Time for another update (my CS packs aren't taking
all my time...)! I've tweaked quite a few values here and added in the maintenance system. I haven't had a chance to play a full game with all these changes, so if anyone's willing to do so (or at least a good portion of a game) I would really appreciate the feedback. I've also restructured the mod itself a bit, but that's just under the hood.
v3 is attached.
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City and Resource Specialization v3: Current Changelog 08/24/2017
Now requires TCS Improved Water Yields
Empire Maintenance
Cities now have to be maintained, with the cost per city increasing with the number of cities you have.
- 1-2 cities = each city costs 1 gold
- 3-4 cities = each city costs 2 gold
- 5-6 cities = each city costs 3 gold
- 7 cities = each city costs 4 gold
- 8 cities = 5 gold
- 9 cities = 6 gold
- 10 cities = 7 gold
- 11 cities = 8 gold
- 12 cities = 9 gold
- 13 cities = 10 gold
- 14 cities = 11 gold
- 15 or more cities = 12 gold
Trade
Trade routes are now granted when
founding a city building a Caravansary (new City Center building), not by building a Commercial Hub or Harbor
District trade yields overhauled:
Trade routes no longer receive a gold bonus from the number of districts in the origin or destination cities.
Aerodrome
- Yield Change as Origin: +1 gold
- Yield Change as Domestic Destination:
+1 food +1 production
- Yield Change as International Destination: +1 production
and +2 gold
Aqueduct
- Yield Change as Domestic Destination: +1 food
City Center
- Yield Change as Domestic Destination: +1 food,
+1 production, +1 gold
- Yield Change as International Destination:
+3 +2 gold, +1 science
Campus
- Yield Change as Domestic Destination: +1 gold
- Yield Change as International Destination: +1 science
Commercial Hub
- Yield Change as Origin:
+1 +2 gold
- Yield Change as Domestic Destination:
+1 +2 gold
- Yield Change as International Destination:
+2 +4 gold
Encampment
- Yield Change as Domestic Destination: +1 production
Entertainment Complex
- Yield Change as Domestic Destination: +1 gold
- Yield Change as International Destination:
+1 +2 gold
Harbor
- Yield Change as Origin: +1 gold
- Yield Change as Domestic Destination:
+1 production +1 food
- Yield Change as International Destination:
+1 +2 gold, +1 production
Holy Site
- Yield Change as Domestic Destination: +1 gold
- Yield Change as International Destination: +2 faith
Industrial Zone
- Yield Change as Domestic Destination: +1 production
- Yield Change as International Destination: +1 production
Theater
- Yield Change as Domestic Destination: +1 gold
- Yield Change as International Destination: +1 culture
Districts and Buildings
Changed how most districts and district buildings work and several buildings now buff trade routes:
Campus:
- Library: +2 science
- Campus: provides science equal to the district's adjacency bonus, international trade routes from city gain +1 science
- Research Lab: +2 science, 15% science in city
Theater:
- Amphitheater: +2 culture, now provides a 50% theming bonus when containing writings from different authors
- Museums: provides culture equal to the district's adjacency bonus, international trade routes from city gain +1 culture
- Broadcast Center: +2 culture, 15% culture in city
Industrial Zone:
- Workshop: +2 production, regional
- Factory: +4 production, regional, international and domestic trade routes from city gain +1 production
- Power Plant: +6 production, regional
Commercial Hub:
- Market: +2 gold, trade routes from city gain +1 gold domestic / +2 gold international
- Bank:
+4 gold, provides gold equal to the district's adjacency bonus, trade routes from city gain +2 +1 gold domestic / +3 +2 gold international
- Stock Exchange:
+2 gold, 15% 25% gold in city, trade routes from city gain +2 gold domestic / +4 +5 gold international
Harbor:
- Seaport: trade routes from city gain +1 production domestic / +2 gold international (in addition to TCS Improved Water Yields effects)
Holy Site:
- Temple: trade routes from city gain +1 faith domestic / +2 faith international (in addition to vanilla effects)
Entertainment Complex:
- Arena: now is a regional building with 6 range
- Zoo:
international and domestic trade routes from city gain +1 gold (in addition to vanilla effects) +2 amenities
- Stadium: +3 amenities, international and domestic trade routes from city gain +1 culture (in addition to vanilla effects)
Aerodrome:
- Airport: trade routes from city gain +2 gold domestic / +3 gold, +1 science, +1 culture international (in addition to vanilla effects)
Sewer now provides +1 Amenity
Encampment buildings no longer provide a base yield, rather they now provide bonus production towards Units
- Barracks and Stables: +2 unit production
- Armory: +4 unit production
- Military Academy: +6 unit production, domestic trade routes from city gain +1 culture
Wonders (preliminary pass)
- Hanging Gardens: Increases growth by 15% and grants a free Granary in every city.
