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[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
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.

I'm taking one of the more drastic ways of fixing yield inflation. After all the changes I've made, I'm actually shocked how bloated everything was. It really shows with late-game buildings and Wonders when they had to do everything and have large numbers slapped onto them.

With the changes, I doubt even the old tech costs make any sense. My numbers are much smaller and some of them may need to be even smaller. I think only through feedback and playing can I find proper values for those tech costs. I've already halved the existing tech costs from v3.0.0 and even those may be a bit much starting in the Classical Era.
 

N.Core

Chief of Neoa
Joined
May 17, 2021
Messages
292
Location
East Indies
I'm taking one of the more drastic ways of fixing yield inflation. After all the changes I've made, I'm actually shocked how bloated everything was. It really shows with late-game buildings and Wonders when they had to do everything and have large numbers slapped onto them.

With the changes, I doubt even the old tech costs make any sense. My numbers are much smaller and some of them may need to be even smaller. I think only through feedback and playing can I find proper values for those tech costs. I've already halved the existing tech costs from v3.0.0 and even those may be a bit much starting in the Classical Era.
I'm currently trying to re-balance the cost of EEVP tech costs because it still uses the old cost and not have been updated to reflect the v2.7.3 tech cost change.
So if you play with the current EEVP, the research is much faster than VP.

You can see my calculation here, maybe you can use this as a reference and I could also add your tech costs to this:
 
Last edited:

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.9 of this mod is here! Changelog and details below. This will be the last of the "major" updates for this mod. Remaining tasks will be, through feedback and my own games, tweaking various values to achieve some level of balance along with maintenance (keeping it consistent whenever VP gets a new patch). If I overlooked certain things, they will be patched as well.

With the foundation more or less laid down, I will be working on the other components. I'm not sure when they'll come out but I do plan on chipping away at them. I wish to thank those who took the time to do the poll. There's a split between Local Development Mod and Tweak Mod. I'm still in the design stages of the Tweak Mod while the Local Development Mod still needs more time (see spoiler below for what's been completed thus far). The Tweak Mod will have two components: Core and Experimental. The Core components will stay with the mod while the Experimental component will be scrapped, become a Core component or make its way to one of the modular modmods. The Local Development Mod will be an ongoing thing where some yields will have immediate impact while others will take far longer to implement due to UI and Lua work that go into them.

Spoiler Local Development Mod Teaser :

Local Development Mod.jpg



Code:
Atomic Buildings, National Wonders and Wonders Yields Reduced
Information Buildings and Wonders Yields Reduced
Project related Wonders (Apollo Program, Crystal palace, etc..) Yields Reduced
Espionage Siphon Yields Reduced
All Units Cost Reduced
Tech Costs Readjusted up to Modern Era
Tech Costs Reduced from Atomic Era onward

Spoiler Detail :

Spoiler Atomic Buildings :

Airport:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
Allows Airlifts to or from this City. Increases Air Unit Capacity of the City from 2 to 6. +10 Damage to Air Units during Air Strikes on City.

Medical Lab:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
+2 Population when completed. 15% of :c5food: Food is carried over after a new Citizen is born. Scientist, Merchant and Engineer Specialists in the City produce +1 of their base Yield.

Military Base:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
20 :c5strength:, +200 HP
+25% :c5production: Production of Air Units. +15 Damage to Air Units during Air Strikes on City. Increases the City's Ranged Strike Damage by 10%. Garrisoned Units receive an additional 15 Health when healing in this City.
-1 Unhappiness from Distress. Empire Size Modifier is reduced by 5% in this City.

Police Station:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
Improves City Spy Resistance by 50%. When an Enemy Spy is killed in this City, gain :c5science: Science and :c5culture: Culture, scaling with Era and the Level of the Spy killed.
-1 Unhappiness from all Needs.

Recycling Center:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
Provides 2 Aluminum.
Maximum of 5 of these Buildings in your Empire.

Stadium:
Cost: 1125 :c5production: Production or 300 :c5faith: Faith
4 :c5gold: Maintenance
+1200 :c5goldenage: GAPs and +20 Influence with all City-States when completed.
+1 :tourism: Tourism from Great Works. Requires a Zoo in the City.

Strategic Defense System:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
50% chance to detonate nuclear weapons early. Early detonations destroy Atomic Bombs outright and make Nuclear Missiles only as effective as Atomic Bombs. Reduces population loss from nuclear attack by 75%. +10 Damage to Air Units during Air Strikes on City.


Spoiler Information Buildings :

Hydroelectric Power Plant:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+15% :c5production: Production
All City Process are 10% more efficient at converting :c5production: Production into Yields.
+1 :c5production: Production and :c5gold: Gold on every Lake Tile and tiles next to a River.
Requires 1 Aluminum to be built. City must be built next to a River. City must not contain another energy-producing Plant.

Interpretive Center:
Cost: 1125 :c5production: Production
4 :c5gold: Maintenance
+2 Happiness
+1 :c5culture: Culture and :tourism: Tourism from all Landmarks in Empire.

Nuclear Power Plant:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+50% :c5production: Production
All City Process are 10% more efficient at converting :c5production: Production into Yields.
Requires 1 Uranium to be built. City must not contain another energy-producing Plant.

Solar Farm:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+15% :c5production: Production
All City Process are 10% more efficient at converting :c5production: Production into Yields.
+1 :c5science: Science on all Land tiles.
Requires 1 Aluminum to be built. City must be built on or next to Desert. City must not contain another energy-producing Plant.

Spaceship Factory:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+10% :c5science: Science
+50% :c5production: Production when building Spaceship Parts. Requires 1 Aluminum.

Tidal Power Plant:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+15% :c5production: Production
All City Process are 10% more efficient at converting :c5production: Production into Yields.
+1 :c5production: Production and :c5food: Food on every Sea Tile.
Requires 1 Aluminum to be built. City must be built on the Coast. City must not contain another energy-producing Plant.

Wind Farm:
Cost: 1250 :c5production: Production
4 :c5gold: Maintenance
+15% :c5production: Production
All City Process are 10% more efficient at converting :c5production: Production into Yields.
+1 :c5culture: Culture on all Land tiles.
Requires 1 Aluminum to be built. City must not contain another energy-producing Plant.


Spoiler Atomic Wonders and National Wonders :

Bletchley Park:
Cost: 1200 :c5production: Production
Policies Required: 0
Requires completion of Rationalism Branch. All Scientist Specialists gain +1 :c5science: Science. Improves City Spy Resistance by 15% in all Cities, provides 2 or more Additional Spies (based on number of City-States in game), and levels up all existing Spies.

National Intelligence Agency:
Cost: 65 :c5production: Production
National Population Required: 60 (previously 70)
Improves City Spy Resistance by 15%, provides 1 or more Additional Spies (based on number of City-States in game), and levels up all existing Spies.
-1 Distress in all Cities.

Pentagon:
Cost: 1200 :c5production: Production
2 Free Jet Fighter
Policies Required: 0
Requires completion of Imperialism Branch. Increases Military Unit Supply Cap by 1, and the Air Unit Cap by 2 in every City. +50% :c5production: Production of Air Units in the City, and Air Units created in the City gain +20 XP.

The Motherland Calls:
Cost: 1400 :c5production: Production
Free Police Station
Policies Required: 23
Building Maintenance reduced by 15% in all Cities.


Spoiler Information Wonders and National Wonders :

CERN:
Cost: 2000 :c5production: Production
Policies Required: 27
Receive 2 Free Technologies and +100 Influence with all City-States in the world.

CN Tower:
Cost: 1700 :c5production: Production
Policies Required: 25
+1 Happiness in every City. All Great Works gain +2 :c5gold: Gold and :tourism: Tourism.

Great Firewall:
Cost: 2000 :c5production: Production
Policies Required: 27
All Research Labs gain +3 :c5science: Science. 99.9% reduction in effectiveness of enemy Spies in the City. All other Cities in your Empire get a 25% reduction in enemy Spy effectiveness.

Hubble Space Telescope:
Cost: 2000 :c5production: Production
Free Spaceship Factory and Great Scientist
Policies Required: 27
+25% :c5production: Production when building Spaceship parts.

Sydney Opera House:
Cost: 1700 :c5production: Production
Policies Required: 25
Can only be constructed in a Coastal City. Receive 1 Free Social Policy and +25% :c5culture: Culture in this City. +15 :c5culture: Culture if Themed.



Spoiler Other Wonders and Projects :

Apollo Program:
Cost: 1500 :c5production: Production
If you are the First to complete this, receive 1 Free Great Scientist near your Capital, and your Empire enters a :c5goldenage: Golden Age.

Citizen Earth Protocol:
Cost: 3000 :c5production: Production

Crystal Palace:
Cost: 1875 :c5production: Production
May only be built collaboratively through the World Congress. Receive +1 :c5production: Production and :c5science: Science for all Factories in owned Cities. The Empire enters a Golden Age.

