Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Greece Rebalanced
   
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21 Oct @ 12:50am
21 Oct @ 5:09am
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Greece Rebalanced

Description
This entire mod started because I was watching videos on the Peloponnesian War and thought "huh, it's odd that Greece doesn't have any bonuses to navy."
This is a smaller mod in scope than my previous two Rebalances, but I hope that it shakes up gameplay enough to be worth it!
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Politeia: Greece's new (updated) Unique Ability, in addition to +3 influence on the palace, they also now have a highly prohibative increase in cost towards converting founded towns into cities (I tried my best to straight up make it impossible, but Sid Meier thwarted my attempts). However, this comes with a heavy discount towards converting Incorporated City States. The idea here is that you found strategic and useful towns, while surrounding them with former city states!

Oikistes: Greece now has a unique settler, the Oikistes! These are only trainable in settlements with 10 pop (instead of the usual 5) meaning expansion will come online much later, however they have quicker movement, larger sight, and start with an extra 2 population when founding! For some reason it seems like the first founded settlement will start with more than 3 pop, I wasn't able to rectify this.

Parthenon: The Parthenon has been given the fortification tag! I wanted to give this to the Acropolis itself, to reflect how it was often a defensive location in the city, but it didn't seem to work.

Acropolis: The Acropolis' +2 Gold per Suzed City State has been updated to also provide +2 Gold per City in your Empire, so as not to penalise you for Incorporating, and to give it stronger carry forward in case you don't focus on City States as much in future ages.

Culture Tree: The Greek Culture has recieved a new node, along with a mastery! After completing Symmachia, you will can now progress to Arche, which will unlock a new tradition: Sympoliteia! As well as an increase in naval unit speed. The mastery will grant a settlement limit.

Sympoliteia: Unlike with the previous Rebalances, I felt that the Greek Traditions had very good staying power, so rather than tweak them, I added Sympoliteia which grants +50% Influence towards Incorporating City States.

Narrative Events: Two new narrative events have been added! One, themed around the Peloponnesian War is unlocked after researching Symmachia! The second replaces the old event for building the Oracle as Greece. I felt it was quite lacking, being a choice of a small amount of Happiness or Culture. Now you will be prompted to decided the cultural leader of the Hellas!

Peloponnesian War: This narrative event has you deciding to join either the Delian or Peloponnesian League, each granting different bonsues from different types of City States. The Delians are focused around expansion and naval warfare, while the Peloponnese are more focused on traditional warfare.
Delian: Scientific, Expansionist, Diplomatic
Peloponnese: Militaristic, Cultural, Economic

Government: Choosing Sparta as the Cultural Hegemon of the Hellas will give you a new government type, the Diarchy. This gives you the choice of either increasing Commander Experience Gain, or Culture on killing units while in a celebration.
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This mod was fun to make! Though I fear I might have dived in a bit *too* much. The narrative events were really a pain to hammer out, and unfortunately you can't make it so that multiple levels of the same unit type activate a requirement. Thank you so much to Slothoth for helping me troubleshoot the settlement cost increases and narrative events!
14 Comments
Sir Hix 29 Oct @ 4:53pm 
Hello Garebear,

I really enjoy this mod and want to keep using it, but I’ve run into a small issue with the narrative events. I don’t recall their exact names, but one quest asked me to suzerain several city-states. The problem is that by the time it appears, I’ve usually already suzerained all of them.

In the base game, events like this check if the goal is already complete—like “build a wonder”—but this mod’s version doesn’t seem to. Is there any way to make the mod’s events recognize completed objectives? It’s a bit disappointing that both of my games have locked me out of those bonuses.

If nothing can be done, no worries—I still love the mod and appreciate all your hard work!
GrindPlayer 28 Oct @ 9:23pm 
the extra population help but the delay make you have weaker spot to settlers. I guess this is balanced.
I'm more concern with the cost to do town into city. Make greece like "another" Carthag civ.
But it's only my taste and it's fine.

Honestly I'll keep the mod because of your new narrative events but I don't find playing with incorporating city state is a good way (too much luick and variable about that).

If you're good with the state of your mod, it's fine ;-) don't change your vision just for only one criticism and keep it up. I want more rework from you and Renouf (you seem to have similar view about how to rework civ and I like it, even with what I thinh is flaws for my taste^^)
Garebear  [author] 28 Oct @ 9:16am 
I hear you grind and that's fair. Again, I don't really balance for Deity because the ai has insane bonsues that you're not going to easily get past without lots of conquest or very thought out strategic planning. Greece was already one of the more powerful civs, so I aimed to give it more flavour here than a power boost. I'll think about lowering either the production or population cost. Although you don't find that having the extra population helps very much?
GrindPlayer 28 Oct @ 12:59am 
Definitly I don't like having both delayed settlers and high cost for town -> city.
together make playing vs AI in deity very slog... City State incorporation don't really help to offset these 2 big malus I think.
Garebear  [author] 24 Oct @ 9:36am 
Hi Grind! Thank you for the feedback! I don't play on Deity, so I don't generally balance my stuff for deity. It feels right to me to balance sort of in the middle. Keep in mind your bonuses from either the Peloponnesian League or the Delian League will only be for half of the city states, leaving the other half for incorporating! I also unfortunately cannot change the tier requirement for killing units, it's just something baked into the game, that the devs would have to change. I am glad to hear the narrative events are sticking the landing though
GrindPlayer 24 Oct @ 8:34am 
I think playing around absorbing city is not so good, even with the new leader.
their city are awfuly placed by the map generation, it make your empire really scare and having problem with ressources spread.

For me, it didn't click. So this new gameplay + the settlers at 10 cap + cost converting town don't made it. I'm always too much late behind AI in divinity about wonders and even army because the lack of building (but maybe I'm not skill enough with your rework and the new leader too).

Don't know if I should play by absording city states (losing bonus like "The Hellias will be forever free") or if I should play Greece as per usual, without absorbing but losing time on city spread :/ Seem 2 anti-synergic ways.

But your narrative events are really good... maybe just delete the need to do some objective with only 1 tier unit (like tier 2 infantery or galley : many times I have tier 3 and can't achieved them so)
I like greece having some bonus about sea/water warfare too.
Garebear  [author] 23 Oct @ 4:55pm 
Glad you enjoyed it Renouf!!! The narrative events were definitely a pain to set up, mostly because there's just some stuff you *can't* do (the reason the Pelos path says tier 2 Hoplite specifically is because you can't create a quest with an objective that has an amount over 1, and have it count for multiple units). If you ever want help with the narrative events, I'm happy to try! I love your Persia mod, it's tons of fun to mess around with the sight ranges and the ranged infantry
Garebear  [author] 23 Oct @ 4:52pm 
Lemme know what you think GrindPlayer!
Renouf 23 Oct @ 8:52am 
Went with your suggested playstyle (integrating for cities and settling feeder towns) and it was very fun! Fits Lakshmibai amazingly. And omg proper narrative event chains!!? How miserable were they to make?? I might have to go back and add some to my Persia rework, but I've heard they're kinda tough to set up lol
GrindPlayer 23 Oct @ 3:31am 
I did many start, I have mixe feeling about the 10 pop cap / settlers changes. Need to dig deeper.