thecrazyscotsman's Omnibus

thecrazyscotsman's Omnibus 1.2.3

@Kars @JordyMcCree Thanks for your feedback guys! I'm hoping to have the next version ready before the weekend (I'll be out of town) with some additional tweaks. One additional change I'm thinking of making is to remove the free trade routes from the Harbor/Commercial Hub and instead provide one for each city you have. As it is, one of those two is placed in every city because of the trade route, so uncoupling the trade route from the district may make them less of a "must build in every city".
This is already done in the NQ balance mod, I overall like that mod pack just dislike the additional buildings that have been added. I think the locations where the trade routes are added in that mod are good and copying it over to this mod would probably be a good change. It should also help the AI as they very often neglect Commercial Hubs and Harbours.
Out of curiosity do you play with Wonderous Wonders? I play with the World Wonders only part but would likely want to try out the National Wonders aspect if cities became more specialised in this way.
 
@Kars @JordyMcCree Thanks for your feedback guys! I'm hoping to have the next version ready before the weekend (I'll be out of town) with some additional tweaks. One additional change I'm thinking of making is to remove the free trade routes from the Harbor/Commercial Hub and instead provide one for each city you have. As it is, one of those two is placed in every city because of the trade route, so uncoupling the trade route from the district may make them less of a "must build in every city".

As an alternative, how possible would it be to attach the trade route to a new building that had a requirement of "any district"? Or gating the trade route to when the first district in a city is built?

I like the idea of making those districts less of a must build, but instantly gaining a trade route on city creation seems a bit off to me. I think that might speed up new city growth and road creation a bit too much. Plus I like trade routes having an intentional element to them.
 
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@Kars @JordyMcCree Thanks for your feedback guys! I'm hoping to have the next version ready before the weekend (I'll be out of town) with some additional tweaks. One additional change I'm thinking of making is to remove the free trade routes from the Harbor/Commercial Hub and instead provide one for each city you have. As it is, one of those two is placed in every city because of the trade route, so uncoupling the trade route from the district may make them less of a "must build in every city".

@Olleus The Omnibus Mod as a whole is not yet updated to work with the latest patch, I'm working on updating individual components at the moment. The Better City Specialization component I'm currently tweaking along with the Improved Water Tiles essentially form the Standard ruleset of the Omnibus.

I like the idea of decoupling trade routes from harbors/commercial districts. But what about if they provide a boost to trade routes? Like +1 food from harbor and +1-2 gold from commercial?
 
Some really good feedback here, thanks guys. Unfortunately some stuff came up and I was unable to finish up the next version before having to leave for the weekend like I had hoped, so it will probably be ready the middle of next week. Sorry about that.
 
The mod doesn't seem to work with (I guess) the Really Advanced Set-Up Lite mod. Maybe because both add the possibility to alter things in the advanced set-up screen of the game?

The mod works in so far that it is activated in the add-ons list, but its effects don't show in-game, as far as I noticed. I also didn't have a choice option in the game's advanced set-up screen, only the couple of additions from the aformentioned RASUL mod were there.
 
All right, I've made quite a few changes. Current version is attached.
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City and Resource Specialization v2: Current Changelog 08/15/2017
Now requires TCS Improved Water Yields

Trade
Trade routes are now granted when founding a city, not by building a Commercial Hub or Harbor
District trade yields overhauled:
  • Aerodrome
    • Yield Change as Origin: +1 gold
    • Yield Change as Domestic Destination: +1 food
    • Yield Change as International Destination: +1 production, +2 gold
  • Aqueduct
    • Yield Change as Domestic Destination: +1 food
  • City Center
  • Yield Change as Domestic Destination: +1 food, +1 production
  • Yield Change as International Destination: +3 gold
  • Campus
  • Yield Change as Domestic Destination: +1 gold
  • Yield Change as International Destination: +1 science
  • Commercial Hub
  • Yield Change as Origin: +1 gold
  • Yield Change as Domestic Destination: +1 gold
  • Yield Change as International Destination: +2 gold
  • Encampment
  • Yield Change as Domestic Destination: +1 production
  • Entertainment Complex
  • Yield Change as Domestic Destination: +1 gold
  • Yield Change as International Destination: +1 gold
  • Harbor
    • Yield Change as Origin: +1 gold
    • Yield Change as Domestic Destination: +1 production
    • Yield Change as International Destination: +1 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, trade routes from city gain +2 gold domestic / +3 gold international
  • Stock Exchange: +2 gold, 15% gold in city, trade routes from city gain +2 gold domestic / +4 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:
  • Zoo: international and domestic trade routes from city gain +1 gold (in addition to vanilla effects)
  • Stadium: 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
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
 

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The mod doesn't seem to work with (I guess) the Really Advanced Set-Up Lite mod. Maybe because both add the possibility to alter things in the advanced set-up screen of the game?

The mod works in so far that it is activated in the add-ons list, but its effects don't show in-game, as far as I noticed. I also didn't have a choice option in the game's advanced set-up screen, only the couple of additions from the aformentioned RASUL mod were there.
The full omnibus mod is not currently compatible with the Summer Update. I'm working on updating several components of the mod at this time.
 
new version is looking great!

I'd recommend moving the wonders tweaks to its own file so it can be easily removed if someone is using Wondrous Wonders or something similar.

The tweak to papal primacy is unnecessary imo, it makes the belief too weak compared to the others.
 
A note on my thought process for this update.

Currently, Commercial Hub/Harbor are pretty much guaranteed to be built in every city in order to gain the trade route. Uncoupling the trade route from districts makes the choice to build a district more about what is locally around the city - resources, geography, etc - than external factors such as the trade route. Now, balancing all the districts is still a work in progress with this change, but I think it's an important first step towards true city specialization. I'm hoping to turn the Commercial Hub into the primary gold generator, with large bonuses to trade routes and resources, so the player will need at least a few Commercial Hubs to pay maintenance costs and generate income.

I've been very intrigued by several of the changes made by @Magil in his Expanded Economy mod, particularly the scaling district maintenance system - that may be a perfect solution towards balancing out the changes to trade routes and how the Commercial Hub district works (Magil, would you be cool with me borrowing a few ideas?).

In general, though, the trade yields need a few more passes and I would welcome any and all feedback or suggestions regarding that. In addition, resource bonuses from districts may also need another look.
 
Is it possible to link trade routes to buildings in the city centre (caravansary or something)?

If so that might be the best of both worlds IMO. Specially if you can make the cost go up with the more of them you already have.
It is possible to link the trade route to a building in the city center, having a relatively minor investment required may be a good idea. Unfortunately there is no cost progression field available in the Buildings table, and it doesn't look like it can be done via modifiers. So, at the moment, I have the Caravansary costing 90 to build, it cannot be purchased, and Capitals receive a free one. That way it will still require a time investment in later eras.
 
I've been very intrigued by several of the changes made by @Magil in his Expanded Economy mod, particularly the scaling district maintenance system - that may be a perfect solution towards balancing out the changes to trade routes and how the Commercial Hub district works (Magil, would you be cool with me borrowing a few ideas?).

Sure--I've got no problem with that. The code I used to make it work is a little funky, but I was happy with the result.
 
It is possible to link the trade route to a building in the city center, having a relatively minor investment required may be a good idea. Unfortunately there is no cost progression field available in the Buildings table, and it doesn't look like it can be done via modifiers. So, at the moment, I have the Caravansary costing 90 to build, it cannot be purchased, and Capitals receive a free one. That way it will still require a time investment in later eras.
That sounds pretty good.
 
after playing with it some more I agree that it's too hard to get good adjacency bonuses for the commercial hub, I think adding a major adjacency bonus from entertainment complex would make placement a bit more interesting.
 
