See update note at the end.
BuyThis! develops a set of interdependent mechanics, almost an alternative and new game.
- Make Money/Food/Influence/Militarist equal to Industry/Science about building, but in a different way.
- Money and Pop Buyouts are very lowered. Inflation greatly reduced.
- Populations in cities produce more and are competitive vs quarters.
- General production efficiency decreases depending on the population/district ratio.
- Gives the player a lot of options each turn, instead of just click "End Turn".
- Give more time to spend in each era.
- Increase pop generation to more than one citizen per turn if enough Growth.
- Non producing quarters don't increase the cost of others quarters.
- Can build from harbors and Resources extractors, but only 1 area away.
- Nerf Collective Mind.
- Various balance, but nothing about cultures, units, etc. Mostly Costs and concepts.
Warning!!! Produces an addictive effect : "Compulsion to buy".
*** CORE FEATURES ***
Game concepts are very easy to catch.
No need to read formulas if you are a casual player.
Buy with Money.
Normal speed : 150% of Industry cost (turn 0), to 300% of Industry cost (turn 300).
From: ((Variable.ProductionCost - Variable.InvestedProduction) ^ 1.18 + Variable.CurrentTurn * (Variable.CurrentTurn / 50) ^ 1.55) * Target.ProductionBuyoutCostMultiplier
To: (Variable.ProductionCost - Variable.InvestedProduction) * 1.5 + (Variable.ProductionCost - Variable.InvestedProduction) * Variable.CurrentTurn / 200
Buy with Pop.
Cost depends on Food/pop Gain instead of Industry Gain.
From: 5 * 1 max Target.IndustryWorkplaceGainPerPopulation
To: 25 * 1 max Target.FoodWorkplaceGainPerPopulation
Buy with Influence.
Normal speed : 75% of Industry cost (turn 0), to 150% of Industry cost (turn 300).
From: 0.25 * ((Variable.ProductionCost - Variable.InvestedProduction) ^ 1.05 + Variable.CurrentTurn * (Variable.CurrentTurn / 75) ^ 1.25)
To: (Variable.ProductionCost - Variable.InvestedProduction) * 0.75 + (Variable.ProductionCost - Variable.InvestedProduction) * Variable.CurrentTurn / 800
Any non military, non emblematic district can be buy in a Outpost.
As the cost is a bit higher, Influence cultures can benefit the most from this.
Note: this don't produce much an exploit than BuyOut with money in a new city.
Increase bounty from War Reparation, Ransack, Spoil of wars (Units killed).
Normal speed : x2 (turn 0), to x4 (turn 300).
Don't apply during Neolithic.
Generic multiplicator formula apply on these 3 features:
2 * (Target.NumberOfUnlockedTechnologies * 0.01 + 1) ^ 2
So: Bounty x2 early game and x4 end game, with smooth increase during the game.
5x cheaper. Influence or Money cost.
More Gain Per Population.
Each Pop produce +50% more.
Can be seen in the city popup. Scale with infrastructures and Cultures bonus.
Examples : 1 pop for 6 food/pop give 9 food. Infrastructure giving +2 money/pop give +3 instead.
From: Source.FoodWorkplaceGainPerPopulation * Source.PopulationAssignedToFood
To: Source.FoodWorkplaceGainPerPopulation * Source.PopulationAssignedToFood * 1.5
Generate more than 1 Pop per Turn.
It's a smooth process, examples of significative steps :
+500 excess food : +2 pop/turn.
+1000 excess food : +3 pop/turn.
+1M excess food : +50 pop/turn.
You can see the % in the food city popup. 100% mean +1 pop/turn.
Integrates InfiniteGrowth, Humankind.mod.io.
Food consomption a bit lower than Vanilla.
From : 0.25 * (Target.Population + Target.InvestedPopulation) ^ 2 + 6 * (Target.Population + Target.InvestedPopulation)
To : 0.20 * (Target.Population + Target.InvestedPopulation) ^ 2 + 6 * (Target.Population + Target.InvestedPopulation)
Only Production Districts Scale, No external Slot Impact.
If you build too much a basic district, its cost increase (like in Vanilla game but lower).
But if you build some others basic districts, the cost of the first one become normal again.
No endless increasing cost like in the Vanilla game.
If you build an Hamlet that give +1 population slot on every workplace, it don't increase basic districts costs like in Vanilla game. Slot impact is reduced in other cases of slots bonus (from Civics, Cultures, etc).
Of course, like in the vanilla game, the more you build districts, the more they cost. It's more expensive than the base game, but cheaper than last game patch (DDLM2), and far cheaper than Fabius Maximus patch.
A non producing district don't increase general district Cost.
You can see "-1 district on city" in the description of these districts.
Integrates BetterDistrictsCosts : Humankind.mod.io.
Best than any other mod I made before about district costs.
*** BALANCING FEATURES ***
Because there is more way to produce, it needs ways to balance and slow down the game.
More costly Techs.
Each sub-era tiers have an additionnal cost, increasing by +10% steps.
Era 1 tiers 1 cost get +10%.
Era 1 tiers 2 cost get +20%.
Era 1 tiers 3 cost get +30%.... And so on, until ....
.... Era 6 tiers 4 cost get +290%.
Additionnaly, the 5 ultimates techs get a x5 cost.
Each update, this feature can be balanced (often by adding a general % cost).
Integrates a modified version of CostlyTechs, Humankind.mod.io.
Added: x1.25 all techs. And use "Test1" solution.
Era Stars more difficult to catch.
Each Era Star requires to do more than in Vanilla game!
It depends of the kind of stars, you'll see that in-game.
About Science Star : You get 3 stars only by getting all the techs of the era.
Era Stars #2 and #3 have an additionnal Cost depending on Fame Score.
It's calculated at the start of an Era, so Costs won't change during an era if Fame Score change.
Integrates a modified version of ExpensiveStars, Humankind.mod.io.
Example with Builder Era Stars.
Star #1 : (Variable.NbEra + 1) * 8 + 4
Star #2 : (Variable.NbEra + 1 * Target.FameScore / 20000 + 1) * 8 + 4
Star #3 : (Variable.NbEra + 1 * Target.FameScore / 10000 + 1) * 8 + 4
Quarters need Pop.
- Ratio : 2 Quarters need 1 Pop.
- Missing Pop : City get a % malus on Industry, Money, Science, but not Food.
- No Pop in the city : Maximum malus is -50%.
You will see it in the city popup. For example : "-6 Industry from city or outpost".
Only producing Quarters matter, not the ones with "-1 district on city".
Integrates a modified version of QuartersNeedPop : Humankind.mod.io.
Formula: 0.5 + 0.5 min (0.5 * 1 max Target.Population * 1.5 / 1 max Target.ExtensionDistrictsCount)
Pop need Quarters.
- Ratio : 2 Pop need 1 Quarters .
- Missing Quarters : City get a % malus on Food, Money, Science, but not Industry.
- No Quarter in the city : Maximum malus is -50%.
- City count as 2 Quarters instead of 1. So, No malus until 3 pop if no quarters.
You will see it in the city popup. For example : "-6 Food from city or outpost".
Only producing Quarters matter, not the ones with "-1 district on city".
Formula: 0.5 + 0.5 min (0.5 * 1 max (Target.ExtensionDistrictsCount + 1) * 1.5 / 1 max Target.Population)
Fair Cultural Wonder Costs.
Each time you build a Cultural Wonder, the next one cost twice more.
If you build only one wonder each Era, the costs are the same than Vanilla game, except...
There is also an additionnal cost depending on Fame Score.
- This make more difficult for a single player to monopolize all Wonders with an Influence/Industry snowball.
- It make the first Wonder a player claim always the same base cost. So it's fair for players who couldn't claim Wonders before.
All wonders have this unique formula :
1400 / 2 * 2 ^ Target.WonderCulturalClaimedCount * (1 + Target.FameScore / 100000) ^ 2
National Projects Fame Cost.
National Projects have an additionnal Cost depending on Fame Score.
Example with Satellite Launch :
Base cost : 2500 * (1 + Target.FameScore / 10000)
Iterative cost : 10000 * Source.IterationCount ^ 1.2 * (1 + Target.FameScore / 20000)
Repeatable Influence Basic Cost.
Vanilla Repeatables have 2 costs, basic cost, and additionnal cost from repeat.
- Basic cost become Influence equal to 25% of Industry cost.
- Additionnal cost is Industry cost, unchanged.
- Make first Repeatable quick to BuyOut.
- Give Influence culture an advantage on Repeteables, and a way to spend Influence, late game.
- Prevent Big Money to BuyOut too much Repeteables.
Nerf 2 Affinity Traits.
- Science trait "Collective Mind" give only 50% of production.
- Industry trait give only 75% of production.
Nerf 2 Tenets.
- The one giving Money on Money tiles : from +5 to +4.
- The one giving Science on Science tiles : from +5 to +4.
*** SECONDARY FEATURES ***
Some quality of life improvements you can get also in a lot of others mods, more or less the same.
Cities and Administrative Centers exploit all FIMS.
What you see on the map is what you get.
You can get Science or Money from Anomalies Tiles or Ressources spots.
To balance, base income is lower :
- City Center get -1 of each FIMS. FIMS 2/2/2/2.
- Administrative Center get -1 Food and Industry. FIMS 1/1/1/1.
Free build from Harbor and Ressource extractors.
You can build next to the harbor, or a ressource extractor, but without further expansion.
So, you can't build from the new added quarter, until the City or Administrative Center connect.
Better Natural Reserve.
Natural Reserve provide +1 of any FIMS, +1 faith, and +2 Influence.
So it's more easy to see on the map. Also, Pollution reduction is -6 instead of -3.
Integrates LovableReserve, Humankind.mod.io.
Better Commons quarter.
Have now 2 basic effect and 2 synergy.
+4 Stability, +4 Stability per basic economic district nearby (food, money, industry, science).
+2 Influence, +2 Influence per district nearby that are not basic economic.
Can't be build without a basic quarter nearby (prevent AI to do that).
Better AI parameters so AI don't build it so much anywhere, reduce clustering.
These changes are mostly for AI, so AI can get a little benefit of this quarter, instead of building it anyhow for nothing. It's also nice for players, as Garrison often get the preference.
Removes "Can't buy with pop".
Needed because this mod give food the ability to concurrence Industry with Pop Buyout.
Cost from 500 to 100.
Pollution reduction duration is set to 20 turns instead of 2.
The duration use now gamespeed, so 20 turns is for normal speed. Longer for slowest speeds.
Tradition And Authority.
Authority get additionnal bonus :
+1 Naval and Land speed, then +2.
Tradition get additionnal bonus :
+1 City Cap, then +2.
Integrates a modified version of TraditionAndAuthority, Humankind.mod.io.
*** Balance and philosophy. ***
It's a little bit of blabla that will interest those shocked by some choices that seem to make the mod even more snowball than the Vanilla game.
The Vanilla game tried some options of the mod in its beta phase, such as making the money or pop buyout more accessible. As there was not the right balance, they backed off. However, this generates two problems:
- Player frustration at not being able to use buyouts, money or pop.
- The shift of real power to the Industry, which also annoys players.
So, making a mod like BuyThis is based on an implicit bias: no way to back out like the vanilla game. It has already been tried. The idea was to nerf what might be a problem. Because if you don't do that, you have to work on the whole game to adapt to the problem. And that's probably not the kind of risk a developer can take with a deadline looming.
That's exactly what BuyThis does, adapt the whole game! Modder have more freedom, can take risk and make errors. No one will scream, it's just a mod make by a single guy!
Not nerfing the Industry and making other resources competitive is bound to bring excess production and growth. Making the population competitive vs. the quarters as well. So you have to compensate, and that relies on few levers. Nerf the buyouts? That's exactly what we want to avoid. Or in a limited proportion. So we just need to increase the other requirements to make the game balanced. This is mainly due to the cost of technologies and the difficulty to get the Era stars. The quarter/pop ratio as well, this is a feature I've seen called for a lot in the threads.
In a BuyThis game, the player has time to develop his cities more in each era. And changing era after just having built three or four quarters is also very frustrating for players.
Secondly, it's research on game concepts about other cultures than Industry. Food for example: exceeding the limit of 1 pop per turn, and creating a hellish dynamic of sacrificing pop to buy. This fills the theme, and creates something new in relation to the industry.