- Great Library: +1 Science in each city in your civilization. Receive boosts to all Ancient and Classical era technologies. Theming bonus increasing output by 50% when displaying writings from different authors.
- Ruhr Valley: +6 Production to each city center within 6 tiles. +20% Production in city which built it.
- Broadway: Theming bonus increasing output by 50% when displaying music from different musicians.
- Hermitage: Theming bonus doubling output when displaying objects of the same type from different artists.
- Oxford University: Theming bonus increasing output by 50% when displaying writings from different authors.
- Sydney Opera House: Theming bonus increasing output by 50% when displaying music from different musicians.
New Adjacency Bonuses
- Aerodrome: Major Production bonus for each adjacent Industrial Zone. Major Gold bonus if adjacent to a City Center Commercial Hub. Minor Gold bonus for adjacent district tiles.
- Entertainment Complex: Standard Gold bonus for each adjacent Neighborhood, standard Gold bonus for each adjacent Theater. Minor Gold bonus for adjacent district tiles.
- Industrial Zone: Standard Production bonus for each adjacent Lumber Mill.
Specialists
- Increased Industrial, Campus, and Holy Site Specialist yields to 3
- Increased Commercial Hub Specialist yields to 5
- Increased Encampment Specialist Production yield to 2
Resources and Terrain
- Aqueducts provide +2 food to Oases. Aqueduct provides +1 food to all tiles within 2 range.
- Campuses provide +2 science to Mercury and Uranium
- Commercial Hubs provide +1 gold to Furs, Salt, Cotton, Dyes, Silk, Spices, Sugar, Tobacco, and Silver.
- Encampments provide +1 production to Copper, Iron, Horses, and Niter.
- Barracks provide +1 production to Copper
- Stables provide +1 production to Horses
- Armory provides +1 production to Iron and Niter
- Entertainment Complexes provide +1 culture and +1 gold to Cocoa, Truffles, and Ivory.
- Arenas provide +1 gold to the same resources.
- Zoos provide +1 culture to the same resources.
- Holy Sites provide +1 faith to Stone, Incense, and Wine.
- Shrines provide +1 faith to the same resources.
- Industrial Zones provide +1 production to Gypsum, Aluminum, Coal, and Oil.
- Theaters provide +1 culture to Coffee, Tea, Marble, Diamonds, and Jade.
- Amphitheaters provide +1 culture to the same resources.
- Granary base yields are removed and housing is reduced to 1. Provides +1 food to Bananas, Cattle, Citrus, Deer, Rice, Sheep, and Wheat.
- Water Mill resource bonuses are removed. Now provides +1 food, +1 production, and 1 housing.
City States
- Scientific, Cultural, and Religious type bonuses are now 2/1/1
Industrial city states now provide a general production boost to Industrial Zones instead of only towards buildings, districts, and wonders (type bonuses remain at 2/2/2)
- Commercial type bonuses are now 4/2/2
- Reduced Kumasi's unique Culture bonus by 50%
- Reduced Nan Madol's unique Culture bonus by 50%
Reduced Papal Primacy Policy bonus values to 50% of new values
Policies
- Updated the Free Market, Grand Opera, and Rationalism policies to provide bonus yields to each building of the proper type instead of a 100% increase (the % increase didn't stack properly with bonus yields from district adjacency bonuses)
- Science and Culture buildings get +3 to their yields
- Commercial buildings get +5 to their yields
- Reduced 100% adjacency bonus policies to 50% (Holy Site, Harbor, and Industrial Zone increases were not changed)
Miscellaneous
Decrease science generated per population from 0.7 to
0.5 0.4
Increased population requirement per district from 3 to 4
Base housing for non-freshwater cities increased by 1
Fixed Egypt's Iteru ability to extend to Aqueducts, Neighborhoods, and Aerodromes
AI now get +1 science from Shrines and +4 gold from Temples
Added a new Happiness level and restructured the positive Happiness levels:
- Content: 0 - 1 Amenities, no bonuses
- Pleased: 2 - 3 Amenities, +10% growth, +5% nonfood yields
- Happy: 4 - 5 Amenities, +20% growth, +10% nonfood yields
- Ecstatic: 6+ Amenities, +30% growth, +15% nonfood yields
Compatibility
- Compatible with the Summer 2017 Update
- Compatible with Vanilla and all current DLC
- Includes compatibility if a mod adding the Gold resource is active