture. +25% Great Artist Rate in the City.
-1 Unhappiness from Boredom. +5 :c5culture: Culture if Themed.

Seaport:
Cost: 625 :c5production: Production
3 :c5gold: Maintenance
-1 Coal
+10% :c5production: Production
+1 :c5production: Production and :c5gold: Gold from all Coast and Ocean tiles. Increases the Military Unit Supply Cap from the Population in the City by 15%.
Can only be constructed in a Coastal City, and cannot have a Train Station in the City.

Train Station:
Cost: 625 :c5production: Production
3 :c5gold: Maintenance
-1 Coal
+10% :c5gold: Gold
Internal Trade Routes from this City generate +3 :c5production: Production and :c5food: Food. Requires a Connection via Railroad Tiles or by Sea to the Capital, or to a City connected to the Capital, before it can be constructed.
City cannot have Seaport in the City.


Spoiler Industrial Wonders and National Wonders :

Brandenburg Gate:
Cost: 900 :c5production: Production
Free Great General
Policies Required: 16
+15 XP for Units built in all Cities. Increases the Military Unit Supply Cap by 7. -1 Unhappiness from Distress in this City.

Eiffel Tower:
Cost: 900 :c5production: Production
Policies Required: 16
:c5culture: Culture cost of adopting new Policies reduced by 10%.

Louvre:
Cost: 900 :c5production: Production
Free Great Artist and 2 Free Archaeologist
Policies Required: 0
Requires completion of Artistry Branch. +1 :c5culture: Culture from Museums. +15 :c5culture: Culture if Themed.

Neuschwanstein:
Cost: 800 :c5production: Production
Policies Required: 15
Can only be built in a City within 2 tiles of a Mountain that is inside your territory. +1 :c5gold: Gold, :c5culture: Culture and Happiness from every Castle.

Palace of Westminster:
Cost: 900 :c5production: Production
Free Great Merchant
Policies Required: 0
Requires completion of Statecraft Branch. Grants 2 Additional Delegates in the World Congress for every 8 City-States in the game. -1 Unhappiness from Poverty in this City.

Slater Mill:
Cost: 800 :c5production: Production
Free Factory
Policies Required: 15
+10% :c5production: Production
Grants 4 Free Coal.

Smithsonian Institute:
Cost: 800 :c5production: Production
Free Museum
Policies Required: 15
+4 :c5science: Science
Reduces Unhappiness Needs Modifier for Illiteracy by 10% in all Cities. +3 :c5science: Science and :c5gold: Gold if Themed.


Spoiler Misc :

Reduce Tech costs from Medieval Era onward
Pictish Warrior Faith Yields on Kills reduced.
Yields from Chopping Forests/Jungles Reduced

 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.8 of this mod is here! Changelog and details below. Only played a few games so balance changes have been minimal.

Code:
Ideology Tenets Yields Reduced
Modern Buildings, National Wonders and Wonders Yields Reduced
Corporations Yields Reduced
Bugfixes and minor balance changes made

Spoiler Detail :

Spoiler Ideology Tenets :

Freedom:
Level 1:
Avant Garde:
The rate at which Great People are born in increased by 33%. -2 Unhappiness from Boredom in all Cities.

Civil Society:
Specialists consume 1 :c5food: Food less than Normal (Minimum 1:c5food: Food)

Cover Action:
Chance of rigged elections and coups in City-States doubled. Receive one or more additional Spies (based on number of City-States in game).

Creative Expression:
+1 :tourism: Tourism from Great Works.
Museums, Galleries, Broadcast Towers, Opera Houses, and Amphitheaters gain +2 :c5goldenage: GAP.

Draft Registration:
Military Units Purchased with Gold receive full XP (instead of Half).

Economic Union:
Receive one additional trade route. +6 :c5gold: Gold from trade routes with civilizations following Freedom.

Universal Suffrage:
A :c5goldenage: Golden Age Begins; :c5goldenage: Golden Ages last 25% Longer.

