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Super Massive Enhanced Gameplay Mod

Hmm, if you haven't worked it out by the time I get up tomorrow I'll do a bit of diving, I'm pretty sure I've seen it in the past.

I think it was in the same file that handled barbarian intensity - some sort of handicaps file? Definitely some of it was XML accessible.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Change log for SMEG mod 1.0.0.5

Bolded changes are yet to occur and are awaiting implementation prior to release. Everything else is present in in mod as it exists on my hard drive.

Quote:Additional Gameplay Design mod 1.0.0.5

These are changes relative to the RtR 2.0.7.4 change log.

Japan: Unique Building: Jetty, Pier replacement. +2 food to all resources on water domain tiles, +1 culture, +1 beaker. Required to build Lighthouse. Cost 20 hammers. Requries Fishing. Unique Unit: Samurai, Maceman replacement. Strength 8. +50% against melee units, Movement post: 2. Cost 70 hammers. Requires Feudalism, Machinery.

Spain: Unique Building: Citedel, castle replacement. +50% city defense, +1 trade route, +5XP to siege units. +100% production with stone. Cost 100 hammers, requires Machinery. Unique Unit: Conquestador, Cuirassier replacement. Strength 12. 15% retreat. +50% against Melee, Archery units. Cost 90 hammers. Requires Military Tradition, Gunpowder, Horseback Rifing, horse, iron.

Rome: Unique Building: Forum, Market replacement. +25% gold, +50% great people points, +2 Merchant slots. +100% production with Expansive +1 happy from Silk, ivory, fur and whales. Cost 150 hammers. Requires Currency. Unique Unit: Preatorian, Swordsman replacement. Strength 7, +50% city attack. Cost 45 hammers. Requires Iron Working.

India: Unique Building: Mausoleum, Jail replacement. +2 happy, +50% Espionage points, +4 Espionage Points. -50% War Weariness. Unique unit: Fast worker. Movement: 3. Requires Machinery. Upgrades from Worker. Cost: 60 hammers, foodhammer unit.

America: Unique Building: Armoury, Barracks replacement. +1 happy from Copper, Iron. Cost 60 hammers. Unique Unit: Minuteman, Rifleman replacement. Starts with Woodsman 1, Guerilla 1. Cost 110 hammers, requries Rifling.

Netherlands: Unique Building: Levee. Breakwater replacement. water tiles: +2 hammers, +1 commerce. Requires Steampower. Cost 120 hammers. Double production by Charismatic.
Unique Unit: East India Man, Galleon replacement. Strength 6, transport capacity 3. Cost 80 hammers, requires Astronomy.

Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,+2 artist slots, +1 happiness from horse, dye, incense, +2 happy per 10% culture slider. +100% production with Creative. Cost 30 hammers, requires Aesthetics. Unique Unit: Cataphract, knight replacement. Strength 11. Cost 90 hammers. Requires Guilds, Horseback Riding, horse, iron.

Greece: Unique Building: Odeon, Colosseum replacement. +2 happy, +3 culture, +2 Artist slots, +25% military unit production. +100% production with Creative. Cost 80 hammers. Requires Construction. Unique Unit: Phalanx, axeman replacement. +50% against mounted, melee units. Cost 35 hammers. Requires bronzeworking, Copper.

Vikings: Unique Building: Trading Post, Lighthouse replacement. +25% naval unit production, +1 food from none resource water tiles. Cost 40 hammers. +100% production with Organized. Requires Pier, Sailing. Unique Unit: Berzerker, Maceman replacement. Strength 8. Starts with Amphibeous. +50% against melee units. Cost 70 hammers. Requires Feudalsim, Machinery.

Celts: Unique Building: Dun, wall replacement. Gives Guerilla 2 promotion to units built in this city. +100% production with Protective, +100% production with stone. Cost 50 hammers. Requires Masonry.Unique Unit: Gallic Sword, starts with Guerilla 1. Strength 6. Requries copper or iron, Iron Working. Cost 40 hammers.

Carthage: Unique Building: Cothon, Harbour replacement. +10% hammers, +1 health from crab, clam, fish. +1 trade route. Cost 80 hammers. Requires Compass. +100% production with Expansive. Unique Building: Numidian Mercenary, Horse Archer Replacement. Strength 6. Starts with Combat 1. Cost 50 hammers. Requires Horseback Riding, Archery, horses.

England: Unique Building: Stock Exchange, Bank replacement. +65% gold, +100% prodcution with Financial. Cost 200 hammers, requires Banking. Unique Unit: Redcoat, Rifleman replacement. Strength 14, +25% against mounted units, +25% against gunpowder units.. Draftable. Cost 110 hammers. Requires Rifling, Gunpowder.

Portugal: Unique Building. Feitoria, Shipyard replacement. +1 commerce from water tiles. +25% naval unit production. Cost 80 hammers. Requires Economics. +100% production with Imperialistic. Unique Unit: Carrick, Caravel replacement. Capacity: 2 units. Strength 3. Cost 60 hammers. Requires Optics.

Egypt: Unique Building: Obelisk, Monument replacement. +1 culture. +2 priest slots. Cost 30 hammers, requires Mysticism. Unique Unit: War Chariot, chariot replacement. Strength 5. -25% against archery units. Cost 30 hammers. Requires Wheel, horse.

France: Unique Building: Salon, Observatory replacement. +1 free specialist, +25% beakers, +1 scientist slot. Cost 150 hammers, requires Astronomy +100% production with Creative. Unique Unit: Musketeer, musketman replacement. Strength 9, 2 movement points. Draftable. Cost 80 hammers, requires Gunpowder.

Sumeria: Unique Building: Ziggarut, courthouse replacement. -50% city maintenance. Cost 90 hammers, +2 Espionage Points. requires Priesthood. +100% production with Organized. Unique Unit: Vulture, axeman replacement. Strength 6, +25% against melee. Cost 35 hammers. Requires Brozeworking, copper.

Babylon: Unique Building: Garden, Colosseum replacement. +1 happy, +2 health, +25% unit production, +1 happy per 20% culture slider. Cost 80 hammers. Requires Construction. +100% production with Creative. Unique Unit: Bowman, archer replacement. +50% against melee, +50% city defense, +50% hill defence, +1 free strike. Cost 25 hammers, requires Archery.

Mongolia: Unique Building: Ger, stable replacement. +2 XP for mounted units, +2 XP for land units. +1 hammer from pastures. Cost 60 hammers. Requires Horseback Riding. Unique Unit: Keshik, Horse Archer replacement. Starts with mobility. +1 free strike. Cost 50 hammers. Requires Horseback Riding, Archery, Horse.

Native Americans.: Unique Building: Totem Pole, Monument replacement. +2XP for Archery Units, +2XP for Gunpowder units, +1 XP for land units,. +1 culture. Cost 30 hammers, requires Mysticism. Unique Unit: Dog Soldier, axeman replacement. Strength 4, +100% against melee units. Cost 35 hammers, requires Bronzeworking, Copper.

Ottomans: Unique Building: Hammam, Aqueduct replacement. +2 happy, +2 health. Cost 100 hammers. Requires Math, Masonry. +100% production with Expansive. Unique ubnit: Janissary, musketman replacement. Strength 9, +25% against melee, archery, mounted. Cost 80 hammers, requires Gunpowder.

Aztecs: Unique Building: Sacrifical Alter, Courthouse replacement. -50% city maintenance, -50% length of unhappiness from slavery +2 Espionage Points. Cost 90 hammers. Requires Code of Laws. +100% production with Organized. Unique unit: Jaguar warrior, swordsman replacement. Strength 5. Starts with Woodsman 2. +50% city attack. Cost 40 hammers. Requries Ironworking.

Mali: Unique Building: Mint, Forge replacement. +25% production. +25% unit production. Cost 120 hammers. Requires Metal Casting. +100% production with Industrious. Unique unit: Skirmisher, archer replacement. Strength 4. +1 free strike, +1 free strike chance. Cost 30. Requires Archery.

Inca: Unique Building: Terrace, Granary replacement. +1 culture, save 50% of food after growth. Cost 60 hammers. Requires Pottery. +100% production with Protective. Unique unit: Quechua, warrior replacement. +100% against archery units. Cost 15 hammers.

Maya: Unique Building: Ball Court, Colosseum replacement. +3 happy. +25% military unit production, +1 happy per 20% culture slider. +100% prodcution with Creative. Cost 80 hammers. Requires Construction. Unique Unit: Holkan. Spear replacement. +100% against Mounted units. Cost 35 hammers. Requires Hunting, Bronzeworking.

