Nere’s Better World Congress
This mod aims to improve the World Congress by reworking most Resolutions, and other aspects relating to the World Congress. The TL:DR version is: If you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect, so even if you fail the subchoice, you still get some kind of effect just from getting it "half-right". Upping the stakes by increasing the effects should also help to make WC feel more interesting and impactful.
The four main goals of this mod is:
1) Make all resolution more impactful – something you really care about
2) Make sure they still fit with existing AI logic, so that the AI is not any worse off.
3) Make the Resolutions flavorful and "realistic"
4) Find a way to better deal with the subchoices within the A vs B choice. This one is handled by extending most effects so that all subchoices get some little perk, and the winning choice gets an additional effect. The idea is that even if you lose the subchoice, you still get something from at least winning the A vs B vote.The mod also contains some other tweaks. The goal is to make favor something you work for. This should reduce the likelihood of a bunch of un-diplomatic civs that can out-vote the guy who spent all his resource building a lot of Diplomatic Favor. This is done by introducing a negative -1 favor as a baseline, and decreasing favor of all Governments types by 1. The reasoning is that the Governments is the main source of favor (outside of monarchy.. more on that later), but I still wanted the favor reward of upgrading to a higher tier Government. So by making everyone start at -1 favor, I could keep the reward progression from tier 1 and up, but still achieve the goal of less "free" favor overall. Now a heavily diplomatic civ with lots of alliances and suzerains will truly be a force in the World Congress.
Monarchy is now the single most powerful favor generator in the game, which is too strong for this mod.
Border Control TreatyOption A: This player’s borders gets 3 times the normal growth via Culture, and all new districts built by anyone act as Culture bombs.
Option B: This player’s borders will not grow via Culture, and the border growth of all other players are reduced by 50%.Deforestation TreatyOption A: Yields from clearing any Feature is increased thricefold, and clearing Features of the chosen type yields Gold equal to the Production and Food.
Option B: All players receive 2 Naturalist units and 75 Science and Culture for each Forest, Marsh and Rainforest in their cities. Also prohibits chopping or clearing Features of the chosen type.Espionage PactOption A: All offensive Spy Operations take 30% less time, and operate at 1 level higher. Spies executing the chosen Operation function at an additional 2 levels higher.
Option B: The chosen Operation is unavailable, and all other offensive Operations function at 2 levels lower.Global Energy TreatyOption A: 50% discount on the production of buildings of this type, and all Powered buildings gets +3 yields.
Option B: Ban the production of buildings of this type, and reduce CO2 emissions from Buildings and Units by 50%.Heritage OrganizationOption A: Tourism from Great Works of this type is doubled, and overall Tourism is increased by 25%.
Option B: No Tourism from Great Works of this type, and -25% to all Tourism.Migration TreatyOption A: All cities gets 15% faster Population growth but -4 Loyalty per turn. This player’s cities gets an additional +30% faster Population growth and -8 Loyalty per turn.
Option B: All cities gets +4 Loyalty per turn but -15% Population growth. This player’s cities gets an additional +8 Loyalty per turn and -30% Population growth.Military AdvisoryAdjusted to +/-15 CS instead of 5.
PatronageOption A: Earn triple points towards Great People of this class. Additionally, generate 50% more Great People points for any class.
Option B: No points earned towards Great People of this class. Additionally, generate -50% Great People points of any other class.Public Works ProgramOption A: Increase Production towards all Projects by 50%. The chosen project gets an additional +100% Production towards it.
Option B: -25% Production towards all projects. The chosen projects gets an additional -50% Production towards it.SovereigntyOption A: Gain double Diplomatic Favor for being the Suzerain of any City-State. In addition, +10 of the City-States’ yield type when sending Trade Routes to a City-State of the chosen type.
Option B: City-States of this type do not provide their unique Suzerain bonus, and no Diplomatic Favor for being the Suzerain of any City-State.Trade PolicyOption A: All players receive +1 Trade Route capacity. Trade Routes sent to the chosen player provide +8 Gold to the sender. The chosen player receives an additional +1 Trade Route capacity.
Option B: All international Trade Routes receive -5 Gold. Furthermore, cancels any international Trade Routes between other civilizations and the chosen player, and embargoes any new ones from starting.Urban Development TreatyCity Center can no longer be chosen, to prevent AI from always choosing that one.
Option A: +25% Production towards all buildings, and an additional +100% Production towards buildings in this district.
Option B: No buildings can be created in this district. -25% Production towards all other buildings.World IdeologyOption A:+2 Wildcard slots instead of 1.
Both also get: All Governments receive +3 Diplomatic Favor per turn for every Wildcard slot in their government.World ReligionAdjusted to +30 Religious Strength instead of 10, and 75 Favor instead of 25.
MiscLuxury Policy, Mercenary Companies and Public Relations have been removed
Resolutions have been moved around to be more evenly spread throughout the eras, and to better fit the effect to that part of the game. Along with the removals it means each era have 8 resolutions, except medieval at 7 and industrial at 9.
Other changes1) -1 favor as a baseline for all civs.
2) Tier 1 Governments give 0 favor, tier 2 Governments gives 1, and so on.
3) Monarchy favor bonus changed from +2 to +1.
4) Time between sessions changed from 30 to 20 on standard, and fitted other time lengths.
if you enjoy the mod then give it a like, so other people can discover it 🙂
Feedback and suggestions is welcome, so please post it. I check the comment section regulary.
Rebalanced Secret Societies : https://steamcommunity.com/sharedfiles/filedetails/?id=2406253078 rebalances the Secret Societies to reduce power creep, enhance flavor, making them more equal. Includes malus to give some hard choices and rework of Voidsingers to avoid AI issues!
Better Barbarian Clans mode : https://steamcommunity.com/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.
Inland Flooding mod : https://steamcommunity.com/sharedfiles/filedetails/?id=1690507099 if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities.
Revisions:
Old revisions of this mod are available below. Click the link to download.