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thecrazyscotsman's Omnibus 1.2.3

This Omnibus provides three different options for a variety of gameplay overhauls and enhancements.

  1. Olleus

    Olleus Warlord

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    This may be impossible as the game stands, but is it possible to make commercial hub such that their adjacency bonus affects only trade routes?

    ie: A CH gets an adjacency bonus of +1 Science/Culture/Faith/etc... for being next to a Campus/Theatre/Holy Site/etc... BUT, you don't get this adjacency bonus just for building the CH. Rather, you get it applied to every trade route coming from (or going to, not sure which is best) this city.

    This would definitely increase city specialisation AND act as a multiplier that encourages going tall a little more than now.
     
  2. thecrazyscot

    thecrazyscot Spiffy

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    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.
     
  3. Logicsol

    Logicsol Chieftain

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    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.
     
  4. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    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.
     
    Last edited: Aug 18, 2017
  5. Magil

    Magil Monarch

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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.
     
    thecrazyscot likes this.
  6. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    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.
     
    thecrazyscot and Olleus like this.
  7. Guynemer

    Guynemer Chieftain

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    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.
     
  8. thecrazyscot

    thecrazyscot Spiffy

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    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.
    ------------------------------------------------------
    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
     

    Attached Files:

    [to_xp]Gekko and Olleus like this.
  9. [to_xp]Gekko

    [to_xp]Gekko QCT junkie

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    things look good :goodjob:

    changes I'd make:

    move the wonders changes to its own file for easier wondrous wonders compatibility

    change aerodrome adjacency with IZ to standard so it's as good as the commercial hub adjacency

    change commercial hub specialist to 6 gold for better balance vs other specialists ( 2 gold for harbor specialists )

    religious CS bonus and scripture policy can be left unchanged since this mod doesn't touch the holy site

    add major gold adjacency for entertainment complex to the commercial hub, remove major gold adjacency for harbor from the commercial hub, add major gold adjacency for commercial hub to the harbor, remove minor gold adjacency for districts from the harbor. ( this makes it so you can get good adjacency bonus on the commercial hub even in non coastal cities )
     
    Last edited: Aug 26, 2017
  10. mcwill123

    mcwill123 Pretender to the Throne

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    Does this take a crazy long time to create a new game? I used it before the updates, but don't really remember.
     
  11. Logicsol

    Logicsol Chieftain

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    I'll lament the loss of trade production from the city center.
     
  12. Leyrann

    Leyrann Warlord

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    You haven't yet updated the omnibus mod, right? I want to play with your tech tree, it's much better than the original, which has far too few links. In the base game you can literally get to the last tech on the top without researching the first tech on the bottom, and the other way around.
     
  13. Wylding

    Wylding Chieftain

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    You mod looks fantastic Crazy Scot, however, I have tried to start up a new game with it and am still looking at the "Loading, Please Wait..." after 45 minutes. I know it should work, as it did not cut to the "Start Game" screen before CTD. How long does it normally take to load up a new game using the mod? I have given up on the Complete version and am trying the middle grade of TCS Omnibus, same problem.
     
  14. thecrazyscot

    thecrazyscot Spiffy

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    The original Omnibus mod has not been updated to work with the latest patches. Try the TCS Resource and City Specialization v3 file which is posted further up the page. I'm currently working on updating individual components before tackling the Omnibus mod as a whole.
     
  15. mcwill123

    mcwill123 Pretender to the Throne

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    Has there been a change to not allow cities with walls to fire on enemy units???
     
  16. thecrazyscot

    thecrazyscot Spiffy

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  17. Leyrann

    Leyrann Warlord

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    Note that the "full" omnibus mod isn't currently updated for the latest patch and may therefore have some big or even game-breaking bugs.
     
  18. Wylding

    Wylding Chieftain

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    It seems like a great mod (I've played with the TSC City & Resource), but there was some update/patch this morning (9/9/17) that broke everything. I can get the non-complete to work, but what is the point if I cannot use my other mods. So far, everything leads to a Start Game - return to menu fail.
     
  19. thecrazyscot

    thecrazyscot Spiffy

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    Are you using the Omnibus mod in conjunction with Better Resource and City Specialization? If so, don't use any part of the Omnibus at all.
     
  20. Wylding

    Wylding Chieftain

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    No, I disabled the Resource & City mod, figured it is all combined in the Omnibus.
     

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