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Super Massive Enhanced Gameplay Mod 1.0.1.3 - Beta

Here is the link to the beta version of the mod for MP and SP testing purposes. The change log will follow in the next post after I get a coffee.

SMEG 1.0.1.3 change log - bug fix

Bug fix: Civic and religion revolts should take 0 turns under all circumstances now (really)


I'd like to thank novice and Cheater Hater for putting most of this mod together, without both of them this would never have been possible. novice has provided ample technical expertise that I severely lack, and Cheater Hater for giving me the enthusiasm to start designing and building again. This mod is mainly the product of their hard work, rather than mine.

Changes still required, and thus necessitate house rules:
  • Exclusivity of Harbour, Quay and Shipyard city improvements.
  • Limit of one (1) copy of each national wonder for all civs except IND.
  • Replacement of SPI leader trait
  • Ability to assign trait to a civ

Once I have posted the change log, I shall open up signups for a test game of SMEG mod, but please feel free to play an SP game or three; just don't expect the AI to be any good at it.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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SMEG 1.0.1.2 change log - Civilopedia update

Civilopedia update: Should be pretty informative now. When playing with unrestricted leaders, leader tooltips include the traits of the leader and of the civilization they're leading. This works everywhere in-game, on the flag tooltip, F4 screen, diplo screen, game settings, etc.

In the civilopedia, leader tooltips assume restricted leaders, so include the trait of their default civilization. However the tooltip for civilizations also show what traits come with the civilization, so you can work out what's what without consulting a change log or anything.

SMEG 1.0.1.1 change log

Scout: +200% strength against animals
Barb animals: All removed Except Wolf

New Unit: Fast worker: Available at Machinery. Builds improvements 25% faster than worker.
Indian Fast Worker: Available at Machinery. Builds improvements 25% faster than worker. 3 movement points.

SMEG mod change log 1.0.0.11

Worker cottage tooltip bug: fixed

Police State: +25% Military production. -50% War Weariness. +2 hammers, commerce, from barracks, monument, courthouse. +4 hammers, commerce, from jail.

Bureaucracy: +50% commerce, hammers from capitals.

Environmentalism: +3 health, +2 happy, experience from Aqueduct, +1 gold from specialists, +2 commerce from meadows, +1 commerce from farm, pasture.

All starting techs removed from civs

SMEG mod change log 1.0.0.9

PHI: +67% GPP, +100% production of university, 1 settled great person per naturally produced great person

State religion: +1 gold, culture per turn in cities with state religion present.

Apostolic Palace: Free temple in every city
University of Sankore: +1 beaker from all specialists, +2 scientist slots.
Spiral Minaret: +1 gold from all specialists, +2 merchants slots
Sistine Chapel: +2 culture from all specialists, +2 artist slots.

Bug fix: WW reverted to RtR 2.0.7.4 values

SMEG mod change log 1.0.0.8:

PHI: +35% GPP, +100% production of temple, 1 settled great person per naturally produced great person

Persia: Apothecary: +4 merchant slots. Cost 150 hammers. Requires Currency.

Temple: +20% GPP Cost, +1 priest slot. 60 hammers, requires Priesthood

Organized Religion: +2 hammers from temple, monastery. +3 hammers from Conservatory. +25% production from Cathedral. High cost. Requires Monotheism.
Vassalage: +1 hammer, +1 beaker, +1 XP. High Cost. Requires Feudalism.

Lumber mill: +1 hammer. +1 hammer at Paper. Cost: 10 worker turns, requires Metal Casting. After 10 turns:
Lumber mill B: +1 hammer, commerce. +1 hammer at Paper. After 20 turns:
Lumber mill C: +2 hammers, +1 commerce. +1 hammer at Paper. Cannot be pillaged. After 40 turns:
Lumber mill D: +1 food, +2 hammers, +1 commerce. +1 hammer at paper. Cannot be pillaged.

Change log for SMEG mod 1.0.0.7b

These are changes relative to the RtR 2.0.7.4 change log.

Japan: Trait: Creative. Unique Building: Pagoda, Observatory replacement. +10% hammers, +25% beakers. 4 Scientist slots. Cost 150 hammers. Requries Astronomy. Unique Unit: Samurai, Maceman replacement. Strength 8. +50% against melee units, Movement post: 2. Cost 70 hammers. Requires Feudalism, Machinery.

