Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
RtR mod 2.0.7.3: Tentative change log

Well, Machinery is still not something you beeline, so I'd say that lumber mills would mainly be useful in outer cities. Which are likely to be clear cut to get necessary infra. It will never compare to a chopped granary, but really...it'll have to be better than any of those improvements IMO.
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

It's almost like lumber mills need to give free pop...so, yeah, I imagine that them giving food is the best answer, but they'd need to give it early on to be worthwhile...
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

If chopping forests is so often the correct answer, is it even worth it to try and buff lumbermills enough to compete? I do see the value in terms of "more choices, fewer right answers." I just wonder if we'd ever see civilizations full of lush forests no matter what. (Mostly being contrary here because it's not like I am that knowledgeable about balance issues.)
Reply

Thinking about giving lumber mills food, there is a problem that later on in the game, they get chopped anyway to give better production tiles after the population has reached the point the player wants it. So really, lumber mills would need to give both food and hammers, but +1f/+1h is...not very good as an end point. I accept that chops for granary will always happen, but the rest, chopping border forest etc is often a tactical play.

Really, I believe that these changes shouldn't be put into this version of the mod, and should tried out in the AGD mod.
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

It's a bit of an out-there idea, but is there any way that the Lumbermill could be made to remove the Defensive bonus of the Forest - e.g. give a -50% defense modifier to the tile?

That would at least remove the defensive liability of having the thing near a city, so that you would actually start to consider the trade-offs of improvements in the earlier game. Then maybe you soup up the late-game Forest Preserve and you have an incentive to keep them around.
Reply

I believe that would be possible.
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

(November 6th, 2014, 05:58)Krill Wrote: New proposed 2.0.7.3 change log. tl;dr, forgot Free Speech change before, the PRO drill change and upped the lumber mill slightly.

Quote:RtR mod 2.0.7.3 change log

Civics: Mercantilism: Available at Nationalism. +2 free specialists per city. Foreign trade route limit removed. Medium Upkeep.

Free Speech: Available at Liberalism. +2 commerce per town. +100% culture. Low Upkeep.

Police State: Available at Military Science. +25% production of Military Units. -50% War Weariness. Medium Upkeep.


Miscellaneous: Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)

Civs: Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.

Traits: Protective: Free City Garrison 1, Drill 1 on Gunpowder and Archery units. +100% production of Walls, Granary.
Lumber mill stuff aside (and it's not like they're OP as this is, so it's fine)...I can dig this all. Were you also considering adding the archer vulnerabilities to Impi/WC here? Or maybe just the more minimalist mobility/withdraw removal?
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
Reply

I feel that they need to be tested before introduced here.
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

(November 7th, 2014, 09:31)Dreylin Wrote: It's a bit of an out-there idea, but is there any way that the Lumbermill could be made to remove the Defensive bonus of the Forest - e.g. give a -50% defense modifier to the tile?

That would at least remove the defensive liability of having the thing near a city, so that you would actually start to consider the trade-offs of improvements in the earlier game. Then maybe you soup up the late-game Forest Preserve and you have an incentive to keep them around.
Thinking further, the full -50% wouldn't be reasonable (the forest is still there after all), but halving it to 25% would turn a flatland tile into the equivalent of a bare hill, which doesn't seem too bad.

I also quite like the "cottage growth" Lumbermill idea from the other thread, but feel that mitigating the defensive weakness is an important part of solving the problem with the improvement.
Reply

That is simple to do.
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: