Wasn't Dtay Germany in PB13 ?
Super Massive Enhanced Gameplay Mod
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(February 18th, 2015, 03:11)Cheater Hater Wrote: Kanone: Fine, it's not that big a deal--though has anyone actually built one in a game yet? Ha. Well, I was GOING to build them but my production schedule got... delayed. I've managed to get far enough with Germany to build them in SP and at that point it just felt like regular cannons, except I had a few more for the cost. The UB being earlier for Germany is much more useful then the UU being a bit cheaper. You're still going to build both en masse, but the earlier factory is a lot more useful unless you happen to find yourself needing cannons right at that moment or something. Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
Ugh, past week has not been easy, but fuck that it's finished.
I'm less than concerned with SMEG mod Germany. The UB is a forge that gets 5% more production form copper/iron/coal/silver/gold. 10% of that should be easy to get, the other 15% less so yet I believe that this German UB would be one of the more fun ones to play. The Kanone on top of that...I would be very happy to play Germany if I could combo it with IND. I've moved the Museum over to Geology. It fits fine there. Medicine I've made cheaper (it'll cost about the same as Chemistry or Replaceable Parts), but I've changed Hospitals to give free Medic 1 to units (which Red Cross used to do) and I've changed Red Cross to give free March promotion to units. So you keep those march units with a medic 3 GG and you've got a stack you'll never need to stop to heal. Portugal: The Carrack needed changing as well, as normal caravels can carry settlers (but not worker's not military units). I gave it +1 transport capacity (now 3, same as galleon) and 20% withdraw chance. It's a mediocre improvement IMO but it's there. The Feitoria is the Shipyard as discussed before, but gives +1 hammer, +1 commerce from coastal tiles and the +3 hammers from the city improvement is removed. I have to ask if this is too much in peoples opinion: I think it makes it a very strong UB but using it removes the possibility of using the quay>breakwater and harbour>customs house. OTOH, with those values there is no reason to use the quay line. But the UU is pretty junk. I don't know what to think, really. I also buffed ICBM and Tac nuke by making them hit double the number of units as before. I have no idea how that's going to change things but people have bitched about these units being junk before so fuck it.
Those seem like good changes--no clue on what to do with Portugal though. I don't remember if you wanted the UB's in the naval trinity to be the one right choice or not. Still, it's one civ--we can just not have anyone pick it if we don't feel like balancing it right now
I like the Medicine changes--does the Hospital still give health like normal?
Yes to hospital.
Quick question re naval trinity. If each level of naval trinity is coded as the same building class does that fix the mutual exclusivity requirement? (February 23rd, 2015, 21:33)Krill Wrote: Yes to hospital.I'm pretty sure that doesn't work--I think you get either none of them available, or only one of them (the one latest in the file, I think). I remember one of the first things I did was trying simple things like that to get the naval trinity to work, and nothing I did gave the desired behavior. If you want to bang on it some more, be my guest, but I think this needs DLL work (or as I've been assuming, a house rule for the first test game or two).
OK, I've been awake for the past 36 hours, so if there are any really stupid, obvious mistakes, I'm blaming it on the sleep deprivation again.
Below is a change log for the work boats and pier. There are all implemented using XML only and are currently extant and available for testing here. tl;dr: freshwater lakes tiles no longer make “better” seafood tiles than salt water seafood. Seafood maxes out at 6/0/2 fresh or 5/1/2 salt. More interesting decisions regarding tile improvements for Archipelago maps. Normal coastal tiles require same investment as RtR to be viable. ORG still pays 30 hammers for a lighthouse. And work boats can transport settlers for additional early expansion options. I've also put some changes in place prior to a real release of hte mod for a complete redesign of Caste and Emancipation, but I'm not going to write about that just yet. If you want a look, the mod is linked to at the start of the post.
So now fresh water lakes suck in non-coastal cities? Or do you have to waste 20 hammers on a pier (if you can even build it in a non-coastal city) to make them usable? And Lighthouses are now actually a tradeoff building? I really, really don't like this hacked-together method to get the stuff to work in the XML--if you're going to do it (and I still argue it isn't necessary, at least for the first release), do it right! We still have to wait for DLL stuff regardless.
So are the Caste/Empancipation changes done in the version of the mod you posted, or is it in progress? If it's done (and you insist on the hacked-together Pier ecosystem), we're just waiting on IND and PHI, right? |