Persia: Unique Building: Apothecary, Grocer replacement. +4 Merchant slots, +25% gold, +2 health. +100% production with Expansive. Cost 150 hammers. Requires Guilds. Unique Unit: Immortal, chariot replacement. Strength 4. +50% against Archery units. Cost 30 hammers, requires The Wheel, horse.

Zulu: Unique Building: Ikhanda, barracks replacement. +3XP for land units, +1 culture, -20% city maintenance. +100% production with Aggressive. Cost 60 hammers. Unique Unit: Impi, spear replacement. Strength 4, +100% against mounted units, 2 movement points. Cost 35 hammers, Requires Bronzeworking, Hunting, copper,

Arabia: Unique Building: Madrassa, Library replacement. +25% beakers, +2 scientist slots, +2 priest slots, +4 culture. Cost 70 hammers. Requires Writing. Unique Unit: Camel Archer, Knight replacement. Strength 10, 20% withdraw chance. Requires Guilds, Horseback Riding.

China: Unique Building: Pavilion, Theatre replacement. +3 culture, +2 Artist slots. +100% production with Creative. Cost 30 hammers. Requires Aesthetics. Unique Unit: Cho-Ko-Nu, Crossbow replacement. Strength 6, +50% against melee. Can collateral. Cost 60 hammers. Requires Machinery, iron.

Korea: Unique Building: Seowon., university replacement.+35% beakers. +3 culture. +100% production with Philosophical. Cost 150 hammers. Requires Education, library. Unique Unit: H’wacha, catapult replacement. Strength 5. +50% against melee units. Can collateral. Cost 50 hammers. Requires Construction.

Ethiopia: Unique Building: Stele, monument replacement. +2 Merchant slots, +1 culture. Cost 30 hammers, requires Mysticism. Unique Unit: Oromo Warrior, musketman replacement. Starts with Drill 1, 2. Cost 80 hammers. Requries Gunpowder.

Germany: Assembly Plant, Forge replacement. +25% production. +5% production from copper, iron, gold, silver, coal. Cost 120 hammers. Requries Metal Casting. +100% production with Industrious. Unique Unit: Kanone, cannon replacement, Strength 12. Cost: 80 hammers. Requires Steel, iron.

Khmer: Unique Building: Baray, Aqueduct replacement. +1 food, +2 health. +100% production with Epxansive. Cost 80 hammers, requires Math, Masonry. Unique Unit: Balista Elephant, war elephant replacement. Strength 7. +50% against Mounted units. Targets Mounted units first outside of cities. Cost 60 hammers. Requries Construction, Horseback Riding.

Russia: Unique Building: Research Laboratory, University replacement. +25% beakers, +1 free scientist. +3 culture. +100% production with Philosophical. Cost 150 hammers, requires Education, Library. Unique Unit: Cossack, Cavalry replacement. Strength 15. +50% against Mounted units. +20% withdraw chance. Cost 120 hammers. Requires Military Tradition, Rifling, horse.

HRE: Unique Building: Rathaus, Courthouse replacement. -75% city maintenance., +2 Espionage Points. +100% production with Organized. Cost 120 hammers. Requires Code of Laws. Unique Unit: Landsneckt, Pikeman replacement. Strength 6, +100% against Mounted, Melee units. Cost 60 hammers. Requires Engineering, iron.


Starting techs:

Fish/Wheel - Japan/ROME/Spain/INDIA

Fish/Agri - America/Dutch/Byzantine

Fish/Hunting - Greek/Vikings/CELTS

Fish/Myst -

Fish/Mining - Carthage/England/Portugal

Wheel/Agri - Egypt/France/Sumeria/Babylon

Wheel/Hunting - Mongolia/NA/OTTOMAN/AZTECS

Wheel/Myst -

Wheel/Mining - Mali/INCA/MAYA

Agri/Hunting - Persia/Zulu/ARABIA

Agri/Myst -

Agri/Mining - China/KOREA/Ethiopia

Hunting/Myst -

Hunting/Mining - Germany/Khmer/Russia/HRE

Myst/Mining -

Buildings

All Religious Temples, Monasteries, Cathedrals: removed form the game.

Temple: +1 happy, +1 culture, +1 priest slot, +1 happiness from State Religion. Cost 60 hammers. Requires Priesthood.

Monastery: +10% beakers. +2 culture. Can build missionary. Cost 60 hammers. Obsoleted by Physics.

