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.
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
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.
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.
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.
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:
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.
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.
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.