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FIMS Overhaul
   
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2.936 MB
2023 年 4 月 28 日 上午 7:12
2023 年 4 月 29 日 上午 1:55
2 项改动说明 ( 查看 )

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FIMS Overhaul

描述
The goal of this mod is to make pops a more important role in your FIMS yield in your cities with some more finetuning to different areas like changing flat value bonuses to percentages and so on.

New Additions:
  • Empire Sprawl: city cap has been changed to an administrative cap. Each attached territory, outpost and city will use a specific amount of the cap. Above 10 points, you are getting penalty which increases all costs by 1% per point. Going above your admin cap will incur additional cost increases and will also add a stability penalty

  • Military Supplies: added a new strategic resource called "Military supplies". It is produced by normal Garrisons and is used keep unit upkeep costs low. If you do not have enough supplies upkeep of units will increase. Can be traded like normal strategic resources

  • More fluid pollution penalties: Instead of hard threshold, it is now a formula based increase, which means you may notice penalties with lower pollution levels than in vanilla. Reaching the global threshold will "virtually" increase all territory pollution levels for penalty calculation

  • Pops that follow another religion will incur stability penalties (certain civics will increase or decrease this amount)
    Territories under a different sphere of influence will incur stability penalties (certain civics will increase or decrease this amount)

  • Added a few additional benefits to certain affinity choices (some gain benefits for IP treaties, other gain benefits in the Empire Sprawl mechanic)

  • Having artificial wonders under your control will now yield a recurring fame reward after changing the era. The more wonders you own, the higher the reward (each gives 100 fame, if you have 11 or more you gain 1500)


Changes:
  • Gain per POP is now a percentage of how much exploitation your districts do in a settlement (which means, the productions of workers increase the more districts you have and/or produce and are not purely tied to infrastructures or luxury resources)

  • The job types have different gains depending if its a district or just an exploitation tile, and sometimes what kind of tile (costal waters/lakes have different values than land tiles).
  • Infrastructure bonuses and district adjacency bonuses mostly changed from flat bonus to percentage bonuses
  • some tech bonuses have also changed to percentage
  • the Land Raiser and Collective Minds mode have been changed
    25% of money and industry/science production of districts and exploitations are converted
    20% of money and money and industry/science pop productions is converted
    science (collective minds) or industry (land raiser) gain 30% more pop production
    50% of money and industry/science city workplaces are added to the converted type
    each assigned worker of the converted type cost 1 money per worker and eralevel
  • rebalanced cultures
  • rebalanced luxury resources
  • pop growth can reach a bit higher number. Growth is also influenced by how full or empty the city is in comparison to population limit
  • money upkeep added for Industry, science and farmer districts
  • FIS Infrastructures all have upkeep costs per district/tile/workplace
    Side effect: due to the change to production per worker, pop buyout in later stages of the game are still viable
    district costs are at the beginning a bit cheaper and are more reliant on workplaces
    slightly changed tech costs
  • it is harder to snowball over the world with your religion or sphere of influence
    increase in fame rewards for wonders and deeds
  • osmosis triggering for civics and tech are decreased quite a bit
  • adjusted monetary reparation (generally lower)
  • reduced aesthete active ability yield
  • and more…
For previous change logs check the mod.io page of this mod -> Link[mod.io]

For any comments/feedback I am grateful (make sure to ping me). You can either leave it here, get in touch with me on the amplitude discord server or check out the games2gether thread for this mod: Thread link.

Thanks a lot!
3 条留言
shakee  [作者] 2024 年 9 月 20 日 上午 9:26 
Sorry, I haven't modded for a long time. You can consider this mod pretty much dead. I am unsure if I will return to it.
Cosmic Fox 2024 年 9 月 20 日 上午 7:31 
I agree.. Compatibility of mods is really important especially for a great modpack like VIP
NeoG 2024 年 6 月 1 日 下午 11:36 
For what i can tell this has some of the features of Popful VIP, and it's an improvement upon it, it would be great if it had better compatibillity with VIP because both mods would benefit from each other as in Popful