The last "minor stuff" before the big tech trading post.
Game Mechanics:
The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.
No corps removes that aspect completely, and Quick CVs probably didn't need the nerfhammer (how many CVs have been tried in RB MP history?), but it limits the difference between Quick and Normal. Doesn't affect us here.
The draft mostly limits the Rifle draft and the Globe Draft City (Still leaves Globe/HE for a Whip Factory, especially if it's got SoZ and some way to get to 8 or 10XP). That may be the best use of Globe, as a the HE whip factory. It's a shiny prize, and one that would be nice to have.
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain:
Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working, Masonry, Writing, Priesthood.
Coastal Blockades are broken in BtS, especially for Galleys/Triremes (blocking 3 tiles when they can only move 2? Ok...)
Again, we tweaked a mechanic so that it's still useful, but it takes work for it to take over a game. Can you still blockade an opponent? Yeah. Does it hurt? Yes. But can you do it with just one Galley? Nope.
AP Resolutions (see, say, PBEM10, I'm guilty as charged there) can really manipulate diplomacy in ways that shouldn't happen. The fail-gold change was to stop some of the intentional fail-gold tricks that people were pulling to get beyond-Wealth returns on failing wonders. None of these affect me much.
Huts can be on now, as there's only one really big prize (BW), and a few nice ones (Writing especially is nice, and Masonry can open up some new possibilities). But with barbs on and no scouts to start, scouting isn't always safe. And no worries about an opponent getting a free Oracle by popping Metal Casting. Still not convinced I'm going to send extra warriors out scouting, but that may change. Not sure; depends on the micro plan as well.
Game Mechanics:
The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.
No corps removes that aspect completely, and Quick CVs probably didn't need the nerfhammer (how many CVs have been tried in RB MP history?), but it limits the difference between Quick and Normal. Doesn't affect us here.
The draft mostly limits the Rifle draft and the Globe Draft City (Still leaves Globe/HE for a Whip Factory, especially if it's got SoZ and some way to get to 8 or 10XP). That may be the best use of Globe, as a the HE whip factory. It's a shiny prize, and one that would be nice to have.
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and Assign City are no longer eligible resolution actions.
Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).
Hut techs: Can only gain:
Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working, Masonry, Writing, Priesthood.
Coastal Blockades are broken in BtS, especially for Galleys/Triremes (blocking 3 tiles when they can only move 2? Ok...)
Again, we tweaked a mechanic so that it's still useful, but it takes work for it to take over a game. Can you still blockade an opponent? Yeah. Does it hurt? Yes. But can you do it with just one Galley? Nope.
AP Resolutions (see, say, PBEM10, I'm guilty as charged there) can really manipulate diplomacy in ways that shouldn't happen. The fail-gold change was to stop some of the intentional fail-gold tricks that people were pulling to get beyond-Wealth returns on failing wonders. None of these affect me much.
Huts can be on now, as there's only one really big prize (BW), and a few nice ones (Writing especially is nice, and Masonry can open up some new possibilities). But with barbs on and no scouts to start, scouting isn't always safe. And no worries about an opponent getting a free Oracle by popping Metal Casting. Still not convinced I'm going to send extra warriors out scouting, but that may change. Not sure; depends on the micro plan as well.