pineappledan
Deity
Hello All,
I have been hosting and updating a mod that contains numerous changes for base VP (link). I wanted to put some of these ideas out to a vote to see if the general VP community thinks any of these ideas are good enough to be added into main VP?
Below is a list of all the possible changes. This list does not contain everything in my tweaks mod, since some of the tweaks I have made require too much custom code, or aren't sufficiently polished to be up for a vote. Below are all the ones that I think pass that minimum level of quality:
Swordsman Line Changes:
I reduced the base
CS of swordsmen to 16. This gives a little more space to vary the strength of unique swordsmen:
I have replaced free Cover I with a new free promotion for the Sword line.
Professionalism
This promotions creates a continuation of the Field Works/Entrenchment/DFPs promotion line. Now, beginning in Classical, there is a unit with this anti-ranged niche promotion line in every era.
Skirmisher Line Changes:
Chariot units:
With this change to Skirmishers, Mongolia's UA would also need to be reworked:
Mongols
Adds a new ancient era unit to the Archer line: the Slinger, available from the start of the game
Archer and Composite bowman are both made 1 tech later, stronger, and more expensive
Old Archer:
Trapping Tech / 55
cost
Mathematics Tech / 90
cost
New Slinger:
Agriculture Tech / 45
cost
Calendar Tech / 70
cost (same as Spearman)
Currency Tech / 110
cost (10 more than Sword, 25 less than Pike)
Also changes some techs, reshuffles some things without changing the actual component:
Jungle Chop moved forward to Trapping (1 tech earlier, occupies slot of old Archer)
Catapult moved to Mathematics (same tech level, occupies slot of old Composite Bowman)
This change affects several civilizations with unique Archer and CBows:
Incan Slinger:
Atlatlist:
England
Spain
Songhai
Brazil
Korea
Reworks the 4 existing power plant buildings, and adds a 5th: the Tidal plant.
Refinery
Airport:
Stadium:
National Visitor Centre (National Wonder): Removed and replaced with Interpretive Centre
Interpretive Centre (New Building)
Tech Changes:
CN Tower Wonder Change:
Other Building Changes:
2 new mechanics for players to decide how they will use their empire's land: will you preserve natural features into the late game and convert them into National parks(

), or will you maximize your farmland and urbanization with Supermarkets( 

)?
National Park (worker improvement)
Supermarket (Building)
Building changes:
Zoos only give +1
to Forest and Jungle (down from 2
1
)
+2
to nearby National Parks
I have been hosting and updating a mod that contains numerous changes for base VP (link). I wanted to put some of these ideas out to a vote to see if the general VP community thinks any of these ideas are good enough to be added into main VP?
Below is a list of all the possible changes. This list does not contain everything in my tweaks mod, since some of the tweaks I have made require too much custom code, or aren't sufficiently polished to be up for a vote. Below are all the ones that I think pass that minimum level of quality:
Spoiler Sword Line Changes :
Swordsman Line Changes:
I reduced the base

- Legion remains at 18
CS
- Mohawk remains at 17
CS
- Kris is lowered to 16
CS, same as base swordsman
I have replaced free Cover I with a new free promotion for the Sword line.
Professionalism
+10 HP
+10% Ranged Defense
lost on upgrade
Tercio units also get this promotion. All Tercio units have had their CS reduced by 1 across the board to compensate.This promotions creates a continuation of the Field Works/Entrenchment/DFPs promotion line. Now, beginning in Classical, there is a unit with this anti-ranged niche promotion line in every era.
Spoiler Skirmisher Line Changes :
Skirmisher Line Changes:
Chariot units:
Chariot Archer-Class units have 4 moves
Chariot Movement Penalty is back, but with a twist: Chariots lose 1 extra movement in rough terrain
Chariots have high CS and RCS for their unit line, more like front-line tanks
Post -Chariot Skirmishers:All Non-Chariot Skirmishers have 5 base movement
All Skirmishers RCS has been reduced
Skirmisher doctrine (+/- strength in Open/Rough terrain) has been replaced with a new Skirmisher promotion:
Hit & Run
+50% when defending against ranged attacks
Repetitive with Cover I, yes. But it is necessary to give the skirmishers some defense because their abysmal RCS means they die too easily against ranged units.
With this change to Skirmishers, Mongolia's UA would also need to be reworked:
Mongols
- Skirmisher line units have +1 Attack (loses +2 moves and ZOC bonus)
- Tribute bonus reduced from +100% to +50%
Spoiler Archer Line changes :
Adds a new ancient era unit to the Archer line: the Slinger, available from the start of the game
Archer and Composite bowman are both made 1 tech later, stronger, and more expensive
Old Archer:


2
moves / 2
Range


6
RCS / 4
CS
Old Composite Bowman:



2
moves / 2
Range


11
RCS / 11
CS


New Slinger:


2
moves / 1
Range


6
RCS / 6
CS
New Archer:



2
moves / 2
Range


9
RCS / 7
CS
New Composite Bowman:



2
moves / 2
Range


14
RCS / 12
CS


Also changes some techs, reshuffles some things without changing the actual component:
Jungle Chop moved forward to Trapping (1 tech earlier, occupies slot of old Archer)
Catapult moved to Mathematics (same tech level, occupies slot of old Composite Bowman)
This change affects several civilizations with unique Archer and CBows:
Incan Slinger:
Now a Slinger replacement. Renamed to Waraq'ak
Unlocked at game start / 45

7
/7
(+1/+1)


2
Moves / 2
Range


Dazed promotion (-15% CS to units hit by Waraq'ak)
Babylonian Bowman:Now and Archer replacement
Unlocks at Calendar / 70

10
/9
(+1/+2)


2
Moves / 2
Range


Indirect Fire
Atlatlist:
Stays a Composite Bowman replacement
Unlocked at Mathematics (1 tech earlier) / 100
cost (-10)

2
moves / 2
Range


14
RCS / 13
CS (+0/+1)


Atlatl Strike (+33% vs wounded)
Spoiler small unit CS changes :
- Scout: 10
CS
- Maori Warrior: 21
=> 22
(to match longsword)
Spoiler England Tweak :
England
- Ship of the Line loses
Breacher andIndomitable promotion. Gains Splash I and II promotions.
Spoiler Spain Tweak :
Spain
- Conquistador now replaces Explorer and unlocks at Compass instead of Chivalry
- Has 23
CS and 3
Moves.
- Gains Overrun and Vanguard promotions for free
- Cities settled by Conquistadors no longer get a free Castle
- Instead, Cities built by Conquistadors have access to the Missionbuilding
- Missions can be purchased with
Faith
- Missions give +2
Faith, +3
Defense, +100 HP, and +1
Faith to nearby Haciendas
- Purchasing a Mission in the city triggers a spread action, converting the city to your
Capital's majority religion
- Missions can be purchased with
Spoiler Songhai Tweak :
Songhai
- Removed Road movement along Rivers (too OP)
- Removed +2 Visibility for embarked land units (overlaps with Polynesia)
- Reduced Embarked defense bonus from +100% to +50% (overkill)
Spoiler Brazil Tweak :
Brazil
- Removed Brazil's +25%
Culture during Carnival
- Brazilwood Camp no longer requires an adjacent luxury; it requires no Fresh Water access instead (BW slightly more common)
- Added +1
to Brazilwood Camps from Amphitheater, so it has a resource building boost like other luxuries (BW slightly stronger)
Spoiler Korea Rework :
Korea
- UA gives +20%
Science during
Golden Ages instead of +30%
Great Person Rate
- Hwach'a changes:
- Now replaces Cannon (32
, 16
)
- Does not require Iron
- No longer has Logistics
- Has Field I and unique 'Singijeon' promotions:
- 5 splash damage (stacks with splash 1 & 2)
- +25% combat strength when next to a city (friendly or enemy)
- Now replaces Cannon (32
- Seowon changes:
- No longer gives +15%
Science during
Golden Ages
- moved back to Education
- Base yields changed to 3
2
- Gives +1
to all GPTIs near the city (to match the +1
from
GWs)
- No longer gives +15%
Spoiler Power Plants Rework :
Reworks the 4 existing power plant buildings, and adds a 5th: the Tidal plant.
- No power plants require Factory any more
- All Power plants now give +10% to all Yield processes
- Nuclear plant stays as an option with no terrain augmentation, offering greater GP generation and a higher base production instead. Great for a city focused on specialists
- Wind gives yields to all terrain types, but the lowest yields per tile. Good for mixed-terrain cities
- Solar plant re-focused to production on landlocked and desert cities.
- Hydroelectric Plant split with Tidal Plant into Freshwater and saltwater tiles. Hydro gives more yields than wind if you have lots of freshwater access. Tidal gives very high yields for island and ocean-focused cities.
- Hydro Plant (Requires 1 Aluminum, City must be on a River):
- +10
, +15%
- +3
3
3
to River and Lake tiles
- +10% to all Yields Processes in City
- +10
- Wind Plant (Requires 1 Aluminum):
- +10
, +15%
- +1
1
1
to All Tiles
- +10% to all Yields Processes in City
- +10
- Nuclear Plant (Requires 1 Uranium):
- +20
, +33%
- +25%
Great Person Rate in city
- +1
1
1
1
to all Specialists in City
- +10% to all Yields Processes in City
- +20
- Solar Plant (Requires 1 Aluminum, City must be on or next to Desert):
- +10
, +15%
- +1
1
to Non-Desert Land tiles
- +3
3
to Desert tiles
- +10% to all Yields Processes in City
- +10
- Tidal Plant (Requires 1 Aluminum, City must be on Coast)
- Unlocked at Alternative Energy
- +10
, +15%
- +2
2
2
2
to Coast and Ocean tiles
- +10% to all Yields Processes in City
Spoiler Refinery Tweak :
Refinery
Moved back 1 tech to Plastics
Increased cost to 2000
(up from 1800)