Level 2:
Arsenal of Democracy:
+15% :c5production: Production towards military units. +10 Influence with all known City-States when you expend Great People.

Capitalism:
Specialists generate +1 :c5gold: Gold.

New Deal:
Landmarks and Great Person Improvements produce +3 of the appropriate yield and +1 :tourism: Tourism.

Self-Determination:
Liberating a City gives 15 XP to all units, 50 Influence with all City-States, and 20 :c5science: Science scaling by Era and City Population. The liberated city gains an Arsenal and 6 Units.

Their Finest Hour:
+25% :c5production: Production towards Air Units. Can build B17 Bombers.

Transnationalism:
Global franchise maximum increased by 25%, and every Town counts as a Franchise. +2 :c5culture: Culture from Corporate Offices.

Universal Healthcare:
Receive a free Hospital in every City.

Level 3:
Media Culture:
+50% :tourism: Tourism generated by Cities with a Broadcast Tower.

Space Procurements:
May invest in Spaceship parts with :c5gold: Gold. +10% :c5science: Science from Research Labs.

Treaty Organization:
+4 Delegates (scaling with map size) for the World Congress.

Order:
Level 1:
Communism:
:c5gold: Gold cost of purchasing buildings reduced by 25%.

Double Agents:
Receive 3 or more Additional Spies (based on number of City-States in game). Spies twice as likely to capture enemy spies in owned Cities.

Hero of the People:
Great Person rate increases by 15%. A Great Person of your choice appears near your Capital.

Patriotic War:
Land Units gain +20% Strength when in or adjacent to a City. Can build T-34s.

Peace, Land, Bread:
Building Maintenance reduced by 20%.

People's Army:
Public Schools produce +3 :c5culture: Culture and +1 Happiness.

Workers' Faculties:
Receive 5 Free Factories immediately.

Level 2:
Academy of Sciences:
-2 Unhappiness from Illiteracy in all Cities. Receive 5 free Research Labs in your Empire.

Cultural Revolution:
+25% :tourism: Tourism to other Order Civilizations, and +1 :tourism: Tourism from all Great Works.

Dictatorship of the Proletariat:
+25% :tourism: Tourism to civilization with less Happiness. +1 Happiness from Factories.

Five Year Plan:
+1 :c5production: Production for every Mine, Quarry, Lumber Mill, Logging Camp and Unique Improvement.

Nationalization:
Each Corporate office counts as a Franchise. Foreign Franchises no longer benefit your Corporation, you can no longer construct Franchises in foreign Cities (except Vassals), and foreign Corporations can no longer set up Franchises in your Cities (except Masters). +2 :c5science: Science from all Corporation Offices.

Party Leadership:
+3 :c5food: Food, :c5science: Science, :c5gold: Gold and :c5culture: Culture per City.

Resettlement:
All Cities gain +1 Citizen immediately. No Partisans from razing enemy Cities.

Level 3:
Great Leap Forward:
Receive two free Technologies.

Iron Curtain:
Free Courthouse upon city capture and immediate annexation. City connections generate +3 :c5gold: Gold and :c5production: Production.

Spaceflight Pioneers:
Gain a free Great Engineer and Great Scientist. May finish Spaceship parts with Great Engineers. Hurrying :c5production: Production with Great Engineers now 50% more effective.

Autocracy:
Level 1:
Elite Forces:
Newly created Military Units receive +15 Experience. Military Units gain 50% more Experience from combat.

Futurism:
Earn 25 :tourism: Tourism when you conquer a city for the first time, scaling with Era and city size.

Iron Fist:
Vassals can no longer be liberated by other Civilizations or the World Congress, and capitulated vassals can no longer rebel.

Lebensraum:
Citadel tile-acquisition radius doubled.

Military-Industrial Complex:
-33% :c5gold: Gold cost of purchasing/upgrading units.