Grand Canal:
Cost: 750 :c5production: Production
May only be built collaboratively through the World Congress. Receive 1 Additional Trade Route. Grants all Naval Units except Submarines and Carriers the Treasure Fleet Promotion, which grants +10% CS when attacking, +1 Sight, and the ability to heal Outside of Friendly Territory.

International Space Station:
Cost: 4125 :c5production: Production
May only be built collaboratively through the World Congress. +1 :c5production: Production from Scientists, and +1 :c5science: Science from Engineers. Great Scientists provide 33% more :c5science: Science when used to discover new Technology.

Manhattan Project:
Cost: 1000 :c5production: Production
If you are the First to complete this, receive 1 Free Atomic Bomb and a Free Medical Lab in your Capital.

Menin Gate:
Cost: 1650 :c5production: Production
+2 Happiness
May only be built collaboratively through the World Congress. Forts, Citadels and Landmarks provide +2 :c5culture: Culture and :c5goldenage: GAPs.

Olympic Village:
Cost: 3375 :c5production: Production
+3 Happiness
May only be built collaboratively through the World Congress. All Stadiums receive +2 :c5gold: Gold and :tourism: Tourism.

United Nations:
Cost: 2550 :c5production: Production
May only be built collaboratively through the World Congress. Receive 1 Additional Delegate in the World Congress for every 8 City-States in the game. When you expend a Great Person, earn 10 Influence with all City-States you have met. Triggers a :c5goldenage: Golden Age, as well as the United Nations Special Session of the World Congress.


Spoiler Misc :

Espionage Yields from Siphoning halved
Unit Costs (include SS parts) reduced
Tech Costs Readjusted between Ancient and Modern Era
Tech Costs reduced from Atomic Era onward

 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Local Development? So basically your version of JFD's Cities in Development?
It's inspired by JFD's Cities in Development. It probably won't be as in-depth and it's heading in a different direction.
 

amateurgamer88

Emperor
Joined
Aug 24, 2018
Messages
1,521
Hi everyone! v0.10 of this mod is here! Changelog and details below. Other than the Authority Policy Tree rework, the rest of the changes are balance changes and bug fixes.

Code:
Unit or Promotion Changes:
Reduced Comanche Science from Pillage.
Faith from kills for Pictish Warriors reduced to 50% from 100%.

Building/Wonder/National Wonder Changes:
Palace now provides -5 Unhappiness from Urbanization of all Cities.
Observatory base Science reduced from 3 to 2
Wonder costs increased for same era and previous Era to 125% and 100% respectively

Improvement Changes:
Manufactory gains +1 Production when Machinery, Metallurgy and Manufacturing are researched.
Academy gains +1 Science when Scientific Theory is researched.

Policy Changes:
Free Thought gives +1 (instead of +2) Science to Observatory
Rights of Man gives +1 (instead of +2) Gold to Observatory
Colonialism gives +1 Yield instead of 2 for Monopolies
Equality gains +1 Gold in all Cities.
Expertise loses +1 Production in all Cities and gains +1 Gold in all Cities.
Authority Policy Tree Reworked

Specialist Changes:
Merchants gain +1 Gold when Trade and Banking are researched.
Engineers gain +1 Production when Machinery and Metallurgy are researched.
Civil Servants gain +1 Gold when Civil Service is researched.
Scientists gain +1 Science when Scientific Theory is researched.

Misc. Changes:
Wealth moved to Trade.
GPP reduced from Coup CS Quest
Increased research cost start in Renaissance Era by 10%
Faith Purchase Great People unlocked in Enlightenment Era (as opposed to Industrial Era)
Fixed Tutelary Gods belief (typo resulted in bonuses obtained from Goddess of Protection).
Changed the Policy and Tech Cost increase per City to 2/3/5/10/13/16 for Duel/Tiny/Small/Standard/Large/Huge Maps respectively.

Spoiler Authority Rework :

Authority:
Opener:
+25% combat bonus VS barbarians.
Cities gain 10 :c5culture: Culture when their borders expand.
+1 :c5production: Production in every City.

Scalar:
+2 Border Growth Points in every City.

Dominance:
Cities gain 10 :c5faith: Faith and 10 :c5science: Science when their borders expand.

Tribute:
Cities gain 10 :c5gold: Gold when their borders expand. +1 :c5production: Production in every City.

Imperium:
A free Settler appears near the :c5capital: Capital. +1 :c5production: Production in every City.

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

Honor:
All melee units heal for 15 points after killing a military unit. 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.


During the wait for the VP update, I've been working on the Tweak Mod. Below is a small spoiler as to what to expect for it.

Spoiler :

20230312101236_1.jpg

 
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