Cathedral: +50% culture. +2 happiness from state religion. Cost 150 hammers

Theatre: +3 culture, +2 artist slots, +1 happiness from dyes, incense. Cost 50 hammers. Available from Aesthetics. +100% production by Creative.

University: Lower cost to 150H

Colosseum: 25% unit production

New Building: Quay. Requires Currency, Lighthouse. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +1 health from crab, clam, fish. Cost 80 hammers +100% production with Charismatic.

New Building: Breakwater. Requires Replaceable Parts, Quay. Water Tiles: +1 hammers, +1 commerce. Cost 120 hammers. +100% production with Financial.

Levee: Unique Building for Dutch, replaces Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +2 hammers, +1 commerce. +100% production with Financial.

New Building: Shipyard: Requires Compass. Cost 80 Hammers. +25% production of naval units. +2 hammers from Barracks, Forge. +3XP for naval units. +1 health from crab, clam, fish. Mutually exclusive with Harbour, Quay. +100% production with Protective.

Drydock: Requires Steel, Shipyard. Cost 120 hammers. +50% production of naval units. +4XP for naval units. +2 hammers from Barracks, Forge, Factory. +100% production with Aggressive.

Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +25% trade route yield. +1 health from crab, clam, fish. Mutually exclusive with Quay, Shipyard. +100% production with Expansive.

Customs House: Requires Harbour, Economics. Cost 120 Hammers, +100% trade route yield. +100% production by Imperialistic.

New Building: Museum. Cost 150 hammers. +100% culture output, +3 Artist slots. Requires Theatre, Geology.


Wonders

Statue of Zeus: +3XP to all units built in this city. +8 culture. Cost 200 hammers. Requires Monarchy and Aesthetics.

Parthenon: +35% great people generation in all cities. +15% great people generation in city that contains the Parthenon. +8 culture +50% production with marble. Cost 300 hammers. Requires Aesthetics and Polytheism.

Shwedagon Paya: Unlocks all religious civics. +8 culture. Cost 450 hammers. +50% production with gold. Requires Aesthetics and Monarchy.

Stonehenge: +1 monument in all cities. Cost 150 hammers. Requires Mysticism.

HE: 75% unit production, requires 3 Colusesums, lower cost to 150H

West Point: Free Commando promotion for units built in this city.

Moai: Requires Sailing. Water Tiles: +1 food, +1 hammer. Cost 250 hammers. +50% production with Stone.

Oxford University: Increase cost to 600H

Globe Theatre: Requires Literature.


Traits

PHI: +67% GPP, every naturally produced GP produces 1 settled great person in the city that produced the GP, +100% production of university

FIN: +1 commerce on tiles that produce 3 commerce. +100% production of Bank, Quay.

PRO: Free D1 on Archery/GP units, +100% production of Granary, Walls.

CRE: +1 culture/city. +100% production of Library, Observatory, Theatre, Colosseum.

IND: +25% wonder production. Can build 2 copies of national wonders. +100% production of forge.

SPI: Removed from game


Technology: incomplete written change log, please see attached screenshot for full tech tree overview here

The Wheel, Agriculture, Hunting, Fishing, Mining: cost reduced to 35 base beakers,

Myst: cost 50 base beakers

Bronze Working, Sailing, Animal Husbandry, Pottery, Archery, Masonry: Cost reduced to base 60 beakers.

Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Late game tech costs adjusted accordingly: check in game for alterations.

Fishing: Optional Prerequisite for Archery, Sailing. No longer Optional Prerequisite for Pottery. Unlocks Pier. Water tiles can be worked. Cost 35.

Hunting: Optional Prequisite for Archery, Animal Husbandry. Unlock Spear, enable pasture. Cost 35

Agriculture: Optional Prerequisite for Animal Husbandry, Pottery. Enable farm. Cost 35.

The Wheel: Optional Prerequisite for Pottery, Masonry. Unlock Chariot. Enable Road. Cost 35.

Mining: Optional Prerequisite for Masonry, Mining. Enable Mine. Cost 35.

Sailing: Unlock Galley, Lighthouse, Enable Whale boats, trade over coast, rivers. Cost 60.

Archery: Unlock Archer, Slavery. Cost 60.

Animal Husbandry: reveal Horse, Enable camp. Cost 60.

Pottery. Unlock granary, Enable cottage. Cost 60.

Masonry: Enable forest chopping, Quarry. Unlock Pyramids, Great Lighthouse, Great Wall.

Bronze Working: Unlock axeman. Reveal Copper. +1 hammer to mines.

Writing: +1 trade route.

Currency: no longer gives a trade route.

Code of Laws: Requires [Currency OR Monarchy] AND Writing.

Machinery: Base Cost lowered from 700 to 600. Unlocks Serfdom, Watermill, Windmill, Trebuchet, Crossbow. Required for Maceman.

Feudalism: Base Cost lowered from 700 to 350. Unlocks longbow, Vassalage. Required for Maceman

Banking: Base Cost lowered from 700 to 600. Unlocks Emancipation, Bank.

Guilds: Cost increased to 1100 base beakers

Aesthetics: Unlocks Shwedagon Paya, Statue of Zeus and Parthenon. Unlocks Theatre. Unlocks culture slider. Cost 300.

Literature: Unlocks Heroic Epic, National Epic, Globe Theatre, Great Library. Cost 200.

Drama: Removed from the game.


Workboat

Workboat: Make the work boat a foodhammer unit, cost 20, requires no tech. It does NOT suicide on improving seafood. Can carry Scout, Explorer, Missionary, Spy, Great People and Settler.

Nets take 4 turns to improve.

New Building: Pier: Cost 20 hammers. +2 food to all resources on water domain tiles. Required to build Lighthouse. Requires Fishing.

Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +1 food to non-resource water tiles.

Resources:
Fish: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Crab: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Clam: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)

All freshwater resources changed to not benefit from freshwater (ie all seafood counts as salt water). So freshwater lakes are still 3/0/2 with a lighthouse, but freshwater fish, improved with net and pier is 5/1/2, and 5/1/2 with a lighthouse.


Civics:

Government Civics: Hereditary Rule: +2 hammers, 5 beakers and 5 gold for palace, Forbidden Palace. +1 happy for each military unit in a city. Low cost. Requires Monarchy.

Representation: unchanged. +3 beakers per specialist. +3 happy in 6 largest cities (map size dependent). Medium Cost. Requires Constitution.

Police State: Available at Military Science. +25% military production. +2 hammers, commerce from barracks. +4 hammers, beakers, from Jail, Monument. -50% War Weariness. Medium Cost. Requries Military Science.

Universal Suffrage: unchanged. +1 hammer from towns. Can rush buy with gold. Medium Cost. Requires Democracy.


Legal Civics: Vassalage: +X free units (twice base BtS), +1 hammer, +1 beaker, +1XP from granary, courthouse, barracks, library forge, market. Medium cost. Requires Feudalism.

Bureaucracy: Available at Civil Service: +35% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles. Medium Cost. Requires Civil Service.

Nationhood: +25% Espionage points. Can draft. +2 happy from Barracks. Each draft creates 2 unhappiness for 8 turns. +2 food from granary. No Cost. Requires Nationalism

Environmentalism: +1 gold from specialist. +1 commerce from farm, pasture. +2 commerce from Forest Preserve. +3 health. Low cost. Requires Liberalism.


Labor Civics: Slavery: Enables population rush buy. 30 hammers for first population slaved. 20 hammers for all subsequent population slaved in the same rushbuy. 10 turns of +1 unhappy face per item rushbuy. Medium cost. Requries Archery.

Serfdom: Available at Machinery. +50% worker improvement speed. +1 hammer from Watermill, Windmills. +1 commerce from Lumbermill, Watermill, Windmill. Low Cost. Requries Machinery.

Caste System: +1 hammers from workshop. Unlimited scientist, artist, merchant specialists. High cost. Requires Code of Laws.

Emancipation: Emancipation: Available at Democracy. +1 hammer from farms. +2 commerce from mines. +1 commerce from cottages, hamlets and villages. +1 food from cottage. Low cost. Requires Banking


Economic Civics: Mercantilism:. +2 free Specialists per city. No effect on trade routes. Medium Cost. Requires Nationalism.

Free Market: +1 trade route in all cities. +25% trade route yield. Medium Cost. Requires Economics

State Property: +1 food from Workshop, Watermill. +10% hammers in All Cities. No distance city maintenance. High Cost. Requires Communism.

Free Speech: +3 commerce From Towns, +1 commerce from village.. +100% culture in All Cities. +100% Cottage, Hamlet, Village, Lumbermill growth. Low Cost. Requires Liberalism.


Religious Civics: Paganism: +2 commerce from Monument.

Organized Religion: Monasteries not required to build Missionary. +3 gold from temple, monastery, +5 gold, +25% production from cathedral. Medium cost. Requries Monotheism.

Theocracy: +2XP in city, cannot spread none state religions. +1XP from temple, monastery, +3XP, +5 hammers, +25% military production from cathedral. Medium cost. Requires Theology

Pacifism: +50% Great Person Production. +1 food from temple, monastery, +2 artists, 1 merchant, +25% culture from cathedral. High Cost. Requires Philosophy.

Free Religion: +10% science. +3 beakers from temple, monasteries, +25% beakers from Cathedral. Low cost. Requires Divine Right.




Misc:

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

Mines: +1 hammer. +1 hammer from Bronze Working, Replaceable Parts, Railroad tile improvement. +2 commerce from Emancipation.

Great Artist: Settled Great Artist provides +2 bpt, +2 gpt, +6 culture per turn.

Lumber mill: Available at Metal Casting.

Lumber mill A: Available at Metal Casting. +1 hammer, requires forest. +1 hammer from Rails. +1 commerce from Serfdom. After 10 turns grows into:

Lumber mill B: +1 hammer, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom. After 10 turns grows into:

Lumber mill C: +1 food, +1 hammer, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom. After 20 turns grows into:

Lumber mill D: +1 food, +2 hammers, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom.

Forest preserve: Upgrades to Hamlet after 20 turns. +1 commerce, +1 commerce from river. Requires 6 work turns. Available at Iron Working.

Villages and Towns are permentant and cannot be pillaged or improved over.

Anarchy: No Anarchy for revolting civics or religion. Minimum time between civic swaps 24 turns (increased from 5 turns).



Trade Routes:

New calculation of trade route yield.

Intercontinental trade route bonus only applicable on internal trade routes.

Base trade route value is 1 commerce, +0.1 commerce per population in the originating city, starting from size 1. ie size 5 origin city has trade route worth 1.5 base commerce. Size 10 origin city has trade route worth 2 base commerce.

Receiving city trade routes are multiplied by following factors (not exhaustive list):

Foreign trade route: +100%.
If not foreign trade route but on different land mass: +100%.
If Harbour present: +25%
If Custom House present: +100%
If in Free Market: +25%


Religion

Founders of religions from Theology, Code of Laws and Philosophy gain +2 missionaries.

Founders of religions from Divine Right gain +4 missionaries.

National limit on missionaries and executives increased to 5.

Shrines: Maximum output 60gpt.
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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I Don't think the trade route calculation has been implemented?

Edit: or is it xml only?
I have to run.
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It's XML only, so yeah it's done. Trade routes is actually quite well implemented in the XML in global defines. Doesn't do everything I would wish to be able to tinker with but there is plenty there to go at.
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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Okay so I had a hunt around for the era stuff. Practically all of it as accessible via the XML, specifically in Civ4EraInfos (for starting units/gold/population), or in Civ4BuildingInfos (where two tags - MaxStartEra and FreeStartEra control free buildings and the locked wonders). What isn't available is the settler cost, which doesn't seem to be in python, either.

Curiously, the way they implemented it is such that settlers actually show up has having an iCost of 0 (in Civ4UnitInfos), so it's possible that it is directly tied to this - and that simply changing the iCost to a real number would decouple the effect entirely - so you may want to test that before fiddling in the dll.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Hooray, a changelog! Now to nitpick it a whole bunch! tongue
  • A bunch of possible bolding changes, based on my understanding:
    • Naval trinity's mutual exclusivity should be bolded
    • Industrial double-speed forges shouldn't be bolded
  • Did we ever decide to do something with Christo Redentor, considering we're obsoleting its main purpose? Or is it still just -50% time between changing civics (so 12 turns instead of 24)? I feel like it might be worth mentioning in the changelog regardless.
  • Are the Communism/Geology changes going into this build? The changelog, the picture addendum, and the description of Geology all tell different stories; which should I believe.
  • The Museum appears to be new--I'm assuming this is a blunt attempt to solve the Cathedral/Cultural Victory problem. Medicine seems like a weird place for it though--maybe put it at the new Geology where it makes a lot more sense?
  • Were we still on the plan to give each of the 6 naval trinity buildings to a different trait? The changelog still gives both Shipyards and Custom Houses to Imperialistic.
  • Any thoughts on changing the Feitoria, like I mentioned way back?
    Quote:[T]his building is positioned weird, seeing as how its BTS bonus is exactly a Quay. We could make this a Quay (with +2 commerce, like you already did with the new Breakwater Dike), but if you want a Shipyard/Drydock UB (a good decision), it could use a full redesign.
  • Random thought--the Kanone is kinda boring, maybe make it a bit more expensive and give it a Drill promotion?
I might go and do some looking later, but I have been busy with other things recently :/
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(February 17th, 2015, 14:48)Cheater Hater Wrote: Hooray, a changelog! Now to nitpick it a whole bunch! tongue
  • A bunch of possible bolding changes, based on my understanding:
    • Naval trinity's mutual exclusivity should be bolded
    • Industrial double-speed forges shouldn't be bolded

Good catches.



Quote:Did we ever decide to do something with Christo Redentor, considering we're obsoleting its main purpose? Or is it still just -50% time between changing civics (so 12 turns instead of 24)? I feel like it might be worth mentioning in the changelog regardless.

Good catch, that's worth adding. I think it's enough that it makes Cristo worth leaving as is.


Quote:Are the Communism/Geology changes going into this build? The changelog, the picture addendum, and the description of Geology all tell different stories; which should I believe.

It's actually an old picture, I'm just too lazy to update it. What do you expect of something coded at 5 in the morning? tongue


Quote:The Museum appears to be new--I'm assuming this is a blunt attempt to solve the Cathedral/Cultural Victory problem. Medicine seems like a weird place for it though--maybe put it at the new Geology where it makes a lot more sense?

Very blunt. Maybe Geology is the better place for it. Medicine was just where I put it because Medicine needs more stuff on it.


Quote: Were we still on the plan to give each of the 6 naval trinity buildings to a different trait? The changelog still gives both Shipyards and Custom Houses to Imperialistic.
  • Harbour: IMP
  • Customs House: EXP
  • Quay: CHM
  • Breakwater: FIN
  • Shipyard: PRP
  • Drydock: AGG

I think I may have started work from an older changelog and that is one of the changes that has already been implemented but was not added to the change log. I've checked the mod, and the above list is correct.

Quote: Any thoughts on changing the Feitoria, like I mentioned way back? This building is positioned weird, seeing as how its BTS bonus is exactly a Quay. We could make this a Quay (with +2 commerce, like you already did with the new Breakwater Dike), but if you want a Shipyard/Drydock UB (a good decision), it could use a full redesign.

What to take a stab at it? The UU is more niche, so it can should be a strong UB IMO.


Quote:Random thought--the Kanone is kinda boring, maybe make it a bit more expensive and give it a Drill promotion?

...Drill is not boring?
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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(February 17th, 2015, 23:31)Krill Wrote:
Quote:Are the Communism/Geology changes going into this build? The changelog, the picture addendum, and the description of Geology all tell different stories; which should I believe.

It's actually an old picture, I'm just too lazy to update it. What do you expect of something coded at 5 in the morning? tongue
You didn't really answer the question, but I think I can extrapolate: Geology/the Communism/etc changes are in, with Geology revealing Oil, allowing Rushmore and Kremlin (Kremlin with Military Science as well), and possibly the Museum (more on that in a bit).

Quote:
Quote:The Museum appears to be new--I'm assuming this is a blunt attempt to solve the Cathedral/Cultural Victory problem. Medicine seems like a weird place for it though--maybe put it at the new Geology where it makes a lot more sense?

Very blunt. Maybe Geology is the better place for it. Medicine was just where I put it because Medicine needs more stuff on it.
Why does Medicine need more stuff on it? Compare it to Scientific Method--does that do anything besides Free Speech anymore? You could make it an option prereq to Refrigeration to give it more use, or maybe make Hospitals and/or Red Cross more useful. Coming up with more useful stuff for the later part of the tech tree is difficult since I'm not nearly as familiar with that stuff.
If you wanted to be a little less blunt with the Museum, you could try to leverage Broadcast Towers in some way, moving them and/or buffing them a lot.

Quote:
Quote: Any thoughts on changing the Feitoria, like I mentioned way back? This building is positioned weird, seeing as how its BTS bonus is exactly a Quay. We could make this a Quay (with +2 commerce, like you already did with the new Breakwater Dike), but if you want a Shipyard/Drydock UB (a good decision), it could use a full redesign.