Nerf Industry : the mod choose to not do that. But if industry is still a problem, there is a easy way to nerf it, without needing to edit each Industry cultures or features in the game. Just edit the Industry output in the city, with a formula. Best, it can also choose Industry coming from pop and Industry coming from other source. So nerf mostly Industry coming from quarters and effects, but not Industry coming from pop.
*** INTERACTION WITH OTHER MODS ***
Check screenshots of unity project. If you use a mod changing one of these files, it will conflict.
Ok, I need to update Screenshot, for now, you see nothing. ;-)
The ones I like, and also the ones I know they work well with BuyThis!, with good compatibility or synergy.
- Need More Stars mods.
If you wan't slow down AI to change Era, use this kind of mods.
Example, Fourteen Star-Eras : Humankind.mod.io.
- More Resource Options, Gc2021.com.
Not only more options, but effective ones, far better than the FabiusMaximus ones.
Even if you don't wan't more resources, use that, because it spread better resources on the map.
- Some other AOM mods I consider as a must have.
Improved AI Culture Selection, Gc2021.com.
With that, AI don't choose the usual cultures like Harapean, and for unknow reason never choose Egyptians.
More Religious Tenets, Gc2021.com
You dream of more tenets and 5 tiers tenets ? This mod make it real!
- Deep Sea, because it's so cool, Humankind.mod.io.
Then you will probably wan't to use also Extended Naval Combat, Humankind.mod.io.
- Balance buffs and changes collection, Humankind.mod.io.
This awesome megapack work with BuyThis, I always play both.
Should be loaded before if you prefer TraditionAndAuthority change. Also, if you load it before, you keep Train Station and Airport buyout influence and no-scale (and loose exploit own FIMS, what is fair). I never tried to load it after BuyThis, but should be fine, if you prefer these small changes from this mod.
Include 14 stars/Era and 2 stars Neolithic, really needed.
All BuyThis don't do, this mod do, and vice versa.
- Vanilla Improvement Project, Humankind.mod.io.
A promising overhaul mod. I never tested it, so my opinion is mostly because it's the kind of overhaul mod BuyThis like, as they do what BuyThis don't do. But it make some changes that could be not compatible with "Balance buffs and changes collection", so it need to choose one. Still, I think both could work, but it will make loose some features, depending of the load order. It could also accumulate some features by accident.
If you use the mod with BuyThis!, for sure, you need to load it before BuyThis!, otherwise, you will loose too much important features from BuyThis. Sadly you will also loose some feature from Vanilla Improvement Project, but not so much, and mostly the ones about global balance that BuyThis do in its own way (costs, era stars requirement, etc).
- Culture Super Pack, Humankind.mod.io.
Thanks to the fact that all cultures are in a single pack and there is a compatibility patch, this awesome pack is now available with BuyThis!
Compatibility patch : Compatibility: Culture Super Pack and DeepSea, Humankind.mod.io.
Patch can be used both for DeepSea and BuyThis! and must be loaded after.
- Progressive Difficulty, Humankind.mod.io.
I think it's a real need for the game, so a must have mod.
But I still work a lot on it, as I need to find the good balance, listen to feedback and how players feel it.
Most of the mods are Ok, as they don't tweak the assets I use.
Any mod you like about :
- New Cultures, new stuff.
- Balancing units, civics, ideologies, wonders, cultures, infrastructures, etc.
Only risk is to unbalance if the mods give too many buffs.
- Almost all my mods, but they are integrated in BuyThis.
- Naval-Rework, Humankind.mod.io.
Can work if loaded after BuyThis!, but you can't build anymore from Harbors.
Also, Harbor will be added to DistrictsCount, so it scale the cost of others districts.
List of Districts that scale and Definition files used will be listed in BetterDistrictsCost, Humankind.mod.io.
- BalanceOverhaul, Humankind.mod.io.
- Reduces the cost of a district, Humankind.mod.io.
- Simpler Buyout Costs, Humankind.mod.io.
Load Order Example.
My new usual load order, few mods, but heavy ones :
1 - Balance buffs and changes collection.
2 - Extended Naval Combat.
3 - Culture Super Pack.
4 - BuyThis!
5 - DeepSea.
6 - Compatibility: Culture Super Pack and DeepSea.
7 - Progressive Difficulty.
And of course all AOM mods about resources, religion, AI culture choice.
*** ISSUES ***
SOLVED - IN GAME ISSUE about UI : Come from too much text in Configuration Tab.
Thanks for reporting, and thank to the dev team who helped on this case.
Already subscriber with the issue : Unsubscribe, then subscribe again to force refresh and solve the issue.
SOLVED - Pending End Turn when conquering a city : A bug coming from the integration of BetterDistrictsCost. The correction was made in both mods. Full test with conquest of multiples cities, and it work ok now. Many playtests since then, no problem.
SOLVED - No prod city/Infinite turns outpost : A bug coming vanilla update 13/12/2021 (v220.127.116.117) with 2 unrecognized properties in GameEffect_Settlement. I just cross fingers there isn't this kind of thing in another part of the game.
*** UPDATE ***
Major Update, 07/12/2021.
- Give to Militarist and Influence Cultures new way to play, like it was for Food and Money.
- Change Buy With Influence in Outposts.
- Better War Benefits.
- Nerf Science and Industry Affinity Traits.
- Repeatable basic cost with Influence.
- Cheaper Reforestation Cost.
- Integrates modified TraditionAndAuthority.
- Balance Merchant Star : exponential from 3.2 to 3.3.
- Balance Quarter Need Pop : pop multiplicator from 1.5 to 1.334. Make ratio Pop/Quarter from 2/3 to 3/4.
- Common quarter have a better synergy and should prevent AI spamming and clustering.
- Re-introduce a very light Inflation on Money/Influence Buyout (smooth increase to x2 instead of x1,5 late game).
- Nerf 2 Tenets, +5 money or science/tile to +4.
- Curve a bit Science cost: end of Era 1 is higher. Other eras, no change, except late industrial and comtemporary era, with higher costs.
- Set buyout money on "test 2" start at x1.5 and go to x3 (max inflation).
- Remove Commons exploit FIMS.
- Add DeepSea compatibility.
- Nerf a bit the new Commons, was too OP. Synergies unchanged but base 4 stability and 2 influence.
- Nerf a bit Outpost Buyout, just set the original value I was targeting. As a whole, Vanilla game was making to easy to buyout in outpost and get almost Harbor for free. Here, we want only culture producing enough Influence get benefits of this.
- Era stars 2 and 3 have additionnal cost depending on Fame.
- Add Pop need Quarters.
- Add Cultural Wonder fair cost + additionnal cost depending on Fame.
- National project cost have additionnal cost depending on Fame.
- Science cost rollback to previous one x1.2 instead x1.1.
- Farmer and Builder Star more difficult.
- Tradition get +City Cap bonus instead of Fame bonus.
- Remove Harbor from "-1 district count" list.
- Food Consomption : Rollback to a few reduction, not so important than previous versions.
- Pop buyout depends now of FoodWorkplace instead of Industry.
- Recent update v18.104.22.1687 of 13/12/2021 was making this mod bug. SOLVED.
I found at least one reason: new properties in GameEffect_Settlement.
As for now, the mod tool can't recognize these properties, I had to rebuild the file from the vanilla game (which don't recognize too these new properties). So add the content of the mod again. I hope there is not this kind of property added in another part of the game (particularly a file used by the mod). And it's too long to compare all files.
- Change the ratio of the Quarter/Food and set up so it trigger in more extreme conditions, instead of bothering too much player during the game.
- During playtest, Era stars and Science stars was out of sync. Often Science stars was done before enough others stars.
- I reduced the Fame cost in Era stars as it's a factor that can do this kind of unbalance.
- Added also a very light science cost increase (+5%).
- Increase Militarist Era star difficulty.
- Go from (Era*3+2) to (Era*5).
- It mean Ancient era is unchanged but later, the multiplicator will made it much more difficult.
- It's a quick change, I guess here maybe this star shouldn't be linear progression but include a Exponential factor. Quite sensitive to set in a hurry.
- Help a bit more to reduce pollution, but it's better to use a dedicated mod for that.
- Natural reserve go to -6 pollution reduction, and reforestation duration is set to 20 turns instead of 2.