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Rebalancing Civ4: RtR Mod

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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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So I don't think this is a PB5 spoiler, and I don't know if it's something that's Mod related or related to the setup of PB5, or if maybe I cant add / multiply / work Excel, but I don't think that the tech costs are working for some of the techs.

Specifically the mod notes say

Quote:Cost of Education, Gunpowder, Printing Press and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%

In PB5 at least, it appears that the 2nd part is working correctly. But for the other 4, there are mixed results

Education: 1800 base beakers, 2898 based on map size / difficulty, so I'd expect 4347, but it is in fact 4508
Gunpowder: 1200, 1932, 2898 (appears to be correct)
Nationalism: 1800, 2898, expect 4347, actually 3864
Printing Press: 1600, 2576, 3864 (appears to be correct)

Just thought I'd mention it. Obviously can't be changed for PB5 but if it's something in the mod it should be fixed for future development
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Yeah, they'll be typos if there is an error. It'll get fixed...
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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So with a potential new game on RB Mod, if we're makign updates to it, here are some of things I noticed, more along the "typo" theme than actual real problems.

1) see above - some of the tech costs are wrong
2) For the units whose strength changed (elephants, praetorians, etc), I think that their power levels should be changed to match. For instance an elephant is now 7 str, but still gives 8000 power. Not a huge deal of course
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If there is going to be a new game starting soon, then the only changes that are going to be able to happen for certain are:
  • Everyone gets a scout start (by making scouts have no tech requirement, probably, will need testing).
  • Correcting a few tech costs (the ones that rego found, but not the Astro tech cost, that one was actually an undocumented feature).
  • Astro gets Paper as a mandatory prerequisite.
  • Min drafting size get's reverted to vanilla.
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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Can we basically remove colonial mantinance?
I know RB doesn't use vassals, but I'm too lazy to turn it off...
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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It's on the to do list for a later version.
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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RB mod 2.0.2, for PB8

Change log:

Change log 2.0.2

Astronomy: requires Paper as a Mandatory Prerequisite.
Scouts: require no tech. Every player starts with a scout instead of a warrior.
The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
Nationalism and Education Tech costs corrected (2700 base beakers per tech)

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks. 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, regains +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:

Rebalancing:
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 replacement.
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.
Germany: UU is now the Kannon, a cannon but at 80% cost.
US: UU: Minuteman, Rifle replacement, starts with Guerilla 1, Woodsman 1. UB: Mall, Grocer replacement, +1 happy from deer, sugar, Hit (Musical, Movie, Single).
Japan: UB: Pagoda: Observatory replacement, +10% hammers.


Civics:

Police State: Now Medium Cost (down from High).
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 available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders:

Rushmore: Now -50% WW, (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
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).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites.
Cristo: +200% SPI production, -50% Anarchy instead of -100%.
The Internet: now a wonder. 2k cost, +15% beakers in every city. No longer a project
SDI: No longer intercepts nukes (irrelevant as nukes no longer).


Base unit changes:

Scouts: require no tech. Every player starts with a scout instead of a warrior.
War Elephants: now 7 str, +50% vs. Mounted units, and +25% vs. Knights.
SAM Infantry: 75% interception chance (up form 40%)
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 900h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

    Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
    • iCost: 300h
    • iAirCombatLimit: 75
    • iAirCombat: 80
    • iCollateralDamageLimit: 75%
    • iCollateralDamageMaxUnits: 5
    • iAirRange: 4

      Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
      • iCost: 75h
      • iBombRate: 16
      • iAirCombatLimit: 75
      • iAirCombat: 40
      • iCollateralDamage: 100
      • iCollateralDamageLimit: 50%
      • iCollateralDamageMaxUnits: 1
      • iAirRange: 4

        Flanking:
        Horse Archer (and replacements): do 50% flanking damage to Catapults and Trebuchet.
        Knight (and replacements): do 50% flanking damage to Catapults and Trebuchet.
        Cuirassier (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
        Cavalry (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
        Gunships: do 50% flanking damage to Cannon, Artillery and Trebuchet.

        Buildings:

        Jails: now -50% War Weariness.
        Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.

        Technology:

        Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
        Animal Husbandry: enables camps. No longer enables pastures.
        Archery: base tech cost decreased by two thirds, from 60 to 40.
        Astronomy: requires Paper as a Mandatory Prerequisite.


        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 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).
        Corporations: Completely removed from the game.
        Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.


        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
        Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working.

        Addendum: These changes are only present in the Tech Trading version of the mod.

        Tech Trading:
        Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
        Alphabet no longer enables tech trading, allows Open Borders
        Writing enables Map trading, no longer enables OB
        Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
        Corporation enables Tech Trading
        Scientific Method enables Tech Trading
        Cost of Education, Gunpowder, Printing Press, Astronomy and Nationalism increased by 50%
        Cost of all subsequent techs increased by 100%
        Techs prior to Paper in the tech tree can no longer be traded:
        The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking
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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The .ini file here is still called 2.0.1 rather than 2.0.2. Is that a problem?
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No, it'll create a new .ini file when you load the mod for the first time.
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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