T-hawk Wrote:I'm tempted to fork the project back to its original goal of a light hand of rebalancing the very worst spots; maybe just the Slavery nerf, 2-pop rifle draft, elephant nerf, No Espionage fixed, and something for Protective. And see if that gathers any audience.
I agree with this
You'll be left with everyone picking a FIN leader, and those that don't losing horrendously. And as GES alludes to, you're going to have (justified) feature creep.
Change log noting everything changed from vanilla as below:
Change log 1.5
Traits:
Financial: Require 3 commerce on land to receive the bonus commerce. Water tiles still only require 2 commerce to receive the bonus, though. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, for +2 culture per city, half price theatres, Colluseums
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.
Civs:
Inca: Terraces now give +1 culture, Quechua loses combat 1
Byzantium: Cataphracts are 11 strength
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights)
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation
Persia: Immortal is now a S5 spear
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist
America: Mall: Now replaces the Grocer. Provides +1 happy for Deer, Sugar, Hit Singles, Hit Movies, and Hit Musicals, Seal changed to Minuteman, replaces the Rifleman, starts with Gureilla I and Woodsman I
Japan: Shale Plant changed to Pagoda: Replaces the Observatory. +10% hammers.
Germany: Assembly Plant: Normal factory, but enabled at Steam Power, Panzer changed to Kanone: Replaces the Cannon, costs 80h instead of 120h
Russia: Research Institute: Replaces the university, +1 free scientist
Civics:
Vassalage now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now at Liberalism
Free Speech: Now High Upkeep, swapped with Environmentalism. Now at Scientific Method
Wonders:
Red Cross: 200h
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Cha)
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered)
Base unit changes:
War Elephants are now 7 str, +50% vs. Mounted units, and +25% vs. Knights
Technology:
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
Espionage:
Switch Civic and Switch Religion now require Future Tech
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly:
GSpy points are converted into Great Merchant points
Espionage no longer gets converted into culture
Cultural expansion now happens at normal values
Spies cannot be built
Graphs are always visible on contact
Tile Changes:
Watermills: +1 base hammers, no longer receives +1h at Rep Parts
Workshops: +1 base hammers, no longer receives +1h at Chemistry
Mines: +1h at Rep Parts
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
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.
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
Barracks: increased cost to 60 hammers, +1 culture
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 techs from the first two rows of the tech screen
[spoiler]Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working.
[/spoiler]
So that's that finished. This is probably a decent starting point for other mods, but aside from any bugs people find in this, there is nothing else that needs to be added under this project IMO.
Another approach to the known tech bonus would be to make it dependend on the espionage points spent towards an opponent. The higher the ep difference is the more known tech bonus you get from the techs that player knows.
In the beginning it wouldn't matter much, but as soon as there is a runaway and a couple of espionage buildings are up you can catch up to the player quickly.
GrafvMonteDisco Wrote:Another approach to the known tech bonus would be to make it dependend on the espionage points spent towards an opponent. The higher the ep difference is the more known tech bonus you get from the techs that player knows.
In the beginning it wouldn't matter much, but as soon as there is a runaway and a couple of espionage buildings are up you can catch up to the player quickly.
What do you think about that?
That sounds fun but unbalancing, doubling the power of the Espionage Economy.
Well I think there is nothing wrong in making espionage a little stronger since it affects all civs the same way. A lot depends on the percentage how powerful it will really be.
Not sure it is easily fixable, but when you mouse-over a pigs tile for example it tells you to research Animal Husbandry to get the pasture. Pasture is now at Hunting though.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Pastured pigs (available with Hunting) do not provide +1 health in cities until AH is researched. This needs to be fixed. I assume this is the case for all resources related to pastures.
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"