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Rebalancing Civ4: RtR Mod

True, the only reason to tech DR is to build Spiral Minaret
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Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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(May 20th, 2013, 22:11)Merovech Wrote: Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.

It is +2 gold, but yeah, Divine Right is terrible.
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(May 20th, 2013, 22:16)SevenSpirits Wrote:
(May 20th, 2013, 22:11)Merovech Wrote: Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.

It is +2 gold, but yeah, Divine Right is terrible.

Really? Ugh. Man, it was +1 in vanilla and I guess civfanatics never updated that. One would think that I would have realized that sometime ago...
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

(May 20th, 2013, 22:16)SevenSpirits Wrote:
(May 20th, 2013, 22:11)Merovech Wrote: Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.

It is +2 gold, but yeah, Divine Right is terrible.

I'm just going to post this, because its something Spiral minaret makes possible:


single player game w/ rbmod (immortal diff, which is probably equivalent to monarch in bts since the ai.. is pretty good in the early game but doesnt adjust well to the changes in the late medieval era). HRE + environmentalism\rep +full monk economy. I've had my research at 100% for about 80 turns now and have enough gold I probably will for the rest of the game. part of that is the rauthouses, of course, but its also spiral minaret + gold from specialists w/ environmentalism - with 20ish cities and no state property I had a 95%-105% fluctuating break even rate.. smile. once I switched to SP I was able to keep conquering pretty much all I want without slowing down my breakeven rate.

spiral minaret is better than sankore, imo (not better than AP, of course) in rbmod.
Please don't go. The drones need you. They look up to you.
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Huh. Interesting note.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Minaret is always better than Sankore. You just need to get a useless tech to unlock it.
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(May 21st, 2013, 00:08)Bigger Wrote:
(May 20th, 2013, 22:16)SevenSpirits Wrote:
(May 20th, 2013, 22:11)Merovech Wrote: Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.

It is +2 gold, but yeah, Divine Right is terrible.

I'm just going to post this, because its something Spiral minaret makes possible:


single player game w/ rbmod (immortal diff, which is probably equivalent to monarch in bts since the ai.. is pretty good in the early game but doesnt adjust well to the changes in the late medieval era). HRE + environmentalism\rep +full monk economy. I've had my research at 100% for about 80 turns now and have enough gold I probably will for the rest of the game. part of that is the rauthouses, of course, but its also spiral minaret + gold from specialists w/ environmentalism - with 20ish cities and no state property I had a 95%-105% fluctuating break even rate.. smile. once I switched to SP I was able to keep conquering pretty much all I want without slowing down my breakeven rate.

spiral minaret is better than sankore, imo (not better than AP, of course) in rbmod.

Were all of the specialists scientists? And what was the actual beaker-rate at certain points?
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(May 21st, 2013, 00:55)Serdoa Wrote:
(May 21st, 2013, 00:08)Bigger Wrote:
(May 20th, 2013, 22:16)SevenSpirits Wrote:
(May 20th, 2013, 22:11)Merovech Wrote: Honestly, Spiral Minaret isn't even worth it a lot of the time. I think that it should be +2 gold, like the +2 science of Sankore or the +2 produciton from the AP.

It is +2 gold, but yeah, Divine Right is terrible.

I'm just going to post this, because its something Spiral minaret makes possible:


single player game w/ rbmod (immortal diff, which is probably equivalent to monarch in bts since the ai.. is pretty good in the early game but doesnt adjust well to the changes in the late medieval era). HRE + environmentalism\rep +full monk economy. I've had my research at 100% for about 80 turns now and have enough gold I probably will for the rest of the game. part of that is the rauthouses, of course, but its also spiral minaret + gold from specialists w/ environmentalism - with 20ish cities and no state property I had a 95%-105% fluctuating break even rate.. smile. once I switched to SP I was able to keep conquering pretty much all I want without slowing down my breakeven rate.

spiral minaret is better than sankore, imo (not better than AP, of course) in rbmod.

Were all of the specialists scientists? And what was the actual beaker-rate at certain points?

scientists and engineers. and the occaisonal spy that the dumb governor assigned when I wasn't paying attention. maybe 2-3 priests in hammer poor cities, but no merchants.

Not sure how to answer your second question, I didn't make a spreadsheet tongue. liberalism and constitution probably did more than divine right, but I wasn't able to keep it at 100% until I build the SM. I think I only had markets, & banks, in early core cities - didn't seem to be much reason to build them in later cities. probably needed the grocers for health though.

and of course it wouldnt be possible w/o the rauthouses, 75% reduced maintenence is killer smile. I don't think the mayans could pull it off at all mischief
Please don't go. The drones need you. They look up to you.
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Why not just drop the cost to maybe 30% more (after prerequisite boni) than Theology?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
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