Steam Workshop Link
Changes made:
Trade Routes
* Limited to 1 Per City, 2 In the Capital (may be extended by other mods)
* Reduced value of internal trade routes and international trade routes
* Autoplants quest modified to +1 energy/+1 production
* Profiteering, the Industry virtue, renamed to Health Network. Grants 1.5 health per trade unit, up from 0.5, to compensate for the reduction in their number.
Spy Operations
* Siphon Energy and Steal Research have reduced yields. They are now proportional only to agent skill and game speed (game speed multipliers 0.67, 1, 2.25, and 4.5, respectively).
* Steal Tech and Coup now take twice as long.
Health Changes
* Eudamonia down to -15% unhealth, from previous -25%. Reasoning is that this is still quite strong and part of a strong tree with three other health bonuses. Do not want Prosperity to feel completely mandatory.
* Shaky now has a -25% growth modifier in addition to Vanilla effects.
* Troubled now has a -50% growth modifier and -50% outpost growth modifier in addition to Vanilla effects.
* Panicked now has a -90% growth modifier, -90% outpost growth modifier, 100% intrigue malus (stacking with Troubled), -25% production penalty, -25% culture penalty, and -25% science penalty.
Affinity Unique Unit Military Rush
* Changed to become an affinity 6 military rush, up from affinity 4, with the units being extremely powerful against older tech and still dominating the infantry level 3 of the era.
* Marine strength bonus increased to +6, up from +4, for 16 strength marines.
* Infantry level 3 bonus increased to +12, up from +10, for 28 strength infantry 3.
Other Unit/Technology Changes
* Planet Carver orbital moved to the tech Orbital Automation, deeper in the tech tree.
* Additional science yield to arrays has swapped in its place, at the web node above it.
Starting Options: Colonists
* New Colonist type, Medic. Offers +1 Health per city.
* Bonus health removed from Aristocrats and Artists.
* Aristocrats have their yield increased from +3 energy to +4 energy.
* Refugees have their yield increased from +2 food to +3 food.
Starting Options: Cargo
* Free Clinic buffed to become free Trade Depot in the first City, providing interesting strategic options not present in just getting the hammer cost of a clinic upfront.
* Free Soldier buffed to become free Ranger, again providing interesting strategic options not present in just getting the hammer cost of a soldier upfront.
Please download and test the addon! I would love your feedback.
Future work may focus more on the AI side of things, which is an interest of mine, while still making necessary balance chances.
As the title suggests, I want to keep the balance changes simple but effective. Extensive changes to wonders, improvements, sponsors, or building quests are left to be picked up in other mods, whether mine or somebody else's. (I have plans particularly for a separate improvement / building quest mod, wonder mod, and sponsor mod of my own.) Nailing the very annoying balance problems with a "less is more" attitude is the goal here.
Possible upcoming changes:
* Fix abuse of the AI for "infinite gold" through GPT tricks.
This is a fork of albie_123's BeBa. Delnar_Ersike wrote the AI modifications.
Changes made:
Trade Routes
* Limited to 1 Per City, 2 In the Capital (may be extended by other mods)
* Reduced value of internal trade routes and international trade routes
* Autoplants quest modified to +1 energy/+1 production
* Profiteering, the Industry virtue, renamed to Health Network. Grants 1.5 health per trade unit, up from 0.5, to compensate for the reduction in their number.
Spy Operations
* Siphon Energy and Steal Research have reduced yields. They are now proportional only to agent skill and game speed (game speed multipliers 0.67, 1, 2.25, and 4.5, respectively).
* Steal Tech and Coup now take twice as long.
Health Changes
* Eudamonia down to -15% unhealth, from previous -25%. Reasoning is that this is still quite strong and part of a strong tree with three other health bonuses. Do not want Prosperity to feel completely mandatory.
* Shaky now has a -25% growth modifier in addition to Vanilla effects.
* Troubled now has a -50% growth modifier and -50% outpost growth modifier in addition to Vanilla effects.
* Panicked now has a -90% growth modifier, -90% outpost growth modifier, 100% intrigue malus (stacking with Troubled), -25% production penalty, -25% culture penalty, and -25% science penalty.
Affinity Unique Unit Military Rush
* Changed to become an affinity 6 military rush, up from affinity 4, with the units being extremely powerful against older tech and still dominating the infantry level 3 of the era.
* Marine strength bonus increased to +6, up from +4, for 16 strength marines.
* Infantry level 3 bonus increased to +12, up from +10, for 28 strength infantry 3.
Other Unit/Technology Changes
* Planet Carver orbital moved to the tech Orbital Automation, deeper in the tech tree.
* Additional science yield to arrays has swapped in its place, at the web node above it.
Starting Options: Colonists
* New Colonist type, Medic. Offers +1 Health per city.
* Bonus health removed from Aristocrats and Artists.
* Aristocrats have their yield increased from +3 energy to +4 energy.
* Refugees have their yield increased from +2 food to +3 food.
Starting Options: Cargo
* Free Clinic buffed to become free Trade Depot in the first City, providing interesting strategic options not present in just getting the hammer cost of a clinic upfront.
* Free Soldier buffed to become free Ranger, again providing interesting strategic options not present in just getting the hammer cost of a soldier upfront.
Please download and test the addon! I would love your feedback.
Future work may focus more on the AI side of things, which is an interest of mine, while still making necessary balance chances.
As the title suggests, I want to keep the balance changes simple but effective. Extensive changes to wonders, improvements, sponsors, or building quests are left to be picked up in other mods, whether mine or somebody else's. (I have plans particularly for a separate improvement / building quest mod, wonder mod, and sponsor mod of my own.) Nailing the very annoying balance problems with a "less is more" attitude is the goal here.
Possible upcoming changes:
* Fix abuse of the AI for "infinite gold" through GPT tricks.
This is a fork of albie_123's BeBa. Delnar_Ersike wrote the AI modifications.