Spain: Trait: Imperialist. Unique Building: Citedal, castle replacement. +50% city defence, +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: Trait: Expansive. 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: Trait: Financial. 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: Trait: Aggressive. 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: Trait: Financial. 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: Trait: Creative. 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: Trait: Charismatic. Unique Building: Odeon, Colosseum replacement. +1 happy, +3 culture, +1XP to land units, +25% military unit production. +100% production with Charismatic. Cost 80 hammers. Requires Writing. Unique Unit: Phalanx, axeman replacement. +50% against mounted, melee units. Cost 35 hammers. Requires Bronzeworking, copper.

Vikings: Trait: Organized. Unique Building: Trading Post, Lighthouse replacement. +25% naval unit production, +1 food from none resource water tiles. Cost 40 hammers. +300% 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: Trait: Protective. 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: Trait: Imperialist. Unique Building: Cothon, Harbour replacement. +10% hammers, +1 health from crab, clam, fish. +1 trade route. Cost 80 hammers. Requires Compass. +100% production with Imperialist. Unique Building: Numidian Mercenary, Horse Archer Replacement. Strength 6. Starts with Combat 1. Cost 50 hammers. Requires Horseback Riding, Archery, horses.

England: Trait: Financial. 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: Trait: Protective. Unique Building. Feitoria, Shipyard replacement. +1 hammer, commerce from water tiles. +1 health from clam, crab, fish. +25% naval unit production. Cost 80 hammers. Requires Compass. +100% production with Protective. Unique Unit: Carrick, Caravel replacement. Capacity: 2 units. Strength 3. Cost 60 hammers. Requires Optics.

Egypt: Trait: Philosophical. 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: Trait: Creative. 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: Trait: Organized. 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: Trait: Charismatic. 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 Charismatic. Unique Unit: Bowman, archer replacement. +50% against melee, +50% city defense, +50% hill defence, +1 free strike. Cost 25 hammers, requires Archery.

Mongolia: Trait: Aggressive. 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: Trait: Imperialist. 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: Trait: Expansive. 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: Trait: Organized. 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: Trait: Industrious. 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: Trait: Protective. 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: Trait: Charismatic. Unique Building: Ball Court, Colosseum replacement. +3 happy. +25% military unit production, +1 happy per 20% culture slider. +100% prodcution with Charismatic. Cost 80 hammers. Requires Construction. Unique Unit: Holkan. Spear replacement. +100% against Mounted units. Cost 35 hammers. Requires Hunting, Bronzeworking.

Persia: Trait: Expansive. 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: Trait: Aggressive. 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: Trait: Creative. 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: Trait: Industrious. 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: Trait: Philosophical. 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: Trait: Industrious. Unique Building: 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: Trait: Expansive. Unique Building: Baray, Aqueduct replacement. +1 food, +2 health. +100% production with Expansive. 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: Trait: Philosophical. 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: Trait: Organized. 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, +10% Great People points. Cost 60 hammers. Requires Priesthood.

Monastery: +10% beakers. +2 culture, +1 priest slot, can build missionary, +10% Great People points. Cost 60 hammers. requires Meditation. Obsoleted by Physics.

Cathedral: +50% culture. +2 artist, priest slots.+2 happiness from state religion. Cost 150 hammers. Requires Theology, 3 temples.

New building: Conservatory. +25%, +1 culture, 4 Artist slots, +25% Great People points. Cost 120 hammers. Requires Music, 3 monasteries.

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

New Building: Museum: +100%, 5 culture. +3 artist slots. Cost 150. Requires Geology, Theatre.

Library: +25% beakers. +4 scientist slots. Cost 90 hammers. Requires Writing. +50% production by Creative.

University: +25% beakers, +2 scientist slots. Cost 150 hammers. Requires Education, library. +100% producton by Philosophical.

Observatory: +25% beakers. +4 scientist slots. Cost 150 hammers. Requires Astronomy. +100% production by Creative

Colosseum: 25% unit production. Cost 80 hammers. Requires Construction. +100% production by Creative

Market: +25% gold. +4 merchant slots. +1 happy from silk, whale, fur, ivory. Cost 150 hammers. Requires Currency. +100% produciton by Expansive.

Grocer: +25% gold. +4 merchant slots. +1 health from banana, wine, spice, sugar. Cost 150 hammers, requires Currency, Guilds, +100% produciton with Expansive.

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. +3 hammers. +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. +4 hammers. +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 Imperialist.

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


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

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, Breakwater.

PRO: Free CG1 on Archery/GP units, +100% production of Granary, Walls, Shipyard.

CRE: +1 culture/city. +100% production of Observatory, Theatre. +50% production of Library

IND: +35% wonder production. Can build 2 copies of national wonders. +100% production of forge.


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, Moai. 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, Meadow. 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, +1 food from nets.. Cost 60.

Archery: Unlock Archer, Slavery. Cost 60.

Animal Husbandry: reveal Horse, enable camp, +1 food from pastures. Cost 60.

Pottery. Unlock granary, enable cottage, +1 food from farms. 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.


Coastal tiles, workboat and rivers

Workboat: Make the work boat a foodhammer unit, cost 25, 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 water domain tiles, +1 commerce to river tiles. Required to build Lighthouse. Requires Fishing. CAN BE BUILT IN ANY CITY.

Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +2 commerce to water tiles. Required for Harbour, Quay, Shipyard

Sailing: +1 food from nets

Rivers: No longer provide commerce to adjacent tiles.

Coastal, Ocean tiles: have base output of 0 food, 0 hammers, 0 commerce

Fresh water: +1 food, -1 hammer.

Resources:
Fish: +1 hammer base. +2 food with net.
Crab: +1 hammer base. +2 food with net.
Clam: +1 hammer base. +2 food with net.


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 3 unhappiness for 8 turns. +2 food from granary. No Cost. Requires Nationalism

Environmentalism: +1 gold from specialist. +2 commerce from meadow. +1 commerce from farm, pasture. +3 health. +2 happy from Aqueduct. 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.

Apprenticeships: Available at Machinery. +50% worker improvement speed. +1 hammer from Watermill, Windmills. +1 commerce from Lumbermill A, B, C and D, Watermill, Windmill. Low Cost. Requries Machinery.

Standardization: +1 hammer, commerce from workshop. +1 hammer from Lumber mill A, B and C. High cost. Requires Code of Laws.

Collective Finance: Available at Democracy. +1 hammer from meadows, 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. +2 hammers, 3 gold from temple, monastery, +5 gold, +25% production from cathedral, +3 hammers, +5 gold from Conservatory. High cost. Requries Monotheism.

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

Pacifism: +10% Food, +2 state religion Happiness from Cathedral, Conservatory. +1 food from temple, monastery. High Cost. Requires Philosophy.

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




Tile improvements:

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.

Farm: +1 food. +1 food with irrigation. +1 food with Pottery, Biology. Can only be built on corn, wheat, rice. Requires Agriculture.

New tile improvement: Meadow: replaces farm on none resources tiles. No other changes.

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: Available at Iron Working. +1 commerce, requires forest. After 10 turns froms into:

Forest Preserve 2: +2 commerce, requires forest. After 20 turns froms into:

Forest Preserve 3: +3 commerce, +1 commerce from Printing Press, Free Speech. Requires forest. After 40 turns froms into:

Forest Preserve 4: +4 commerce, +1 commerce from Printing Press, +3 commerce from Free Speech. Requires forest.

Villages and Towns are permenant 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:

Trade Routes: New calculation of trade route yield. See This thread at CFC for hte basics of how BtS trade routes work

Base trade route value is 1 commerce, +0.1 commerce per population in the originating city above size 10, starting from size 1. ie size 10 origin city has trade route worth 1.0 base commerce. Size 10 origin city has trade route worth 1.1 base commerce.
Base trade route value is limited to the smaller of the above stated value, or a percentage of the distance between the receiving and origin cities, percentage depending on map size. Check the above linked thread for further details.

Receiving city trade routes are multiplied by following factors to produce the total trade route value:

+10% per population point in receiving city
Foreign trade route: +100%, increasing at a rate of 4% per turn of peace.
Overseas trade modifier: +50%
If receiving city is connected to your capital: +50%
If Harbour present: +25%.
If Custom House present: +100%.
If Temple of Artemis present: +100%
If in Free Market: +25% to total trade route value (I'm sure someone can define this better than me).


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.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Cool, I'll give this a whirl tonight...
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Change log posted, along with the tech tree.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Y'know, I worked all the way up to Bureaucracy until I realized that Vassalage was actually better.







How do I get more scientist slots?
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Could we get a changelog for SMEG relative to base BTS? I no longer have the RB mod changes memorized (and a look-see makes it appear to have changed since I last played it anyway). Obviously not necessary, since I can just pull up both changelogs next to each other and individually compare everything, but it would be very helpful.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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I'll get on the change log today.

Joey. There are no civics that give more spec slots or gpp generation. You have to build more buildings. There should be 10 spec slots available from the relevant building lines. Temple monastery and conservatory should give gpp generation as well. I may have missed that from the mod.

Bureaucracy affects cities with palace FP and versailles. Don't know about balance so more info and views are appreciated.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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The description of protective says double production of shishipyards but the description of shipyard says double production with imp. Which is it ?
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Protective.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Ok thanks. Is this a bug ? (talking about the commerce on forest river tiles of course)


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