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Rebalancing Civ4: RtR Mod

Just a thought: Would it make sense to change Kublai's traits to Cre/Cha in RBMod?

In the vanilla game, nobody has those traits, perhaps because of the anti-synergy surrounding monuments - but in the mod, with monuments no longer useful for Cha, this problem disappears, while the culture added to barracks creates a ~similar anti-synergy for Kublai's Cre/Agg.
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(November 29th, 2012, 01:45)RefSteel Wrote: Just a thought: Would it make sense to change Kublai's traits to Cre/Cha in RBMod?

In the vanilla game, nobody has those traits, perhaps because of the anti-synergy surrounding monuments - but in the mod, with monuments no longer useful for Cha, this problem disappears, while the culture added to barracks creates a ~similar anti-synergy for Kublai's Cre/Agg.

I like this idea personally. Cha also synergizes much better with the keshik for restricted leader games.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Me too, though I'd probably miss CHA/AGG then.
Is there any reason why ORG/PRO and IND/PHI wouln't be available under RBMod?
Obviously there aren't leader heads, but they could just check to see if its in the game and then use LH/personalities from alist.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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ORG/PRO would be excellent, sort of Sury's cheap building set without his worker/early border pop boosts. However, given IND and PHI were untouched, PHI/IND would probably still be a no-no.
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I really don't see why PHI/IND can't be played in the vanilla game. Yes that's extremely good synergy, duh, but I would still rather have Pacal than PHI/IND. It would actually be interesting to see it played in a PBEM sometime.
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PHI/IND is just asking for some kind of broken bulbing path with fast wonders + faster GP. It's just not a good idea IMO.
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Yeah but this aint SP.

Noones going to let IND/PHI romp all the wonders.
In RBMod itd lose to Asoka, in vanilla itd lose to Pacal.

Synergys great but it aint everything.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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FYI all, I made a GitHub repository to hold the changed C++ DLL source files, so they are easily publicly accessible. It's here, and I've taken the liberty of moderator-powering the link into the first post as well.

https://github.com/erikmooney/Civ4Realms...BalanceMod
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You don't romp all the wonders, you use it to grab one or two and sling it into some kind of Lightbulb(Or I guess Engineers for wonders). Then again, I didn't bother thinking of any, so maybe there just aren't any abusable ones, but IND/PHI just seems begging to break something in the game.
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How hard would it be to add in the two missing leaders to RB Mod? (PHI/IND and CHA/CRE). Considering we always use random civ/leader combos I dont' think it matters too much which civ we attach them to.
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