There is currently no way that I know of to do that because there is not an appropriate requirement. You can change adjacency bonuses based on empire-wide number of trade units, but not on the number of trade routes coming to a specific city. I do think that's a cool idea, though.

I now have a scaling city maintenance system working thanks to @Magil's rather genius system , which will require some heavy tweaking - my preliminary values are heavily based on Magil's original values:

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

I haven't done a test game with these values yet, but I'm worried that they're too extreme...perhaps there should be a gentler curve and a lower max? Or perhaps the AI should get a city maintenance discount?

Having this system should act as a natural barrier to expansion that can be overcome with enough investment into building your income. With this system, is it necessary to have the trade route tied to a building, or should I revert back to each city getting one for free? I've also done a few more tweaks to district trade route yields.
 
The scaling looks good for early game. I'd consider extending the 2 cities per gold ramping up to 10 cities, so at 10 it costs 5 per city.

That should avoid over burdening players prior the early-mid game hump where city development and units are often out costing earning potential. While I don't think it would be an issue on smaller maps, the need to go wider on larger maps could suffer under your initial curve.

But by the 15 city mark it'll be up to 10 gold per, which should be easily handled by a late game player, and is a nice, easy to calculate number.


I'm on the fence about the trade route thing though. Introducing the extra city maintenance certainly helps offset, and it's not like traders are particularly cheap early on, so it's probably fine balance wise to link it to the city center.

Now it's more of a "feel" concern to have it require a specific action.
 
the stock exchange feels weaker than the other top tier buildings due to the fact that population doesn't give gold, gold from trading doesn't come from cities and the gold yield itself is weaker than the others. I think 25% bonus would be more balanced. I've also increased the specialist to 6 gold since I've noticed the city governor would work unimproved hills before commercial hub specialists.
 
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To comment on those values, in my mod they're actually higher than they appear at first (due to the city center having a base maintenance cost), though there are a few things going on to manage that: the palace gives gold to nearby cities (so your first expansions aren't penalized as heavily if they're close to your capital), and special improvements have been added that generate extra gold.

Since your values are lower, I say give them a shot first. The idea is to pace expansion, and ideally once your civilization develops and has a roaring income you can expand without pause, but reckless expansion early on is very punishing.
 
some more feedback on v2:

I'm sold on the new industrial zone, but now that industrial CS are back to vanilla values they should also go back to being building/district only so they don't overshadow military CS. I'd also make the electronics factory give 6 production instead of 3 specialist slots.

now that regional buildings don't stack anymore, the zoo and stadium are too weak. I'd recommend making arena give 1 regional amenity, zoo 2 and stadium 3 ( mirroring industrial zone buildings )

I'm still not sold on making cities provide trade routes as it's a rather radical change. With the loss of the trade route the commercial hub ends up much weaker ( especially compared to the harbor ) , I think the bonuses it gives to trade routes income need to be doubled. Also, with the current setup commercial CS can go back to vanilla values since they no longer get doubled by the bank.
 
some more feedback on v2:

I'm sold on the new industrial zone, but now that industrial CS are back to vanilla values they should also go back to being building/district only so they don't overshadow military CS. I'd also make the electronics factory give 6 production instead of 3 specialist slots.

now that regional buildings don't stack anymore, the zoo and stadium are too weak. I'd recommend making arena give 1 regional amenity, zoo 2 and stadium 3 ( mirroring industrial zone buildings )

I'm still not sold on making cities provide trade routes as it's a rather radical change. With the loss of the trade route the commercial hub ends up much weaker ( especially compared to the harbor ) , I think the bonuses it gives to trade routes income need to be doubled. Also, with the current setup commercial CS can go back to vanilla values since they no longer get doubled by the bank.

While I agree for the most part, you are underselling commercial hubs a bit here, if only because Great Merchants tend to outshine Great Admirals by a large margin, with certain exceptions.
 
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
 

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