New World Order:
-2 Happiness from Distress in all Cities. Police Stations and Constabularies provide +3 :c5culture: Culture and +5 :c5production: Production, and are constructed 100% more quickly.

United Front:
Unit Supply generated by Population increased by 50%. While at War, influence with allies City-State does not decay.

Level 2:
Commerce Raiders:
+10% :c5production: Production from Seaports. Submarines and Melee Naval Units gain the Prize Rules Promotion.

Lightning Warfare:
+3 Movement for Great Generals. Gun units gain +15% attack and ignore enemy ZOC; Armor units gain +15% attack and +1 Movement.

Martial Spirit:
+25% CS when attacking for 50 turns (applies only to melee units), scaling with Gamespeed. War Weariness reduced by 25% and Razing Speed is doubled.

Police State:
+3 Local Happiness from every Courthouse, and +1 Happiness from Police Stations. Build Courthouses in half of the usual time.

Syndicalism:
Corporate Franchises count double in the Cities of Civilizations you are at least Popular with, and this extra Franchise does not count against your Global Franchise maximum. +2 :c5production: Production from all Corporation Offices.

Third Alternatives:
Quantity of Strategic Resources produced is increased by 100%. Reduces Unit :c5gold: Gold Maintenance costs by 25%.

Total War:
+25% :c5production: Production when building Land Units. Warscore increases 25% more quickly, and it its 25% easier to bully City-States.

Level 3:
Air Supremacy:
Receive a free Airport in every City. Can build Zeroes.

Cult of Personality:
+50% :tourism: Tourism to civilization fighting a common enemy. Free Great Person of your choice.

Tyranny:
No penalty for bullying friend City-States. Doing so decreases the influence of all other Civs with that City-State by 10% and increases your Influence by 10%.


Spoiler Modern Buildings :

Arsenal:
Cost: 900 :c5production: Production
3 :c5gold: Maintenance
12 :c5strength:, +175 HP
Military Units Supplied by this City's population increased by 10%. Increases the City's Ranged Strike Range by 1.
Garrisoned Units receive an additional 5 Health when healing in this City.
Empire Size Modifier is reduced by 5% in this City.

Broadcast Tower:
Cost: 1000 :c5production: Production or 250 :c5faith: Faith
3 :c5gold: Maintenance
+2 :c5culture: Culture and :tourism: Tourism
Great Works in the City produce +1 :tourism: Tourism
-1 Unhappiness from Boredom.
+10 :c5gold: Gold if Themed.

Hospital:
Cost: 900 :c5production: Production
3 :c5gold: Maintenance
+2 :c5food: Food
5% of the City's :c5food: Food is converted into :c5science: Science every turn. Land Units in this City heal 10 points per turn whether or not they take an action. -1 Unhappiness from Poverty.

Mine Field:
Cost: 900 :c5production: Production
3 :c5gold: Maintenance
10 :c5strength:, +300 HP
Enemy Naval Units and Embarked Units expend all Movement when entering water tiles owned by this City.
Requires 1 Iron. Can only be built in a City on the coast with a Harbor.

Refinery:
Cost: 1000 :c5production: Production
3 :c5gold: Maintenance
+3 :c5production: Production
Produce 1 Iron, Coal and Oil. Can be built in up to 5 Cities maximum.

Research Lab:
Cost: 1000 :c5production: Production or 250 :c5faith: Faith
3 :c5gold: Maintenance
+2 :c5science: Science from Hospitals, Factories and Medical Labs, and Great Scientists are produced 33% more quickly in this City.
-1 Unhappiness from Illiteracy.

Stock Exchange:
Cost: 900 :c5production: Production
No :c5gold: Maintenance
+3 :c5gold: Gold
Cost of :c5gold: Gold purchasing in this City reduced by 20%. +2 :c5gold: Gold from Towns and Villages worked by this City.

Wire Service:
Cost: 900 :c5production: Production
3 :c5gold: Maintenance
+20% :c5production: Production of Diplomatic Units in this City.
+1 :c5culture: Culture in City for every City-State Friend and +1 :c5culture: Culture and :c5science: Science for every Ally (bonuses don't stack).


Spoiler Modern Wonders and National Wonders :

Broadway:
Cost: 1200 :c5production: Production
Free Great Musician
Policies Required: 0
+50 :c5culture: Culture when you construct a building in this City, scaling with Era. +20 :c5gold: Gold if Themed.

Cristo Redentor:
Cost: 1200 :c5production: Production
Policies Required: 21
+10 :tourism: Tourism
Hotels provide +2 :c5goldenage: GAP, :c5culture: Culture and :tourism: Tourism

Empire State Building:
Cost: 1000 :c5production: Production
Free Stock Exchange
Policies Required: 19
Receive a Free Great Person of your choice. Specialists in this City produce +1 :c5gold: Gold.

Foreign Bureau:
Cost: 65 :c5production: Production
Free Paper
National Population Required: 45
+20% :c5production: Production of Diplomatic Units in this City.

Hall of Honor:
Cost: 65 :c5production: Production
National Population Required: 45
Requires Autocracy. +10% :c5production: Production in the City in which it is built. Receive 1 Additional Delegates in the World Congress for every Enemy capital you control.

Hoover Dam:
Cost: 750 :c5production: Production
No :c5gold: Maintenance
1 of 3 Mutually Exclusive Unique American Wonders. Requires Construction of Independence Hall in any owned city. Can only be built in a City next to fresh water.
:c5gold: Gold costs of acquiring new tiles reduced by 25% in every City. +4 :c5gold: Gold and :c5production: Production to all Hotels, Stadiums and World Wonders.

International Finance Center:
Cost: 65 :c5production: Production
National Population Required: 45 (previously 60)
Requires Freedom. +5% :c5food: Food and :c5gold: Gold in the City where it is built. Receive 1 Additional Delegate in the World Congress for every 2 Declaration of Friendship you currently have with other players.

Kremlin:
Cost: 1000 :c5production: Production
Policies Required: 19
Requires Order. +50% :c5production: Production when building Armor Units. 1 Free Social Policy. -1 Unhappiness from Distress in all Cities.

Museum of Modern Art:
Cost: 750 :c5production: Production
No :c5gold: Maintenance
1 of 3 Mutually Exclusive Unique American Wonders. Requires Construction of Independence Hall in any owned city.
:c5gold: Gold costs of acquiring new tiles reduced by 25% in every City. +2 :c5culture: Culture and :c5science: Science to all Museums, Research Labs and World Wonders.

Palace of Culture and Science:
Cost: 65 :c5production: Production
National Population Required: 45 (previously 60)
Requires Order. +5% :c5culture: Culture and :c5science: Science in the City in which it is built. Receive 1 Additional Delegate in the World Congress for every Defensive Pact or Vassal you currently have.

Prora:
Cost: 1000 :c5production: Production
Policies Required: 19
Requires Autocracy. Receive 1 Free Social Policy. +1 Happiness in the Capital for every 2 Policies you have adopted. Receive 10 :c5culture: Culture when any owned Unit pillages a tile, scaling with Era.

Statue of Liberty:
Cost: 1000 :c5production: Production
Policies Required: 19
Requires Freedom. Receive 1 Free Social Policy. +1 :c5production: Production from Specialists in every City.

West Point:
Cost: 750 :c5production: Production
No :c5gold: Maintenance
1 of 3 Mutually Exclusive Unique American Wonders. Requires Construction of Independence Hall in any owned city.
:c5gold: Gold costs of acquiring new tiles reduced by 25% in every City. +4 :c5production: Production and +2 :c5science: Science to all Military Academies, Military Bases and World Wonders.



Spoiler Improvements :

Oil Well:
Base: +2 :c5production: Production and :c5gold: Gold


Spoiler Corporations :

Centaurus Extractors Inc:
+1 Trade Route
Sea Trade Route Unit max range doubled.
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

Centaurus Extractors Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+1 :c5production: Production on all Sea Tiles near the City.
Every Trade Route from this City to a foreign City with a Centaurus Extractors Franchise increases this City's :c5science: Science by 5%.

Civilized Jewelers Inc:
+1 Trade Route
All Trade Units move twice as fast.
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

Civilized Jewelers Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+2% :c5goldenage: Golden Age Length Modifier. +50% Great Person rate in City.
Every Trade Route from this City to a foreign City with a Civilized Jewelers Franchise increases this City's :c5gold: Gold by 10%.

Firaxite Materials Inc:
+1 Trade Route
Trade Routes cannot be plundered.
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

Firaxite Materials Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+20% :c5production: Production when constructing Buildings in this City.
Trade Routes to foreign Cities with a Firaxite Materials Franchise produce 50% more :c5science: Science.

Giorgio Armeier Inc:
+1 Trade Route
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 4%.

Giorgio Armeier Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+1 :c5culture: Culture from Specialists in this City.
Every Trade Route from this City to a foreign City with a Giorgio Armeier Franchise increases this City's :c5culture: Culture by 5%.

Hexxon Refineries Inc:
+1 Trade Route
Franchise Spread Chance increases from 5% to 10%.
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

Hexxon Refineries Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+15% :c5production: Production when training Military Units in this City.
Every Trade Route from this City to a foreign City with a Hexxon Refineries Franchise increases this City's :c5production: Production by 10%.

Trader Sid's Inc:
+1 Trade Route
Land Trade Unit max distance doubled.
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

Trader Sid's Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
Incoming Trade Routes generate +4 :c5gold: Gold for the City and for Trade Route owner.
Trade Routes from this City to foreign Cities with a Trader Sid's Franchise increases this City's :c5gold: Gold by 25%.

TwoKay Foods Inc:
+1 Trade Route
Trade Routes reveal the Fog of War
Every Franchise in a foreign Civilization's Cities increases your :tourism: Tourism with them by 2%.

TwoKay Foods Office:
Cost: 600 :c5production: Production
3 :c5gold: Maintenance
+10% :c5food: Food in the City. Reduce Unhappiness from all Needs by 1.
Every Trade Route from this City to a foreign City with a TwoKay Foods Franchise increases this City's Growth rate by 10%.


Spoiler Misc :

Progress Opener given +2 Culture when a Building is constructed, scaling with Era.
Authority Culture from Kills slightly nerfed.
Rationalism Empiricism Specialist now consume 1 less :c5food: Food (instead of 2 less).
All Normal Improvement Yields from Technology removed.

 

DImensiondog

Warlord
Joined
Apr 12, 2021
Messages
150
I love the mod, but i find science too hard to get in the first 2 eras. I've been tech leader and focused on science and been mid classical in 800AD. Perhaps some more science is needed.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
I love the mod, but i find science too hard to get in the first 2 eras. I've been tech leader and focused on science and been mid classical in 800AD. Perhaps some more science is needed.
Thanks for trying out the mod! Instead of adding more science, I'll just cut down on the tech cost.

Is it possible for you to post a screenshot of the map with all your Cities? I think that will help me better gauge what tech cost I should be using. Thanks!

Thanks! I didn't realize that was public but I'll accept it! :D
 

Aiken_Drumn

Deity
Supporter
Joined
Oct 16, 2021
Messages
2,738
Location
NES/FG/SF Activity:Arguing the toss
If you'd rather it not be, im sure you can hide it in your settings. I hope you got some cake, and if not, there is still time! :D
 

N.Core

Chief of Neoa
Joined
May 17, 2021
Messages
292
Location
East Indies
It's interesting to see someone trying to fix yield inflation on VP.
But it seems like you aren't taking recent tech cost changes into account. Because as per v2.7.3 there was a tech cost overhaul which makes all tech costs much more expensive (essentially inflating the costs).


You can probably experiment with it by reverting to the old tech cost.
 
Top Bottom