N.Core
1st Class of Neoa
This is my version which changed some of the stuff, including my version of balance. (Not really a balance, but more like consistency.)
I haven't tested all policies myself, so you can probably expect some balance issues with some policy trees.
Expect this version to be incompatible with the next major VP release if the Imperialism policy tree layout proposal gets voted on.
NOTE: In order for modmod compatibility to work, you must enable this mod last.
Changes:
I haven't tested all policies myself, so you can probably expect some balance issues with some policy trees.
Expect this version to be incompatible with the next major VP release if the Imperialism policy tree layout proposal gets voted on.
NOTE: In order for modmod compatibility to work, you must enable this mod last.
Changes:
Code:
--===================================================================================--
-- POLICY CHANGES
--===================================================================================--
-- TRADITION
Opener change: +1 Science in Capital City.
Finisher change: +3 Food and Science in Capital City; +7% Growth.
-- PROGRESS
Opener change: 15 Culture when a Technology is researched -> 20 Culture when a Technology is researched.
Finisher change: 40 Culture when a Technology is researched.
-- AUTHORITY
Opener change: +1 Production in every City -> +2 Production in every City.
Finisher change: +7 Production in every City.
-- FEALTY
Opener change: +2 Food and Strength in every City.
Finisher change: +7 Food and Strength in every City.
-- STATECRAFT
Opener change: +5% Influence from Trade Mission; +1 Gold in every City -> +2 Gold in every City.
Finisher change: +10% Influence from Trade Mission; +7 Gold in every City.
-- ARTISTRY
Opener change: +4 Golden Age Points and +2 Science in every City.
Finisher change: +9 Golden Age Points and +7 Science in every City.
-- INDUSTRY
Opener change: -5% Gold needed for purchases -> -10% Gold needed for purchases.
Finisher change: -10% Gold needed for purchases.
-- IMPERIALISM
Finisher change: +10% Production for Military Units; -10% Gold required for upgrades.
-- RATIONALISM
Opener change: +5% Growth
Finisher change: +8% Science, +25% Growth -> +15% Growth.
--===================================================================================--
-- BUILDING CHANGES
--===================================================================================--
-- THRONE ROOM
GW Music slot is removed and gives Civil Servant slot instead of Musician (both moved to Royal Hymnographer).
-- JAIL
Unlocked on Masonry (from Military Theory).
+50 City HP.
Improves City Spy Resistance by 25%.
When you successfully counter a foreign Espionage action in this City, gain 5 Culture and Gold, scaling with Era and the Level of the foreign Spy.
Empire Size Modifier is reduced by 5% in this City.
Constabulary change: Now requires Jail, gain 15 Culture and Gold from countering foreign espionage action.
Police Station change: Yield from countering espionage 25 Culture and Gold -> 30 Culture and Gold (Total = 50 Culture and Gold).
White Tower (England's UNW) change: Bonus now also applies to Jail.
--===================================================================================--
-- COMPATIBILITY WITH OTHER MODMODS
--===================================================================================--
-- PROGRESS
Limes change: Bonuses to Walls also apply to Palisades from Better City Defenses for VP mod.
-- STATECRAFT
Fairs change: Bonuses to Custom Houses also apply to Weigh Houses from EEVP.
-- EXPLORATION
Looting of Art change: Bonuses to Museums also apply to Galleries from EEVP; +4% Yield modifier -> +3% Yield modifier; +4 Yield change -> +3 Yield change.
-- JAIL
Includes Jail in Orthodoxy reformation belief from New Beliefs mod.
Attachments
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