What to take a stab at it? The UU is more niche, so it can should be a strong UB IMO.
If you want it to be strong, it should be a production-based bonus--maybe a general production bonus ala the Assembly Line, +10% from coal/iron/oil/uranium (pick 3 of 4, whichever one isn't worth as much for ships).


Quote:
Quote:Random thought--the Kanone is kinda boring, maybe make it a bit more expensive and give it a Drill promotion?

...Drill is not boring?
Okay, less boring tongue
The idea is that there aren't any UU's/UB's that are just cheaper (the closest being the Sumer Courthouse, but that's at a different position in the tree). If you wanted to keep it as just cheaper, you could move it to Replaceable Parts, but that strikes me as a really, really bad idea.

Another random thing--should the generic Temple get another Priest slot? I'm assuming programming it to occur with State Religion is too hard (at least for now), and I don't know if having two Priest slots is too overpowered (or makes Angkor Wat overpowered). You could also add a Priest slot or two to another religious building--is adding one to the Monastery too powerful? (speaking of, you don't mention the Priest slots in the generic Cathedral description; I assume they're still there, along with the Temple requirement? )
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(February 18th, 2015, 01:06)Cheater Hater Wrote: You didn't really answer the question, but I think I can extrapolate: Geology/the Communism/etc changes are in, with Geology revealing Oil, allowing Rushmore and Kremlin (Kremlin with Military Science as well), and possibly the Museum (more on that in a bit).

All that is compeleted.

Quote:Why does Medicine need more stuff on it? Compare it to Scientific Method--does that do anything besides Free Speech anymore? You could make it an option prereq to Refrigeration to give it more use, or maybe make Hospitals and/or Red Cross more useful. Coming up with more useful stuff for the later part of the tech tree is difficult since I'm not nearly as familiar with that stuff.

If you wanted to be a little less blunt with the Museum, you could try to leverage Broadcast Towers in some way, moving them and/or buffing them a lot.

Bottleneck techs like Writing, Paper, don't need much to be useful techs, because the decision to research them is based not just on what the tech enables but what can be reached through it.

Medicine leads onto Refrigeration and then to SS techs. It's not necessary until the very end game. It could do with something useful being there.

Spacing the culture multipliers through out the tech tree gives incentives to keep on researching, but Culture Victory is essentially a clock against which Domination and SS victories are paced. Can't put them all too early otherwise it makes it the one right victory condition to aim for because the others are unobtainable on that time frame etc.


Quote:If you want it to be strong, it should be a production-based bonus--maybe a general production bonus ala the Assembly Line, +10% from coal/iron/oil/uranium (pick 3 of 4, whichever one isn't worth as much for ships).

Sounds reasonable.


Quote:Okay, less boring tongue
The idea is that there aren't any UU's/UB's that are just cheaper (the closest being the Sumer Courthouse, but that's at a different position in the tree). If you wanted to keep it as just cheaper, you could move it to Replaceable Parts, but that strikes me as a really, really bad idea.

I don't see why something being cheaper is bad; quantity has it's own quality, after all.


Quote:Another random thing--should the generic Temple get another Priest slot? I'm assuming programming it to occur with State Religion is too hard (at least for now), and I don't know if having two Priest slots is too overpowered (or makes Angkor Wat overpowered). You could also add a Priest slot or two to another religious building--is adding one to the Monastery too powerful? (speaking of, you don't mention the Priest slots in the generic Cathedral description; I assume they're still there, along with the Temple requirement? )

It could do if attached to a civic, but it's a significant strategic question that players that face founding a religion have, of how to get a shrine (or if they even want one). Making a GP too easy to create removes that decision.
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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Museum: It just feels weird that the Museum is much better than a Broadcast Tower, and yet earlier in the tree. Then again, the only MP cultural victory I've seen was the PB6 one, and that was a team game (and wouldn't have worked if Sullla's team understood the mechanics correctly), so I don't know how representative it is. Have there been any other cultural victories here, and what do they look like? (the SP model where you stop at Free Speech, something you stumble into, something else?)

Medicine: I'll be honest, I'm having trouble coming up with a good thing to put here (other than massively increasing the power of the hospital--like "pop gives only half the unhealthiness" levels of buffing). Maybe this tech needs to be re-branded or removed?
I have more I want to say on the general tech theories you stated, but I really should get to sleep soon, and I can tell that's going to be long and detailed crazyeye

Kanone: Fine, it's not that big a deal--though has anyone actually built one in a game yet? tongue
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