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Super Massive Enhanced Gameplay Mod

So I've been thinking over the past few months...RtR mod is essentially on cooldown. It is in a position where it's a pretty good candidate as a balance mod for any type of game played on RB, from a 4 player PBEM to that frankly manic behemoth that is the 33 player PB18. It doesn't need more testing, it's stable enough as is.

But there are still some issues. Civs need rebalancing. Civics aren't perfect. Map size affecting tech rate and late game tech cost changes need synchronizing. Espionage. Corps. There is a surprisingly long list of things that could be re-implemented from base BtS, but there isn't anyway to realistically test changes. Yet.

So what I'm trying to design at present is a test mod, based off RtR 2.0.7.2. The idea of "minimalist changes" can fuck off. Everything is fair game, but it's still civ, not smac, and certainly not AoE.

So, without further ado, this is a potential change log for the 1.0.0.1 version of the mod. Nothing in this is coded except a bit of XML which is like 30 minutes work at most. Please suggest any changes that you think are worthwhile, and problems that you see. Just if you have ideas for espionage, rebuild the entire system instead of tinkering.

(The change log is fugly, I'm sorry but I've had the sort of week the ends in mass murder, and I'm not changing it right now)

RtR mod 2.0.7.2 change lod


Quote:Additional Gameplay Design mod 1.0.0.1

These are changes relative to the RtR 2.0.7.1 change log.

Japan: Samurai: As per 2.0.7.1

Rome: Forum: +50% GPP

America: Fine as 2.0.7.1

Greek: Phalanx: +50% against Mounted units

Vikings: Trading Post: +25% production of boats

Spain: Citidal: Available at Machinery. Conquestador: lower cost to 90, +25% against Archery units

Egypt: War Chariot: -25% against archery units

France: As per 2.0.7.1

Arabia: As per 2.0.7.1

Byz: Hippodrome: +2 Artist slots

Persia: Apothecary: +2 merchant slots (4 total), +2 health

Zulu: Impi: -40% against archers

Ethiopia: Stele: +2 merchant slot

Germany: Assembly Plant: Forge replacement, +35% production

Khmer: Baray: 80 Hammers


NO MYST Start Tech setup: - done

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

University: Lower cost to 150H

OU: Increase cost to 600H

Colloseum: 25% unit production

HE: 75% unit production, requires 1 Colluseum, lower cost to 150H - done

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

New Building: Quay. Requires Currency, Lighthouse. Costs 80 Hammers. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +100% production with Financial.

New Building: Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +1 hammers, +1 commerce.

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

New Building: Shipyard: Requires Compass, Lighthouse. Cost 80 Hammers. +25% production of naval units. +2 hammer from lighthouse. +3XP for navel units.

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

Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +50% trade route yield. +1 health from crab, clam, fish. Cost 80 hammers. +100% production with Expansive.

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



Traits: PHI: +67% GPP - done, 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, Wharf.

PRO: Free D1 on Archery/GP units - done


Tech Costs:

All starting tech costs reduced to 40 base beakers, except Myst which is 50 base beakers. - done

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. Tech costs increase by 10% up to a maximum of 40% in steps of 10% in the Renaissance era.

Writing: +1 trade route

Currency: no longer gives a trade route.

Machinery: Base Cost lowered from 700 to 600.

Feudalism: Base Cost lowered from 700 to 600.

Banking: Base Cost lowered from 700 to 600.


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: Police State: Available at Military Science. +20% military unit production. +10% military unit production from Barracks, Court House, Police Station. -50% War Weariness. Medium Cost.

Legal Civics: Vassalage: +X free units (twice base BtS), +1hpt, +1bpt, +1XP from granary, library, barracks, forge, lighthouse. Low upkeep.

Bureaucracy: Available at Civil Service: +25% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles.

Labor Civics: Serfdom: Available at Machinery. +50% worker improvement speed. +1 hammer for Watermills and Windmills. +1 commerce from Lumber Mill, Watermill, Windmill. Low Cost.

Emancipation: Available at Democracy. +1 hammer from farms. +2 commerce from mines. +1 commerce from cottages, hamlets and villages. Medium Cost.

Economic Civics: Mercantilism: Available at Nationalim. +2 free Specialists per city. No effect on trade routes. Medium Cost.

Free Market: Available at Economics. +1 trade route in All Cities. +25% trade route yield. Medium Cost.

State Property: Available at Communism. +1 food from Workshop, Watermill. +10% hammers in All Cities. High Cost.

Free Speech: Available at Liberalism. +3 commerce From Towns. +100% culture in All Cities. +100% Cottage, Hamlet, Village growth. Low Cost.



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

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

Lumber Mills: Available at Machinery.



Religion

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

Founders of religions from Divine Right, Philosophy gain +4 missionaries

Spreading second religion to a city has 100% success rate.

National limit on missionaries scales on map size. 3 on Duel Tiny, Small and Standard 4 on Large, 5 on Huge.

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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Make the shrine thing 62...gotta let SM count.
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.
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SM?
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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Wow, that is quite an extensive overhaul, will take a bit to digest... a couple questions about a few things that were unclear to me:

What is the Samurai change? There was nothing listed in the changelog for 2.0.7.1.

What does the Cothon do now, as it seems identical to the new Harbor?
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(November 5th, 2014, 19:48)GermanJojo Wrote: Wow, that is quite an extensive overhaul, will take a bit to digest... a couple questions about a few things that were unclear to me:

What is the Samurai change? There was nothing listed in the changelog for 2.0.7.1.

That change log originally went through every civ and compared it to 2.0.7.1, if there were no changes in 2.0.7.1 compared to base, it would be the same as base BtS. What I intended to do prior to posting, was to give the stats for each civ regardless of any any changes, so UB and effect, UU and effect and starting techs. Another list would have the civs with the same starting techs listed together to show the new combinations. If this mod ever gets p[roduced, the changelog will be given in this manner to make the changes easier to understand.


Quote:What does the Cothon do now, as it seems identical to the new Harbor?

See, those are the sort of things that I tend to miss. Yeah, The Cothon will need a new effect, I think +2 trade routes per city for a potential 40 hammers is stupidly strong. XP, spec slots, that sort of thing seems idea.

That whole naval buildings system is simply an idea to rebalance naval warfare, so that players don't just cram the same infrastructure into each city and end up building identical stacks. It would affect dot maps, civic choices, and because of the break points for promotions then it should be possible to get C3 boats easily which helps to manage the issue of coastal tile defence.
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, as usual, here is an idea for people to shoot down. Name sucks:

Quote: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.

Aim: to create a tile improvement that makes people want to save 30 hammers up front because it gives a lot of hammers long term. This gives greater output than workshops at every stage of the game considering the base tile gives 3 yield and not 2 yield, and maxes out at anything between 1/6/2 and 3/4/2. Also the MC>Machinery route is theoretically viable without getting Maths or Alphabet if Writing gives a trade route and Currency does not, it gives so many varied options without any of them being specifically the best option.
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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(November 6th, 2014, 05:35)Krill Wrote:
Quote:What does the Cothon do now, as it seems identical to the new Harbor?

See, those are the sort of things that I tend to miss. Yeah, The Cothon will need a new effect, I think +2 trade routes per city for a potential 40 hammers is stupidly strong. XP, spec slots, that sort of thing seems idea.

That whole naval buildings system is simply an idea to rebalance naval warfare, so that players don't just cram the same infrastructure into each city and end up building identical stacks. It would affect dot maps, civic choices, and because of the break points for promotions then it should be possible to get C3 boats easily which helps to manage the issue of coastal tile defence.

What about +1 XP and +1 hammer per water resource in the city's BFC? +1 generic XP, not just for naval units. It's strong, but I feel a water-building UB should be strong if it will lock out the other two paths. This Cothon has some aspects of the Shipyard (extra hammers and XP) with having a unique aspect as well (XP also goes to land units). That said, its still not something you'd want everywhere; it gives no benefit at all to land cities or cities with just a couple coast BFC tiles. In fact, without Cha, you'd need two water resources to make it really worth anything. You'd probably want a shipyard in those cities instead, as blindly putting Cothons everywhere would put you at a severe disadvantage navally.

This UB also has synergy with their UU. Two water resources gives you C3 Numidians w/o a stable (Cha only needs 1). Cha w/ a stable and 3 water resources can get C4 Numidians! That would be a fairly rare scenerio though, and to really make use of it you'd need to sideline to Compass before Guilds.
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Now that is an interesting UB effect. I think it's legit.
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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Here's a completely unrelated proposal if you're going to hack the code: clean up the map generation of water resources. I don't see the option between orphaning a sea resource or building on top of a land special resource as an interesting decision; it feels more like trolling by the map generator. And water resources that can only be worked by a city on top of a mountain are just a thumb in the player's eye.

Making all ocean resources workable by a non-resource, non-mountain tile has the potential to give extra map information to the player, but I think it would save a lot of frustration.
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So, here is a more complete list of the changes to the civs. It would be helpful if people could give their opinions on he outliers for power/interestingness.

Quote:Japan:: Unique Building: Pagoda, Observatory replacement. +25% beakers. +25% production of Military units, +1 scientist slot. +100% production with Creative. Cost 150 hammers. Requries Astronomy. Unique Unit: Samurai, Maceman replacement. Strength 8. +50% against melee units, +2 free strikes, start with Drill 4. Cost 70 hammers. Requires Civil Service, Machinery.

Spain: Unique Building: Citedal, castle replacement. +50% city defence, +1 trade route, +5XP to siege units. +100% production with stone. Cost 100 hammers, requires Engineering. Unique Unit: Conquestador, Cuirassier replacement. Strength 12. +10% retreat. +50% against Melee, Archery units. Cost 90 hammers. Requires Military Tradition, Gunpowder, Horseback Rifing, horse.

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

India: Unique Building: Mausoleum, Jail replacement. +2 happy, +50% Espionage points, +4 Espionage Points. -50% War Weariness. Unique unit: Fast worker. Movement: 2. Starts with mobility. Requires Machinery. cost: 60 hammers, foodhammer unit.

America: Unique Building: Mall, Grocer replacement. +1 happy from Deer, Sugar, Hit Musicals, Films, Singles, +1 health from Sugar, Wines, Spices, Banana. +25% gold., +2 Merchant slots. 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.

Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,.+2 artist slots, +1 happiness from horse, +2XP from horse, +2 happy per 10% culture slider. +100% production with Creative. Cost 50 hammers, requires Aesthetics. Unique Unit: Cataphract, knight replacement. Strength 11. Cost 90 hammers. Requires Guilds, Horseback Riding, horse, iron.

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 Civil Service, 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. +1XP, +1 hammer from water based resources, +1 health from crab, clam, fish. +1 trade route.. Cost 80 hammers. Requires Currency. +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 16, +25% against mounted units. Draftable. Cost 110 hammers. Requires Rifling, Gunpowder.

Portugal: Unique Building. Feitoria, Custom House replacement. +1 commerce from water tiles. +100% trade route yield. Cost 120 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, +2XP with Theatre, +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. +3 XP for mounted units, +1 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, +1 XP for land units, +2XP for Gunpowder 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. +15% 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, +2XP from Theatre. +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. +10)% 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, +2 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.+2XP with Colosseum. +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.



Quote: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 -
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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