Now gives 1 Coal, Iron and Oil
Spoiler Late Game Tourism Building Rework :
Airport:
Loses: +25% Great Work boost, +25% terrain, wonders, natural wonders culture to tourism
Stadium:
Moved to Atomic Theory
Removed
Boredom reduction,

Removed +25% terrain, wonders, natural wonders culture to tourism
Gains +50% to
Great Works (up from +25%)

Removed Instant
Tourism on completion

Gains 2500
GAP and +20
influence to all City States on completion


Building requirements, WLTKD, and GAP per Population unchanged
National Visitor Centre (National Wonder): Removed and replaced with Interpretive Centre
Interpretive Centre (New Building)
2250

Available at: Telecommunications (same as Visitor Centre)
Requires: Hotel (same as Visitor Centre)
+50% of culture from terrain, wonders, natural wonders-> Tourism
+2
happiness

+1
and
to all Landmarks on Empire


Tech Changes:
Remove +2
to Landmarks on Telecommunications

Move +2
to Musicians from Satellites to Telecommunications

CN Tower Wonder Change:
CN Tower 50% to local GWs and Tile conversion reduced to 25%
Added 25% global GW and Tile conversion (total of 50% local GW and tile bonus still)
Spoiler Instant Tourism on Buildings removal :
Other Building Changes:
Remove all instant
Tourism from buildings on construction:

- Circus: Changed back to 100
on completion (Ceilidh Hall has still always been 100
)
- Zoos: Changed to 500
on completion
- Stadiums: Changed to 2500
and 20
with all CS on completion (see above)
Spoiler National Parks & Supermarket :
2 new mechanics for players to decide how they will use their empire's land: will you preserve natural features into the late game and convert them into National parks(






National Park (worker improvement)
Unlocked at Biology
Can be built on any Forest, Jungle, or Marsh
1
1
1



2
2
2
at Alternative Energy



2
2
for every adjacent Natural Wonder


1
1
for every adjacent National Park


2
If worked by a city with a Zoo

Supermarket (Building)
unlocked at Refrigeration
2250
, 10
Gold maintenance


+1
Food for every Farm and Pasture Improvement on Empire, regardless of where it is or if it is being worked

+200%
Gold from
City connections in this City


2 Specialists in the city do not generate
Urbanization

Building changes:
Zoos only give +1



+2

Last edited: