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
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.
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.