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Rebalancing Civ4: RtR Mod

RB mod 1.40

Change log 1.40. This is on top of previous changes:

Traits

CRE - Loses cheap Libs.
PRO - Loses cheap Castles, D1 on archery and GP units.
EXP - Gains +35% production bonus to work boats.
ORG - Cheap Libs. Yes it brings it up to 4 cheap buildings but that's about all it does, considering -50% civic maintenece doesn't add up to much.


Techs:

Writing - Enables Map trades. No longer enables Open Borders.
Alphabet - Enables Open Borders. No longer enables Tech trading.
Paper - Enables Tech trading. No longer enables Map trading.
Education - tech cost increased by 25%.
Printing Press - tech cost increased by 50%.
Nationalism - tech cost increased by 50%.
Gunpowder - tech cost increased by 50%.
All techs after this - increased by 100% of base cost.
Hunting - enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry - enables camps, and scouts. No longer enables pastures.
Archery - tech cost decreased 2/3, from 60 to 40


Misc:

Known civ tech bonus - increased to 250 from 30


Civs:

Celts - Dun now gives G2, not G1.
Portugal - Feitoria now costs 120h, from 180h.
Rome - Preat S7. Forum increased to +35% GPP generation
Inca - Quechua lose Combat 1.
Persia - Apothacary gives +1 free spec, loses +2 health. Immortal is now a S5 spear
Carthage - Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1.
France - Salon +1 free spec, -1 artist
Vikings - Berserker gains C1 for free
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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http://realmsbeyond.net/forums/showpost....tcount=611

Krill Wrote:RB mod 1.40

Change log 1.40. This is on top of previous changes:

Traits

CRE - Loses cheap Libs.
PRO - Loses cheap Castles, D1 on archery and GP units.
EXP - Gains +35% production bonus to work boats.
ORG - Cheap Libs. Yes it brings it up to 4 cheap buildings but that's about all it does, considering -50% civic maintenece doesn't add up to much.


Techs:

Writing - Enables Map trades. No longer enables Open Borders.
Alphabet - Enables Open Borders. No longer enables Tech trading.
Paper - Enables Tech trading. No longer enables Map trading.
Education - tech cost increased by 25%.
Printing Press - tech cost increased by 50%.
Nationalism - tech cost increased by 50%.
Gunpowder - tech cost increased by 50%.
All techs after this - increased by 100% of base cost.
Hunting - enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry - enables camps, and scouts. No longer enables pastures.
Archery - tech cost decreased 2/3, from 60 to 40


Misc:

Known civ tech bonus - increased to 250 from 30


Civs:

Celts - Dun now gives G2, not G1.
Portugal - Feitoria now costs 120h, from 180h.
Rome - Preat S7. Forum increased to +35% GPP generation
Inca - Quechua lose Combat 1.
Persia - Apothacary gives +1 free spec, loses +2 health. Immortal is now a S5 spear
Carthage - Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1.
France - Salon +1 free spec, -1 artist
Vikings - Berserker gains C1 for free
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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Quechua lose combat 1? So they're just a renamed warrior now? huh

Oh, they also have +100% vs archery units. Never noticed that.
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The trait changes look good, although I think Imp's +67% production boost was a little too much, and should be toned down to +60%?

I assume you're expecting Tech Trading to be the default now?

For NTT, I think the cost increases are a little steep, and the 250% known-civ bonus becomes a little too large.

Bumping OBs back to Alphabet is also a very significant GLH nerf, possibly enough that I think it could be restored to 2 TR. Not sure.

Also, you wanted to swap Sailing and Masonry in the GLH's file to make the screen look better.

I don't expect I'm ever going to re-tackle this project directly, Krill, you should have project lead at this point.
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That known tech bonus change seems rather much...over eight times what it is now. Is that really a smart change?
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Shoot the Moon Wrote:That known tech bonus change seems rather much...over eight times what it is now. Is that really a smart change?

Yeah, that is my main complaint. I just feel like it will basically make tech irrelevant, as everyone will have the same techs, and the game will be all about production.

I would think 30 --> 75 might be more the ticket, than 30 --> 250.
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
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TGLH needed a crazy big nerf.
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
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Shoot the Moon Wrote:That known tech bonus change seems rather much...over eight times what it is now. Is that really a smart change?

Gold Ergo Sum Wrote:Yeah, that is my main complaint. I just feel like it will basically make tech irrelevant, as everyone will have the same techs, and the game will be all about production.

I would think 30 --> 75 might be more the ticket, than 30 --> 250.

Seconded (Thirded?). I'll admit that I haven't though much about the effects of changing mechanics but changing the known tech bonus to be 8 times more powerful than it originally was? Why should anyone worry about teching with that bonus?

Quote:How do you have tech trading enabled but diplomacy disabled?

The only diplo that's allowed is proposing deals through the trade screen. Otherwise it's a CTON (not even in chat window in trade screen).
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250% is too much especially in small games and potentially causes strange gold collecting and tech rushes.

For me the main point for higher percentage is in the NTT games where there are runaway civs where some kind of catch-up mechansim could be good. 100% sounds quite good to me in most cases. When there are 10 or more players it could be 150% and with 18 maybe even 250% or close to it.
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I always thought the vanilla tech bonus from meeting other civs is 3%. So was that bumped up to 30%, and then up to 250% or something?
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