As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Rebalancing Civ4: RtR Mod

Are both computers the same version of windows? I wonder if it is installed in a different path and messing it up that way.
Reply

http://dl.dropbox.com/u/24745121/PBEM16mod.rar

that's the link to the mod I use to open the save, so it should be the right one.
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
Reply

Thanks all for your efforts.

In the end I got it working. Tried many thing, doublechecked on an older laptop with different OS.

I completely reinstalled three times.
Now it works. Even used the Mod version from my normal machine.
I just cannot say what it made it work in the end. Computers, bang

mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Reply

There are a few suggested changes I've been working on the past few weeks:

Suggested Changes:

Hunting:
Can build Pasture
Remove scout
Remove Can build Camp
Increase in cost by about 50% (ideally, identical cost to Agri)
[Rename to Animal Husbandry]

Animal Husbandry:
Can build Camp
Can build Scout
Keeps Reveal Horse
[Rename to Hunting]

Archery:
Decrease tech cost by about 30%. Basically cost of Hunting+Archery needs to be constant.

This basically means that you don't have to start with Agri or Hunting to get to pastures before a worker can get built. It makes all food techs accessible from the start of the game.

Increase known tech bonus from 30% if everyone has the tech to 250-ish
Move tech trading to Paper
Move Map trading to Writing
Move Open Borders to Alphabet
Increase tech costs post Paper by about 80-100%

Makes it feasible to catch up in tech regardless of if tech trading is on or not. Makes tech trading viable as well, don't need it to catch up if you can actually put together a decent tech pace.
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
Reply

Krill Wrote:Makes it feasible to catch up in tech regardless of if tech trading is on or not. Makes tech trading viable as well, don't need it to catch up if you can actually put together a decent tech pace.

Doesn't that almost make GNP/Financial too useless? Seems like the game would solely be about production capacity as you would benefit even more by massive expansion, saving cash, and then blowing it all to catch up in tech due to the massive known tech boni.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Reply

Gold Ergo Sum Wrote:Doesn't that almost make GNP/Financial too useless? Seems like the game would solely be about production capacity as you would benefit even more by massive expansion, saving cash, and then blowing it all to catch up in tech due to the massive known tech boni.

The bonus is always there with Fin though, you just have to change tile improvements. Windmills, watermills, there are ways to still use FIN. US isn't far away (Nationalism/Constitution/Democracy). You do make a fair point though, that the game would get moved towards production.

But is that a bad thing?

Currently the cost of techs increase, but bpt increases a hell of a lot faster. PBEM4 (and other) gives a fair description of just how fast you can tech, and I'm pretty sure it should be slower than that. Only ways we have of increasing tech costs are world size and Difficulty, which have other effects that either make them unsuitable and/or unfun. While I'd appreciate a separate method of altering tech costs its considered unfeasible to implement such a method, and I don't see a blanket increase with a method of helping backwards civs catch up a disadvantage. What if you are a FIN civ that is trying to catch up with an EXP/IMP snowball civ?
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
Reply

I just feel like games at RB are already essentially only about expansion. While I wouldn't want to penalize expansion too hard, as empire is the name of the game, it should be feasible to crash your economy to the point where you are totally boned--some penalty for overexpansion. If you do that with the tech boni, I don't see any disadvantage at all. As is, there is just barely a negative cost to overexpansion--as seen by the fact that all the best players just expand as fast as possible, with disregard to tech rate early.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
Reply

Gold Ergo Sum Wrote:I just feel like games at RB are already essentially only about expansion. While I wouldn't want to penalize expansion too hard, as empire is the name of the game, it should be feasible to crash your economy to the point where you are totally boned--some penalty for overexpansion. If you do that with the tech boni, I don't see any disadvantage at all. As is, there is just barely a negative cost to overexpansion--as seen by the fact that all the best players just expand as fast as possible, with disregard to tech rate early.

The game is always about expansion where ever you play it. You eXplore, You eXpand, you eXploit, you eXterminate. That's what the game is about. In CIV the way that works out is you explore with your starting unit, you build a worker and expand out to 4 cities. From here is where you start to crash your economy, if you continue to expand without sufficient cottages you crush your tech pace. But you expand some more and keep your tech pace up, that's the balancing act. The reason you don't see most people here crash and burn is because we understand how to not screw that up.

Now, here's the point with the tech cost increase. It kicks in after Paper, so everyone has plenty of time to screw up their economy. For instance, tech trading would only be starting to kick in now, so all of the previous game play wouldn't change (well, beyond the changes already made).

Now, the point about expansion rates basically won't change no matter what we do. You can explore fast enough with just a starting warrior that you do not need any more military units while you work the diplomacy. Nada. None. PBEM2, I built something like 90 hammers worth of military units (including galleys to settle island cities) and over 2000 hammers of everything else, simply because of the map layout, and all that took was 1 short NAP with one player.

But that's down to the map. Other games (PBEM16 :rolleyessmile you need to build military, and you can't expand across the map unhindered. That is down to the diplomacy in and out of game. Now, I'll be the first person to call NAPs trash, because they are the main problem here. If you have to defend you cities, build a sentry net, add flexibility to plans and run the risk of being caught with your pants down (rego et al, PB2) then you definitely don't spend most of the early game expanding with no back up.

Is there a solution to this? Not without removing all in and out of game diplomacy, allowing only contact through the diplomacy screen. Now, that idea would make for an interesting game, but that is something that would have to be written down and isn't something that would be included inside a mod, but be it's own separate rulebook.
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
Reply

One other thing to consider would be a 35% production bonus to EXP work boats. EXP got nerfed a little hard, this might be enough to make it a pretty decent trait, but not broken.
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
Reply

Also, PRO needs to lose some boni, considering it's got two traits worth even if most of them are junk. I figure it has to keep cheap granaries, and ideally keeps CG1 on archery/gunpowder units, but beyond that not really sure what it should lose. It seems like a bloated trait, is all.
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
Reply



Forum Jump: