Age of Capital

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Author: Alf.Net

Last revision: 14 Apr, 2022 at 01:08 UTC

File size: 16.72 MB

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Description:

Age of Capital adds 9 new luxuries (manufactured goods) to the game and changes the existing four (Toys, Jeans, Cosmetics and Perfume). It aims to recreate the impact of manufactured goods in the wellbeing of human populations, starting in the Industrial Era. Goods created by inventors (Great Engineers) and entrepreneurs (Great Merchants) gain the upper hand in later eras in the maintenance of satisfied populations. Bonus resources are made more relevant to the Ancient and Classical eras.

A longer description of the changes is available here: https://forums.civfanatics.com/threads/age-of-capital-new-version.676338/

MAIN CHANGES

Amenity Changes:
Bonus resources now provide +1 Amenity for their first copy (instead of 0). Bonus resources provided by allied city-states are no longer useless.

Luxury resources now provide +3 Amenities for their first copy (instead of 4). Zanzibar’s Cloves and Cinnamon still provide +6 Amenities.

Consequences of these two changes:You’re likely to experience higher amenities than normal and an easier time achieving Happy or Ecstatic status in the early game and in your first few cities, thanks to the +1 from Bonus resources. However, as your population increases or you settle new cities, the need to access luxury goods will be increasingly felt.

Manufactured Goods:
(full breakdown in the excel screenshot)

3 Industrial Era manufactured goods, providing 4 Amenities per unique copy;
3 Modern Era manufactured goods, providing 6 Amenities per unique copy;
6 Atomic Era manufactured goods, providing 8 Amenities per unique copy;
1 Future Era manufactured good, providing 16 Amenities per unique copy.

Unlike Luxury Goods, you can’t simply conquer your opponent and keep the goods to yourself. If the Civ that created a manufactured good gets destroyed, all copies of that manufactured good are removed from the game. Doing so has the potential of causing widespread unrest on any other Civ highly dependent on those manufactured goods (you may take that as a warning… or as a suggestion).

Loyalty Changes:
Ecstatic cities now have +8 loyalty (up from +6);
Unhappy, Unrest and Revolt cities have -8 loyalty (down from -6);
Happy and Displeased cities remain at +3 and -3, respectively.

Victor provides +10 loyalty (up from +8). Garrison Commander provides +2 Loyalty (down from +4), but provides +6 Combat Strength (up from +5).

Amani’s Emissary promotion now causes 3 loyalty loss, rather than 2.

NOTE: Only citizens can cause external loyalty pressure. This hasn’t changed. Still, by increasing the loyalty penalty from low amenities, your cities are less capable of enduring pressure from citizens in foreign cities with their jeans and fancy gadgets. Think 1980s on the “wrong” side of the iron curtain.

Compatibility, other notes, etc:

Only Gathering Storm should be required, but I play with both expansions, all DLC, Leugi’s Monopoly++ and p0kiehl’s Luxury Resource Variety and Darker Dark Ages by default. A lot in this mod has been designed or tweaked with those enabled.

I haven’t had any issue with several popular mods which add new luxuries, such as Civitas Resources, Latin American Resources or Sukritact’s Resources and Oceans.

This mod should also work as an indirect buff to tall play (+1 Amenity from bonus resources is particularly impactful in the first handful of cities) and Amani (due to more potential amenities from city states).

Both luxuries and manufactured goods are classed as “LUXURY” in the code, meaning anything gameplaywise that relates to luxuries will also include manufactured goods (such as Montezuma’s leader ability).

My Mods:

Silk & Spice: Trade Route Rework

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Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Gathering Storm