BiteInTheMark
Deity
Rework of tradition:
Adopting Tradition grants:
- +1 to food, production, faith, culture in capital, growth in capital increased by 15%
Each Tradition Policy grants an additional:
- +1 to food, production, gold in capital, growth in every city increased by 3%
Justice:
- +5% production of buildings, that exist in capital.
Royal Guardhouse: +0.34 production in capital for every building in capital, increased by era. Engineer slot
Sovereignty:
- Culture cost of tiles reduced by 20%.
Court Chapel: Grant culture to every city based on 20% of population in capital. Artists slot
Ceremony:
- +0.5 science in capitol for every council, shrine and library.
Court Astrologer: +2 science and +2 faith. Scientist slot.
Majesty:
- Palace and National Wonders with Building requirements gain +2 Happiness
State Treasury: Increase yields of internal traderoutes from or to capitol by 2% for every population in capitol. Merchant slot.
(alternativly, population count +150% for trade unit maximum in capitol)
Splendor:
- Specialists in Capital consume half the normal amount of Food.
Palace Garden: +15% Great Person Rate in all Cities. Writer slot
Adopting all Policies in Tradition grants:
- Unlocks building the University of Sankore (Science per GP spent and Free Mosque).
+1 Food from all Great Person Improvements and Landmarks.
Throne Room built in Capital (+10% to all Yields, 1 Musician slot, 1 Great Work of Music slot)
Allows for the purchase of Great Engineers with Faith starting in the Industrial Era.
Small adjustment to industry policy:
Opener: -5% purchase cost of buildings and wonders
+10 culture each time you construct a Building, scaling with Era.
Scaler: -5% purchase cost of buildings and wonders
+2 culture each time you construct a Building, scaling with Era.
Small adjustment to imperialismn policy:
Opener: +1 Movement for Naval units, Embarked units, and Great Generals, as well as +1 Sight for Naval combat units.
-5% production and purchase cost of units
Scaler: -5% production and purchase cost of units
+1 admiral and general points per turn
Civilizing Mission: No Gold maintenance for Garrisons an cities with garrisions produce 2 to all yields, with courthouse doubled.
Rework of trade maximum:
I really like civilizations, whose rely on trade.
Unfortunatly, there is a pretty hard cap for trading maximum and despite 2 wonders and 2 social policies, you cant improve it much more.
This leads to the result, iam always playing civilizations like marokko or germany on small maps, rarely on standard.
I want to suggest a population based trade route maximum, in the kind we have now with military unit cap.
At the start, 10 population is needed to get 1 trade route, the more technologies you research, you need more population, calculated by this formula x = 10 + (0.40-0.1*era)*tech .
The value of population by a city can be increased by buildings, like market, caravancery, bank, train station by 15%. But by 25% from lighthouse and harbor, making coastal cities more worth for trade.
Change pantheon believes:
Pantheon believes, that trigger "+x yields for plantation/mine/camp/.... on improved ressource" is changed to:
Gain +x yields for any improved ressource that can be improved by plantagion/mine/camp/...
Former, you lose any extra yields, if you place a city, kasbah, GP improvement (...) on your pantheon ressources, now you get it, if you have atleast improved it.
Spirit of the desert now gives: +1 food, faith, production, gold on improved ressources on desert. +1 culture and gold from oases.
Unique improvements:
Allow terrace farm to be placed on animals on hills (sheeps)
Allow polder to be placed on wheat resources.
Cs yield distribution:
Yields from city states are generally distributed like food from maritime CS.
Allied: Capitol = 1 + 3*era yields
Other cities = 1*era yields
Friend: Capitol = 1 + 2*era yields
This makes statecraft more interesting for wider empires and not only small, tradition empires. (The yields in the lategame are laughable and shouldnt be depending on buildings only.)
Ottoman UA:
Each trade unit gain +2 food, +2 gold and 1 production for every internal trade route and +1 science, +3 gold and +1 culture for every external trade route, multiplied by the number of your trade units and Faith sites.
Adopting Tradition grants:
- +1 to food, production, faith, culture in capital, growth in capital increased by 15%
Each Tradition Policy grants an additional:
- +1 to food, production, gold in capital, growth in every city increased by 3%
Justice:
- +5% production of buildings, that exist in capital.
Royal Guardhouse: +0.34 production in capital for every building in capital, increased by era. Engineer slot
Sovereignty:
- Culture cost of tiles reduced by 20%.
Court Chapel: Grant culture to every city based on 20% of population in capital. Artists slot
Ceremony:
- +0.5 science in capitol for every council, shrine and library.
Court Astrologer: +2 science and +2 faith. Scientist slot.
Majesty:
- Palace and National Wonders with Building requirements gain +2 Happiness
State Treasury: Increase yields of internal traderoutes from or to capitol by 2% for every population in capitol. Merchant slot.
(alternativly, population count +150% for trade unit maximum in capitol)
Splendor:
- Specialists in Capital consume half the normal amount of Food.
Palace Garden: +15% Great Person Rate in all Cities. Writer slot
Adopting all Policies in Tradition grants:
- Unlocks building the University of Sankore (Science per GP spent and Free Mosque).
+1 Food from all Great Person Improvements and Landmarks.
Throne Room built in Capital (+10% to all Yields, 1 Musician slot, 1 Great Work of Music slot)
Allows for the purchase of Great Engineers with Faith starting in the Industrial Era.
Small adjustment to industry policy:
Opener: -5% purchase cost of buildings and wonders
+10 culture each time you construct a Building, scaling with Era.
Scaler: -5% purchase cost of buildings and wonders
+2 culture each time you construct a Building, scaling with Era.
Small adjustment to imperialismn policy:
Opener: +1 Movement for Naval units, Embarked units, and Great Generals, as well as +1 Sight for Naval combat units.
-5% production and purchase cost of units
Scaler: -5% production and purchase cost of units
+1 admiral and general points per turn
Civilizing Mission: No Gold maintenance for Garrisons an cities with garrisions produce 2 to all yields, with courthouse doubled.
Rework of trade maximum:
I really like civilizations, whose rely on trade.
Unfortunatly, there is a pretty hard cap for trading maximum and despite 2 wonders and 2 social policies, you cant improve it much more.
This leads to the result, iam always playing civilizations like marokko or germany on small maps, rarely on standard.
I want to suggest a population based trade route maximum, in the kind we have now with military unit cap.
At the start, 10 population is needed to get 1 trade route, the more technologies you research, you need more population, calculated by this formula x = 10 + (0.40-0.1*era)*tech .
The value of population by a city can be increased by buildings, like market, caravancery, bank, train station by 15%. But by 25% from lighthouse and harbor, making coastal cities more worth for trade.
Change pantheon believes:
Pantheon believes, that trigger "+x yields for plantation/mine/camp/.... on improved ressource" is changed to:
Gain +x yields for any improved ressource that can be improved by plantagion/mine/camp/...
Former, you lose any extra yields, if you place a city, kasbah, GP improvement (...) on your pantheon ressources, now you get it, if you have atleast improved it.
Spirit of the desert now gives: +1 food, faith, production, gold on improved ressources on desert. +1 culture and gold from oases.
Unique improvements:
Allow terrace farm to be placed on animals on hills (sheeps)
Allow polder to be placed on wheat resources.
Cs yield distribution:
Yields from city states are generally distributed like food from maritime CS.
Allied: Capitol = 1 + 3*era yields
Other cities = 1*era yields
Friend: Capitol = 1 + 2*era yields
This makes statecraft more interesting for wider empires and not only small, tradition empires. (The yields in the lategame are laughable and shouldnt be depending on buildings only.)
Ottoman UA:
Each trade unit gain +2 food, +2 gold and 1 production for every internal trade route and +1 science, +3 gold and +1 culture for every external trade route, multiplied by the number of your trade units and Faith sites.