Where can I find the current QOTM? - Charriu

Create an account  

 
New Balance Mod

Ladies (do we have any?) and gentlemen, please, see below the link to, for a lack of a better name, New Balance Mod (NBM). This mod was designed by yours truly as an alternative to RtR mod.


.zip   NBM 1.zip (Size: 3.85 MB / Downloads: 7)

The main distinguishing feature of this mod is that it embodies a different approach to balancing the game than RtR mod. RtR’s answer to imbalances is, basically, nerfing stuff and removing features. Espionage, corporations and nukes are the most obvious examples here but most changes introduced in RtR is some kind of nerf of the OP stuff. And those changes which don’t fall under this description is usually the most controversial ones (of course, there are exceptions like buffing workshops - a very good change as experience shows).

I wanted to approach balancing differently: instead of nerfing or removing stuff I tried to buff competing features or to nerf things in an indirect way without damaging their unique flavor. A good example is contrasting treatment of The Great Lighthouse in RtR and NBM mods. In RtR mod TGL is straightforwardly nerfed from 2 additional trade routes to one. In NBM mod it still gives 2 trade routes but has increased cost (300 hammers) and obsoletes at Economics. Of course, as an RtR mod, there are exceptions: sometimes there is simply no alternative to nerf/remove, like the Statue of Zeus effect.

Now, I understand the dangers of such approach. Asymmetrical balance is very hard to achieve and it requires a lot of fine-tuning. That constitutes the understandable appeal of RtR. I don’t claim that my mod is as balanced as RtR or will ever be as balanced. But it has more features, features themselves more diverse and for some people it may make this mod more fun to play.

While designing the mod I adopted what I consider to be the best features of RtR mod. In fact you may notice that some parts of the change log are directly copy-pasted from RtR changelog. So, I’m not ignoring the earlier effort made by this community. On the other hand, I reverted many changes which I consider unnecessary or even harmful. On balance, I think, my mod is closer to base BTS than RtR mod.

Another important note before we move to the changelog. My purpose was to make this mod also playable in single player as I still occasionally enjoy it. That made pretty much inevitable using K-Mod as its base. Controversial decision, I understand, but I think that it is a right thing to do even disregarding single player. K-Mod has a lot of bug fixes, a lot of subtle improvements in mechanics, a lot of performance improvements. It has some mechanics which I find really fun (and some which I don’t like but those I removed). All XML changes made in K-Mod were reverted, if my own changelog doesn’t explicitly state otherwise.

And that, I think, sums up the introduction. Detailed changelog is below.

Game:

The biggest changes introduced in K-mod are listed here. Some of them I kept, some - removed.

1) BUG-mod introduced. Technically, as I understand, it’s not just a BUG-mod but the whole bunch of mods providing additional information to a player without altering gameplay. I know that there is an understandable animosity to this stuff because a) it reveals information the player shouldn’t have, b) it may have introduced new and additional instabilities and bugs into the game. However, K-mod did a nice job with removing all instances of a) and I never encountered any cases of b) while playing with baseline K-mod. Also, K-mod includes a lot of bug fixes and performance improvements which, in my mind, balances out any adverse effects of b).

2) Bug fixes and performance improvements. Lots of them. K-Mod has vastly more efficient code than baseline BTS and the game runs a lot faster on old machines despite the fact that AI uses more complex algorithms.

3) Improved AI. No need for any further comments here, especially given that we are mostly focused on multiplayer. Still, worth mentioning.

4) New Global Warming system (REMOVED). K-Mod introduced new GW system which gradually changes tiles to more arid instead of turning them into a desert right away and also adds unhappiness proportional to GW contribution. I don’t like this system any better than an old one. All versions of GW which I saw were bad in a sense that they didn’t really force a player to make different choices and just seemed like an unneeded annoyance (and this is surprisingly realistic if you think of it)
For all practical purposes I removed GW completely by setting GW threshold in XML to an absurdly high value.

5) Lead from Behind Mod (REMOVED). K-Mod includes “lead from behind” mod which modifies the algorithm which chooses a defender to take into account the value of units instead of just automatically choosing the unit with the highest odds (so that experienced veteran troops won’t defend ahead of greens if their odds only a tiny bit better). Interesting idea on paper but the algorithm is rather unpredictable and makes it next to impossible to plan complex stack versus stack battles. So, I disabled this mod in XML.

6) New culture system. K-mod changes the way the culture is calculated to the effect that borders are now much more sensitive to the amount of culture generated in cities. Also, culture is now added to plots beyond the city influence range, even though these plots aren’t added to civ’s territory. This effect allows core cities to “support” border cities in culture wars.
Additionally, culture now can spread via trade routes, dependant on the amount of culture generated in the city which provides the trade rout. Most of time this effect is negligible (like, 1-2% of alien culture added) but can grow really big if the difference of culture production is massive. At last, K-Mod made changes to culture bombs and revolt mechanics: power of culture bombs is now not fixed but scales with the era (800*era instead of flat 4000; keep in mind that due to changes in base culture mechanics borders are now much more sensitive to culture bombs); chance of revolt is now a logarithmic function of the garrison strength, not linear (so that it is generally easier to prevent revolts but at some point adding new units to a garrison cease to matter). There are also some smaller balance changes which concern culture and which I won’t bother to mention here.
Overall, these changes did an excellent to job in giving culture a more important role without any sweeping changes to game design. This is one of my most favorite features of K-mod and I kept it.

7) "Number of cities" maintenance cost is no longer capped (no “conqueror’s plato” anymore, your maintenance for the number of cities will now keep growing with each added city). Another excellent change which weakens the power of snowball and the power of large empires without actually breaking anything (it is still good to be big, you just won’t have an immediate profit from every new city you settle like you used to have in base BTS post Corporation). To balance it out the size of number of cities maintenance will now initially grow slightly slower.

8) Religious spread system was altered. Early religions now spread significantly slower than before but later religions spread faster. Also, religion now can automatically spread to a city which already has a religion (though the chance for spread is lower). If these happens there is also a chance that an older religion is removed.
Now, this is a change I’m not really sure about. It was designed with high-level SP in mind where early religions were pretty much always dominant and for SP it worked beautifully: I even saw decently sized Islamic AI empires. However, I don’t think we ever had this kind of problem in MP. On the other hand, early religion is already a dubious investment and this weakens this choice further. Of course, this logic doesn’t work for huge games like PB18 which, I think, can benefit from this change.
Anyway, I decided not to tinker with K-mod religion mechanics and left it intact. At least, worth a try.

Questions to discuss:

1) So - do you guys like these changes? And - does their presence make it more difficult to introduce below XML changes of our own? Because the alternative will be to make a vanilla BTS-based mod with the same XML files.

Civics:

Reverted back massive changes which were made in Rtr, introduced some of my own instead. I tried to make Emancipation and Serfdom useful and rebalanced late-game economic civics. Also, moved Theocracy to Divine Right.

1) Serfdom: +1h per mine, +1h per watermill, +1h per windmill, +1 h per Quarry, +50% worker speed, high upkeep.

2) Emancipation: +1c from hamlet, village, town, low upkeep, double feature growth speed, unhappiness penalty for civilizations which don’t run this civic.

3) Environmentalism: renamed into Welfare State; moved to Assembly Line; gives +15% food in all cities, +3 base health, +1 happy from Factory, +1 happy from Hospital, +1 happy from University, +2 gold per specialist, +25% corporation costs. High upkeep.

4) Mercantilism: moved to Guilds, medium upkeep, 2 additional specialists in all cities.

5) Free Market: +15% commerce in all cities, +1 unhappy from Factory, +1 unhappy from Bank, +25% WW, +1TR per city, -25% corporation maintenance cost, medium upkeep, moved to Corporation.

6) State Property: +15% hammers in all cities, +1 food per workshop, watermill, no distance city maintenance, no upkeep.

7) Theocracy: moved to Divine Right.

8) Vassalage: medium upkeep.

9) Free Speech: +50% culture instead of +100%, high upkeep.

10) Free Religion: can build Missionaries without Monasteries.

11) Pacifism: additional support cost of military units reduced to 0,5 gold.

Questions to discuss:

1) Basically we have new balance between three last economic civics and three last labor civics. Of those State Property, Free Market and Welfare State are supposed to be equal in strength and Emancipation is supposed to be slightly stronger than Serfdom and Caste System (though those too should still have some niche late-game use). Does it work? Is something too weak? Something too strong? I’m especially worried about WW penalty for Free Market, it can go out of control easily. Thinking about changing it to an additional unhappy face from Factory.

Traits:

Mostly copy-pasted from Rtr with some minor deviations. Of particular note: Creative is given back +2 free culture, Aggressive lost number of cities maintenance bonus but gained free flanking1 for naval units (as it turned out, this change can’t be done from XML) and double production bonus for Jails and Intelligence Agencies (to give it easier access to Espionage).

1) Financial: +1 commerce on all tiles that have 3+ commerce. +100% production of Market, Quay.

2) Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Aqueduct, Grocer, Harbor, Hospital.

3) Creative: +2 culture per city. +100% production of Library, Theatre.

4) Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -20% XP needed for promotions. +100% production of Colosseum. No happiness from Monument.

5) Protective: Free City Garrison 1, Drill 1 promo for archery and gunpowder units. +100 production of Granary, Walls, Castle, Security Bureau.

6) Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House, Bank.

7) Aggressive: Free C1 promo for melee and gunpowder units. +100% production of Barracks, Stable, Drydock, Jail, Intelligence Agency.

8) Philosophical: +100% Great Person production, +100% production of University, Observatory, Monastery.

9) Industrious, Spiritual, Organized: No change from BtS.

Questions to discuss:

1) So - is creative too strong? I was really thinking hard, whether I should reduce 2 free culture to 1. This question is especially important given that culture is much more powerful now. Limited SP-testing which I made showed that creative neighbor is a nasty bitch. But nerfing creative in this way would go against the overall philosophy of the mod, diminish the unique flavor of the trait. So I decided to leave it as is.

2) Aggressive - what do you think of it? Really dislike the way it is treated in Rtr but in NBM it remains kind of weak.

Civs:

Once again, mostly copy-pasted from Rtr. Important difference is that I have chosen an alternative way to buff Germany and America: instead of giving them newly made UBs/UUs, I moved their uniques earlier in the tech tree. Also, I reverted starting techs back to base BTS and scrapped most changes which Rtr introduced to nerf UUs.

1) America: Navy Seal is moved to Assembly Line. Mall is now a Grocer replacement that gives +35% gold, +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

2) Arabia: Madrassa cost decreased to 70 hammers from 90.

3) Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights). Byzantine hippodromes now allow two artists specialists.

4) Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

5) Celts: Dun now gives G2, not G1. Gallic Warrior now additionally gains Drill I, Drill II.

6) France: Salon now gives 2 free artists.

7) Germany: Panzer now requires Assembly Line AND Artillery, gets +25% against armored units. German assembly plants now give +2 production (in addition to previous effects).

8) Inca: Terraces now give +1 culture instead of +2. Quechua now has +50% against archery units instead of +100%.

9) India: The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

10) Russia: UB is now Research Institute, a university replacement with +1 scientist specialist, 180 hammers cost.

11) Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.

12) Greece: Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider, +20% culture. Cost 100 hammers, requires Construction. +100% production with Charismatic.

13) Maya: Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy per 20% culture slider. Cost 100 hammers, requires Construction. +100% production with Charismatic.

14) Babylonia: Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +1 happy, +1 happy per 20% culture slider. Cost 100 hammers, requires Construction. +100% production with Charismatic.

15) Korea: Seowan now costs 180 hammers.

16) Aztec: Jaguar is strength 6, 40 hammers.

17) Zulu: Ikhanda now gives +1 culture and maintenance bonus in line with other Barracks. 60 hammers.

18) HRE: Rathaus now gives -60% maintenance bonus.

19) Ottomans: Hammam costs 80 hammers.

20) Khmer: Baray: 80 cost, Ballista Elephant 70 cost.

Questions to discuss:

1) Germany, America - what do you think? Especially Germany. My initial idea was making Assembly Line the only Panzer prereq but I decided that it would be absurdly OP. Or not? My approach to balance of late-game uniques really goes along the fine line between leaving them useless and making them game-breakers, so any feedback would be appreciated here.

Wonders, Projects:

I took most of the changes from Rtr and added some of my own. Of particular note: Chichen Itza has a new effect (HAK would be heartbroken but whatever), Christo Redentor restored to original effect but moved to Mass media, Space Elevator is now cheaper and gives more powerful boost, cost of space ship components is doubled.

1) Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

2) Red Cross: 400h, free March for units built in this city.

3) West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/14XP for Charismatic).

4) Angkor Wat: 300h,

5) Chichen Itza: +1 food on all river tiles in this city, obsoletes at Biology. Loses defense bonus. (Also, doesn’t give additional points to power and has “growth” flavor).

6) Temple of Artemis: 250h.

7) Versailles: 500h.

8) Colossus +2c water tiles this city only. Obsoletes at the Corporation.

9) Great Lighthouse: Now 300 cost and gets obsolete at Economics.

10) SoZ: no WW effect. Now +3XP. Still requires Monuments and builds faster with Ivory.

11) The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

12) Cristo Redentor: moved to Mass Media.

13) Eiffel Tower: moved to Mass Media.

14) The Pentagon: moved to Democracy.

15) Space Elevator: +150% SS production. 1200 hammers, no Aluminum bonus, no equatorial requirement.

16) Cost of all SS parts is doubled.

17) Stonehenge no longer goes obsolete.

18) Sistine chapel state religion culture bonus changed from +5 to +3. The Sistine Chapel's bonus culture on religious buildings is no longer doubled for 1000 year old buildings. (For example, previous a 1000 year old temple with the Sistine Chapel would give (1+3)*2 = 8 culture. Now it will only give 1*2+3 = 5 culture.)

19) Reduced the culture from most of the great wonders but added 4 culture to the Kremlin.

Questions to discuss:

1) Christo Redentor. In Rtr it was nerfed to uselessness. I moved it away from Space Race sequence but it may still be OP. I initially wanted to keep no anarchy effect and to remove the reduced delay between civic switches but it appears that both these effects are controlled by the same XML value.

2) Space Elevator. A fine balance is required here. On one hand, I wanted to make Space Elevator useful, on the other hand, I didn’t want to turn Space Race into Elevator race. Does it work this way now?

3) WW effect which SoZ had shouldn’t exist in the game but I still want to make use of related XML value. What do you, guys, think about a world wonder which REDUCES war weariness for your enemies? It may be a way to creatively nerf some OP late-game wonder, like aforementioned Christo Redentor (though with Kremlin it would be more thematic).

Base units:

I scrapped Rtr Swords/Archers dynamics and instead gave Swords Drill I, Drill II. Also, I have made Trebuchet equal in strength with a normal Catapult (as Treb still costs 80 hammers, it doesn’t make Catapult useless). Otherwise, I think, I kept most of the stuff from Rtr in place. I brought back nukes but made them more expansive and moved ICBMs to Advanced Flight (and away from space race sequence). Also, doubled the cost of a spy and made a new unit: Bombard.

1) Free commando promotion for great spy.

2) Work boat: requires no tech (you will still need Fishing to work water tiles), no longer a military unit.

3) Swordsman: gains Drill I, Drill II.

4) War Elephants: Now 7 str, +50% vs. Mounted units (Ballista Elephant is still strength 8 but 70 cost).

5) Trebuchet: Strength 5, 20% city attack bonus.

6) Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

7) Battleship: Now also requires Artillery.

8) Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do).

9) ICBM: 750h, now also requires Advanced Flight instead of Rocketry.

10) Tactical Nukes: 500h

11) Spy: 80h

12) Stealth Bomber: requires Advanced Flight, Robotics.

13) Stealth Destroyer: requires Robotics, now has strength 36.

14) Gunships now start with the Amphibious promotion.

15) New unit: Bombard: Str. 8, 90 cost, requires Gunpowder, Copper, upgrades from Treb, Catapult, upgrades to Cannon. Flanked by Knights.

16) Cavalry (and Cossack): now also flanks Bombard, +25% against Bombard.

17) Cuirassier (and Conquistador): now also flanks Bombard.

18) Gunship: now also flanks Bombard.

Questions to discuss:

1) Nukes. Is it enough to bring them into any kind of balance? There is still room to nerf them, like moving Tacticals further along the tech tree, increasing cost, etc.

2) Swords. Is Drill I, II ok or OP? How do you think they will be balanced against Axes now?

Base Buildings:

Mostly took changes which are already implemented in Rtr. Innovations of my own were changes to espionage buildings, moving Coal Plant to Electricity and some other minor tweaks. Also of note: Courthouses now only give 40% maintenance reduction but Barracks give 15% maintenance reduction and cost 60 hammers. Small boost to Aggressive, small nerf to Organized. Also, keep in mind that number of cities maintenance is no longer capped, so maintenance itself will be much higher and any kind of reduction to it - more important.

1) Cathedral culture multiplier is down from 50% to 40%. Decreased production cost of cathedrals from 300 to 240.

2) Courthouse (and replacements except Rathaus): -40% city maintenance.

3) Jail (and replacements): +50% WW reduction, +6 Espionage, +25% Espionage, 150 hammers.

4) University (and replacements): 180h

5) Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +1 happy, +1 happy per 20% culture slider, +20% culture. Cost 100 hammers, requires Construction. +100% production with Charismatic.

6) Security Bureau: now 150 cost, gives 12 Espionage points, allows to turn 3 specialists into spies.

7) Coal Plant (but not Shale Plant): moved to Electricity.

8) Hospital: free medic1 for units built in this city.

9) Intelligence Agency: 220 cost, 12 EPs, +75% to Espionage, allows to turn 3 specialists into spies.

10) Industrial Park: now costs 250 hammers and gives 3 free engineers.

11) Monastery: +1 culture.

12) Academy: +2 culture.

13) Barracks: cost 60 hammers, additionally -15% city maintenance.

14) Aqueduct: 80 hammers.

15) University: +3 culture.

16) Public transport, removed health bonuses, replaced with -15% unhealthiness from population. Increased cost of public transport to 200 (from 150).

17) Scotland Yard: +150% Espionage.

18) New Building: Quay: +1 commerce on sea tiles. Cost 100 hammers. Requires Optics. +100% production with Financial.

Questions to discuss:

1) I had a fun idea to buff Aqueduct by giving it +10% food bonus (or just base food like Baray gives). My only problem with this is that I really don’t want to tinker with food much, it is too fundamental for everything else in the game. What do you think? Aqueducts are now mostly useless until Industrialization.

2) I actually had a better idea to buff Industrial Parks: to make it give 0,5 free Engineers per mine, in the spirit of National Park (may be in addition to one or two base Engineers). Sadly, can’t be done from XML.

Technology:

Mostly restored original tech tree reverting back all changes made in Rtr. Also, swapped back camps and pastures. Instead I made AH cheaper and made Hunting its only possible prerequisite. Also note that I kept OBs at Alphabet but moved map trading back to Paper.

1) Mysticism: base cost increased from 50 to 70.

2) Extra trade rout moved from Corporation to Economics.

3) Hunting: Cost increased by 50% from 40 to 60.

4) Animal Husbandry: Cost decreased from 100 to 60, no longer can be derived from Agriculture.

5) Archery: Base tech cost decreased from 60 to 40.

6) Divine Right: Base cost reduced from 1200 to 800.

7) Metal Casting: Base cost reduced from 450 to 300.

8) Alphabet: allows Open Borders, no longer enables tech trading.

9) Writing: no longer enables OB.

10) Stealth: removed from the game.

11) Refrigeration: no longer gives movement bonus to ships.

12) Tech Trading is now available with Paper.

Questions to discuss:

1) Don’t really know what to do with map trading, Writing seems like way too early. Kept it at Paper for now.


Tech cost increase:

Mostly taken from an older version of Rtr with some minor deviations. Also note that my mod currently doesn’t include tech bonus from Rtr: I would like to introduce it but don’t have necessary programming skills.

Education: +25%
PP: +25%
Nationalism: +25%
Gunpowder: +25%
Astronomy: +25%
Liberalism: +25%
Economics: +50%
Replaceable Parts: +50%
Military Tradition: +50%
Constitution: +50%
Chemistry: +50%
Military Science: +50%
Democracy: +75%
Rifling: +75%
Corporation: +75%
Steel: +75%
Steam Power: +75%
Artillery: +100%
Assembly Line: +100%
Scientific Method: +100%
Railroad: +100%

Cost of all subsequent techs increased by 100%. Cost of Advanced Flight increased by 150%.

Cost of techs in more advanced eras (starting from medieval) is further increased (insignificantly) by a hidden modifier in CIV4EraInfos.xml

Improvement changes:

Once again, reverted back some of Rtr changes, made some of my own.

1) Workshop: -1 food, +2 hammers; no longer receives +1 hammer at Chemistry.

2) Windmill: +1 food, +2 commerce.

3) Lumbermill: +1 hammer, +1 commerce.

4) Forest Preserve: +2 commerce.

Promotions changes:

I buffed drill promotion but in a little different way from Rtr.

1) All promotions which require combat line promotions as a prerequisite can be alternatively derived from respective Drill promotions except amphibious and Commando.

2) Collateral damage resistance is now evenly distributed along the Drill line (now 15-15-15-15 instead of 0-20-20-20).

3) Leadership promotion now gives 50% protection vs revolt (in addition to +100% experience gained).

Espionage:

I removed Espionage slider from the game and made specialists and buildings its only possible source. It will give Espionage a truly unique flavor; currently it is just another way to convert commerce into research which makes it feel dull and redundant.
One annoying side-effect of this is that there is no possible way to immediately see a total Espionage produced by the city except on the F1 screen. Also, total number of EPs produced is no longer shown on the main screen (you can still have access to this information on Espionage screen). Sadly, it seems unfixable from XML.


1) Espionage slider: removed from the game.

2) Sabotage production mission now doesn’t reveal info about specifics of rivals’ production (K-Mod change).

3) K-mod also introduces some insignificant behind-the-scenes changes into the way the cost of Espionage missions is calculated.

Questions to discuss:

1) Removing Espionage slider is a massive change. I decided not to remove any missions for now and see how it will work. Though I feel a strong urge to remove at least sabotage project and change civics missions.

Corporations:

I tried to make corps more balanced between each other and against State Property by changing resource values and moving them around the tech tree. I removed Civilized Jewelers and made a completely new corporation to replace it. I had an idea to reduce fixed income from corporate headquarters to 3 gold or even 2 but for now decided to leave it as it is. Corporations are supposed to be used for additional yields by larger civs and for profit by smaller civs and I didn’t want to mess with this effect.
Keep in mind that all numbers are for Standard size maps. For Huge maps they will be halved, for small maps - doubled.


Mining Inc: +1 hammer per resource consumed, no longer consumes silver and gold.

Cereal Mills: +0,8 food per resource consumed, moved to Biology.

Sid’s Sushi: moved to Refrigeration, gives +0,4 food, +0,8 culture per resource consumed.

Creative Construction: moved to Steel, gives +0,5 hammers, +0,5 culture per resource consumed, now additionally consumes Uranium, Gold, Silver, Gems.

Aluminium Co gives +4 beakers per resource consumed.

Standard Ethanol, No change

Civilized Jewelers: removed from the game.

Added new corporation: United Energy. Available at Electricity, can be founded by Great Merchant OR Great Engineer, consumes Oil, Coal, Uranium, gives 0,6 food, 0,8 hammers, 0,8 commerce per resource consumed. Competes with Mining Inc, Aluminium Co., Creative Constructions.

Questions to discuss:

1) So - is it balanced? The good way to answer this question is to log into PB22 or PB18 and calculate the potential yield of a given corporation for your empire. Of course, not all of us has this priviledge. Here are the numbers I had for PB22 but, I think, I additionally tinkered with resource values since then.

Gavagai (T287):

Mining Inc: 8H
Cereal Meals: 8F
Creative Constructions: 5 hammers, 5 culture; with Aluminium Co: 6 hammers, 6 culture.
Sid’s Sushi: 8 food, 16 culture.
Aluminium Co: 5 Aluminium, 10 beakers.
Standard Ethanol: 14 Oil, 21 beakers.
United Energy: 3F, 4H, 4C; with Standard Ethanol: 7F. 10H, 10C.

Joey (T287):

Mining Inc: 8H
Cereal Meals: 3F
Creative Constructions: 6H, 6 culture; with Aluminium Co: 7 Hammers, 7 culture.
Sid’s Sushi: 8F, 16 culture.
Aluminium Co: 4 Aluminium, 8 beakers,
Standard Ethanol: 7 Oil, 10 beakers.
United Energy: 3F, 4H, 4C; with Standard Ethanol: 5F 6H, 6C.

TBS (T287):

Mining Inc: 7H
Cereal Meals: 3F
Creative Constructions: 6 hammers, 6 culture; with Aluminium Co: 6 hammers, 6 culture.
Sid’s Sushi: 10 Food, 20 Culture.
Aluminium Co: 2 Aluminium, 4 beakers.
Standard Ethanol: 7 Oil, 10 beakers.
United Energy: 3F, 4H, 4C; with Standard Ethanol: 5F, 7H, 7C.

Miscellaneous:

1) Nuclear meltdowns: no longer destroy other buildings or population. Can still create fallout.

2) It is now possible to pillage ones own roads.

3) Spontaneously spawned barbarian ships will now start with the disorganized promotion (-10% strength).

4) The immediate experience boost from Great Generals (when used as a 'warlord') is now increased by 10% for each affected unit, up to a maximum of +100% (ie. 40 xp shared across 11 units).

5) "Lost production" for units is now assigned to another unit of the same type (previously, it was converted into gold). With this change, it is possible to build more than one unit per turn. (Note: this does not affect normal production overflow. It only affects the production beyond the overflow limit.)

6) Anarchy duration modifiers and golden age modifiers will now apply their respective adjustments to the existing anarchy / golden age at the time the modifier is applied. (eg. When the Mausoleum of Maussollos is built, it will now increase the remaining length of the current golden age by 50%.)

Questions to discuss:

1) I expect number 5 to be most controversial. I may even want to remove it but it can’t be done from XML.

2) I really think if anything should be done with War Weariness. It can really go out of control in the late game due to enormous scale of battles fought. Rtr characteristically, made it trivial to reduce WW to zero; I would prefer to try a different approach but can’t think of one. Sure, it should be possible to make WW scale with the size of empires and armies but it will be a true bitch to balance. Ideas?

3) I didn’t do anything with events. Rtr, characteristically, nerfed them into the ground by removing a lot of them; as a person who always play with events off I don’t complain but, I think, people who leave them on want them more interesting and varied. Also, even in its nerfing spree Rtr mod hasn’t been consistent and some absurdly OP events (like, you know, shock for all axes) are still there. So, BTS events are obviously unplayable but Rtr version isn’t satisfactory either.

Wanted changes:

In this section I list changes which are NOT implemented in the mod but which I would like to make. The reason I haven’t made them is that they can’t be done through XML. So, if anyone with respective skills is interested in the mod, I would really appreciate this person’s help here.
High priority changes are those without which I don’t consider mod fully playable. Medium priority are highly desirable changes which still can be posponed. Low priority are more cosmetic ones.


High priority:

1) Add information about a total produced Espionage on the city screen and main screen.

2) Aggressive trait: free Flanking1 for Naval units

3) Tech bonus mechanics from Rtr mod.

4) Spies receive “secretive” promotion.

5) Coastal Blockade range reduced to 1 tile.

Medium priority:

1) Cities with size larger than 10: can’t be razed.

2) Circumnavigation bonus: removed from the game.

3) Fractional trade routes (trade routes values are not rounded down if fractional).

4) Everyone starts with Scout.

5) Hut techs: Can only gain techs from the first three rows of the tech screen:
Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

6) Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Low priority:

1) Global Warming: truly removed from the game (currently it is set to never actually happen but the game still gives the player redundant information about parameters related to it).

2) Lead from behind mod: removed from the game (currently just disabled in XML; not sure if actually removing the code helps anything but may be it does).

3) Capital city tile always has 2 food, 2 hammers.

4) Observer Mode from Rtr.

5) Maximum number of players: increased to 40.

6) Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file.

Following bug fixes:

List of bug fixes from Rtr which would also be relevant for this mod (not implemented as I have no skills). I think, some of them were already done in K-Mod.

1) Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

2) Trade route turn order bug (don’t even really know what it is).

3) Build culture double production (most probably fixed in K-Mod; sorry, too lazy to check).

4) Build wealth/research/culture + production automation double production (I don’t know what this bug is about).

5) Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

6) Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

7) Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused (YES, PLEASE!)

(Some of these may already be implemented in K-mod).
Reply

There are a lot of changes there--it's way too late to go over them all, but there are a couple things I noticed:

1. You have GL going down to 1 TR in the changelog tongue
2. Does Welfare State have the anti-corp stuff? That's the only I can see +food% working, and even then it's risky.
3. Events are currently a mess, there's a bug somewhere in RtR about them.
4. Why revert the starting tech changes, then increase the cost of Mysticism?
5. What do you want to do with Cultural victory? Artists are worth more, but everything else is decreased (Free Speech, Cathedrals, Wonders, the religious changes possibly screwing you over--btw, you need to remove the chance of losing a religion).
6. Are you doing anything about spies as scouts? That seemed like the bigger problem than missions.
Reply

1. Thanks for catching, it should stay at 2 TRs. I can't edit my post now but will fix it in the evening.
2. Welfare State increases the cost of corps by 25%.
4. Cost of Mysticism increased to give a boost to Mysticism-starting civs. I don't remember what exactly is done to Mysticism in RtR.
5. Why Artists worth more? They produce the same 4 culture. Cultural output from buildings is decreased but corps are reintroduced. I think it should balance things out. The chance of removing a religion depends, among other things, on a number of religious buildings in the city. In practice, I don't think I ever saw a city lose a religion if it has at least a temple.
6. Spies are now 80 cost which should make them pretty expansive scouts. Of course, it is still negligable for late game but late game has a lot of efficient scouting options anyway. Also, I would want to give them "secretive" promotion from RtR but can't do it from XML.
Reply

(August 11th, 2015, 02:21)Gavagai Wrote: 1. Thanks for catching, it should stay at 2 TRs. I can't edit my post now but will fix it in the evening.
2. Welfare State increases the cost of corps by 25%.
4. Cost of Mysticism increased to give a boost to Mysticism-starting civs. I don't remember what exactly is done to Mysticism in RtR.
5. Why Artists worth more? They produce the same 4 culture. Cultural output from buildings is decreased but corps are reintroduced. I think it should balance things out. The chance of removing a religion depends, among other things, on a number of religious buildings in the city. In practice, I don't think I ever saw a city lose a religion if it has at least a temple.
6. Spies are now 80 cost which should make them pretty expansive scouts. Of course, it is still negligable for late game but late game has a lot of efficient scouting options anyway. Also, I would want to give them "secretive" promotion from RtR but can't do it from XML.
4. Mysticism isn't a starting tech in RtR because it means you virtually have to go for a religion, and then it's a coin flip if there are multiple Mysticism civs. It's the same reason some of the power of Industrious is being moved away from wonders with the MC cost decrease (and the greater adjustments in SMEG).
5. I meant Great Artists, with the scaling stuff. I forgot about the Corps though--seriously, good luck balancing them popcorn
Reply

Quick question: you've left Free Speech in the second column right? And Merc has no foreign trade routes?
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

(August 11th, 2015, 04:31)Krill Wrote: Quick question: you've left Free Speech in the second column right? And Merc has no foreign trade routes?

Yes to both.
Reply

Game:

(August 10th, 2015, 12:08)Gavagai Wrote: The biggest changes introduced in K-mod are listed here. Some of them I kept, some - removed.

1) BUG-mod introduced. Technically, as I understand, it’s not just a BUG-mod but the whole bunch of mods providing additional information to a player without altering gameplay. I know that there is an understandable animosity to this stuff because a) it reveals information the player shouldn’t have, b) it may have introduced new and additional instabilities and bugs into the game. However, K-mod did a nice job with removing all instances of a) and I never encountered any cases of b) while playing with baseline K-mod. Also, K-mod includes a lot of bug fixes and performance improvements which, in my mind, balances out any adverse effects of b).

Personal, subjective opinion, but I don't actually like BUG mod changes to the interface.

6) New culture system.

Quote:K-mod changes the way the culture is calculated to the effect that borders are now much more sensitive to the amount of culture generated in cities. Also, culture is now added to plots beyond the city influence range, even though these plots aren’t added to civ’s territory. This effect allows core cities to “support” border cities in culture wars.
Additionally, culture now can spread via trade routes, dependant on the amount of culture generated in the city which provides the trade rout. Most of time this effect is negligible (like, 1-2% of alien culture added) but can grow really big if the difference of culture production is massive. At last, K-Mod made changes to culture bombs and revolt mechanics: power of culture bombs is now not fixed but scales with the era (800*era instead of flat 4000; keep in mind that due to changes in base culture mechanics borders are now much more sensitive to culture bombs); chance of revolt is now a logarithmic function of the garrison strength, not linear (so that it is generally easier to prevent revolts but at some point adding new units to a garrison cease to matter). There are also some smaller balance changes which concern culture and which I won’t bother to mention here.
Overall, these changes did an excellent to job in giving culture a more important role without any sweeping changes to game design. This is one of my most favorite features of K-mod and I kept it.

I'd be interested in reading more on these changes in the K-mod forum.

7) "Number of cities" maintenance

Quote: cost is no longer capped (no “conqueror’s plato” anymore, your maintenance for the number of cities will now keep growing with each added city). Another excellent change which weakens the power of snowball and the power of large empires without actually breaking anything (it is still good to be big, you just won’t have an immediate profit from every new city you settle like you used to have in base BTS post Corporation). To balance it out the size of number of cities maintenance will now initially grow slightly slower.

The tl;dr of this change is that it does make Domination harder to the point where I think SS and CV are the only viable victory types, right? But if you've left corps in...I don't even want to think of what sort of effect it has. I do think you should have left the cap in even if you increased i to something quite large like max number of cities cost of 20g.

8) Religious spread system was altered.

Quote: Early religions now spread significantly slower than before but later religions spread faster. Also, religion now can automatically spread to a city which already has a religion (though the chance for spread is lower). If these happens there is also a chance that an older religion is removed.
Now, this is a change I’m not really sure about. It was designed with high-level SP in mind where early religions were pretty much always dominant and for SP it worked beautifully: I even saw decently sized Islamic AI empires. However, I don’t think we ever had this kind of problem in MP. On the other hand, early religion is already a dubious investment and this weakens this choice further. Of course, this logic doesn’t work for huge games like PB18 which, I think, can benefit from this change.
Anyway, I decided not to tinker with K-mod religion mechanics and left it intact. At least, worth a try.

Just make sure that religious victory is disabled with the religious spread changes.

Questions to discuss:

Quote: 1) So - do you guys like these changes? And - does their presence make it more difficult to introduce below XML changes of our own? Because the alternative will be to make a vanilla BTS-based mod with the same XML files.
Quote:I've never looked at K-mod so no comment outside the number of cities point really.

Civics:

Quote: Reverted back massive changes which were made in Rtr, introduced some of my own instead. I tried to make Emancipation and Serfdom useful and rebalanced late-game economic civics. Also, moved Theocracy to Divine Right.

1) Serfdom: +1h per mine, +1h per watermill, +1h per windmill, +1 h per Quarry, +50% worker speed, high upkeep.

2) Emancipation: +1c from hamlet, village, town, low upkeep, double feature growth speed, unhappiness penalty for civilizations which don’t run this civic.

If you've left this on Democracy, the issue is that doubled growth of cottages only really matters in larger games, and at that point needs to fit around golden ages. The unhappy effect is rarely an entity in larger games because it's based of world pop numbers, but if it does matter then it can be really unfun to play against. Because Emancipation has no benefit after cottages are grown, you want to revolt out of it after around the 35 turns rather than stick in it, at which point Caste still makes more sense.

tl;dr most people wouldn't use it

Quote:3) Environmentalism: renamed into Welfare State; moved to Assembly Line; gives +15% food in all cities, +3 base health, +1 happy from Factory, +1 happy from Hospital, +1 happy from University, +2 gold per specialist, +25% corporation costs. High upkeep.

That food effect wow. That might be OP the gold from specialists is not negligible either.
[spoiler]
Quote:4) Mercantilism: moved to Guilds, medium upkeep, 2 additional specialists in all cities.

PHI loves you. Guy with Mids loves you more. And because the only other choice before the Ind era is FM it's a complete no brainer to stage a GA around here. Because it's on Guilds you're solidifying the Medi era to one of rushing Guilds and choking out all other strategies excluding maybe a Lib beeline/bulb rush strategy. First to rush Guilds with a GA helping there or a GA after to revolt civics and pump knights might be the one right strategy in smaller games (because it's already pretty strong there).

Quote:5) Free Market: +15% commerce in all cities, +1 unhappy from Factory, +1 unhappy from Bank, +25% WW, +1TR per city, -25% corporation maintenance cost, medium upkeep, moved to Corporation.

6) State Property: +15% hammers in all cities, +1 food per workshop, watermill, no distance city maintenance, no upkeep.

Truth be told I don't know what would happen with these changes. Can SP run Corps now? My largest concern is that only one person can ever run corps in a cost effective fashion due to the cost and HQ effect, but that's not really a civic problem.

Quote:7) Theocracy: moved to Divine Right.

8) Vassalage: medium upkeep.

Good changes IMO, Vassalage is already starting to gain more traction but making Theo harder to grab and use makes it a more interesting choice. Along with the Guilds changes, ignoring CS may well be more common approach.


Quote:Questions to discuss:

1) Basically we have new balance between three last economic civics and three last labor civics. Of those State Property, Free Market and Welfare State are supposed to be equal in strength and Emancipation is supposed to be slightly stronger than Serfdom and Caste System (though those too should still have some niche late-game use). Does it work? Is something too weak? Something too strong? I’m especially worried about WW penalty for Free Market, it can go out of control easily. Thinking about changing it to an additional unhappy face from Factory.

WW is generally useful but it can easily get out of hand and break games. WW penalties make that more likely, so adding flat unhappiness is wiser IMO


Traits:

Quote:Mostly copy-pasted from Rtr with some minor deviations. Of particular note: Creative is given back +2 free culture, Aggressive lost number of cities maintenance bonus but gained free flanking1 for naval units (as it turned out, this change can’t be done from XML) and double production bonus for Jails and Intelligence Agencies (to give it easier access to Espionage).

1) Financial: +1 commerce on all tiles that have 3+ commerce. +100% production of Market, Quay.

The Quay on FIN gives FIN a huge boost in the mid game, plus a potential cheap happy booster, I'd say that it's too strong. It's nerfed early but it picks up too much from those two buildings.

Quote:2) Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Aqueduct, Grocer, Harbor, Hospital.

I'd say that removing the market takes a good chunk of the advantage that EXP has as a mid game trait (the worker bonus isn't that much TBH) and the rest of the buildings aren't close to core, to which it's a pretty big nerf. EXP only really picks up when you reach Factories and you need the health effect but that's too small an effect too late to be that relevant.

[spoiler]
Quote:3) Creative: +2 culture per city. +100% production of Library, Theatre.

There is no late game, so essentially CRE wins early or not at all, and that can make it too oppressive. +2 culture and cheap libs shouldn't be put together. Removing the colosseum compared to base CRE isn't even a nerf.

Quote:6) Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House, Bank.

I think IMP needs nerfing rather than being given the bank.

Quote:7) Aggressive: Free C1 promo for melee and gunpowder units. +100% production of Barracks, Stable, Drydock, Jail, Intelligence Agency.

Removed the city maintenance bit but added it to Barracks, right? But it's nerfed all the same. Look, AGG in RtR is probably about right for that mod. It's OK early, it scales reasonably well and late game it has an effect. You'll probably hate me for saying it, but I don't see how to change AGG from the RtR implementation without either weakening it to the point it's a joke again, or reinventing it.


Quote:Questions to discuss:

1) So - is creative too strong? I was really thinking hard, whether I should reduce 2 free culture to 1. This question is especially important given that culture is much more powerful now. Limited SP-testing which I made showed that creative neighbor is a nasty bitch. But nerfing creative in this way would go against the overall philosophy of the mod, diminish the unique flavor of the trait. So I decided to leave it as is.

2) Aggressive - what do you think of it? Really dislike the way it is treated in Rtr but in NBM it remains kind of weak.

CRE to strong, AGG too weak. You could try something like adding happiness to the barracks for AGG I suppose but I don't think that's going to be enough for that trait.

Civs:

Quote:Once again, mostly copy-pasted from Rtr. Important difference is that I have chosen an alternative way to buff Germany and America: instead of giving them newly made UBs/UUs, I moved their uniques earlier in the tech tree. Also, I reverted starting techs back to base BTS and scrapped most changes which Rtr introduced to nerf UUs.

12) Greece: Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider, +20% culture. Cost 100 hammers, requires Construction. +100% production with Charismatic.

16) Aztec: Jaguar is strength 6, 40 hammers.

17) Zulu: Ikhanda now gives +1 culture and maintenance bonus in line with other Barracks. 60 hammers.

Just checking, but you didn't make the XP/promotion changes to the Military academy did you? If you did, Odeon giving flat 1XP is possibly broken due to CHM (which has to be lowered to -20% XP needed for promotions), otherwise fine.

Aztecs are scary if too many forests on the map, and the UB seems to make them perennial contenders for the win. Don't quite know why.

Zulu, do you mean they give -40% city maintenance? Otherwise the UB is no different to the base building.



Wonders, Projects:

Quote:I took most of the changes from Rtr and added some of my own. Of particular note: Chichen Itza has a new effect (HAK would be heartbroken but whatever), Christo Redentor restored to original effect but moved to Mass media, Space Elevator is now cheaper and gives more powerful boost, cost of space ship components is doubled.

5) Chichen Itza: +1 food on all river tiles in this city, obsoletes at Biology. Loses defense bonus. (Also, doesn’t give additional points to power and has “growth” flavor).

14) The Pentagon: moved to Democracy.

16) Cost of all SS parts is doubled.

19) Reduced the culture from most of the great wonders but added 4 culture to the Kremlin.

1) Christo Redentor. In Rtr it was nerfed to uselessness. I moved it away from Space Race sequence but it may still be OP. I initially wanted to keep no anarchy effect and to remove the reduced delay between civic switches but it appears that both these effects are controlled by the same XML value.

3) WW effect which SoZ had shouldn’t exist in the game but I still want to make use of related XML value. What do you, guys, think about a world wonder which REDUCES war weariness for your enemies? It may be a way to creatively nerf some OP late-game wonder, like aforementioned Christo Redentor (though with Kremlin it would be more thematic).

CI changes looks interesting. Pentagon on Democracy is loading it with a lot of power first a first-to tech (SoL can be worth as much as some entire empires bpt output). SS costs are fine but hammer costs don't really affect end date much except for last component, it's mainly tech cost. Culture, well, you are nerfing CV quite hard with the relevant changes it seems which seems to be making SS the obvious VC of choice.

Cristo is broken and basically should be removed as SoZ was/is. WW would only be affected by that one player ie wars with other players still generate WW, so really it's meh IMO.



Base units:

Quote:I scrapped Rtr Swords/Archers dynamics and instead gave Swords Drill I, Drill II. Also, I have made Trebuchet equal in strength with a normal Catapult (as Treb still costs 80 hammers, it doesn’t make Catapult useless). Otherwise, I think, I kept most of the stuff from Rtr in place. I brought back nukes but made them more expansive and moved ICBMs to Advanced Flight (and away from space race sequence). Also, doubled the cost of a spy and made a new unit: Bombard.

3) Swordsman: gains Drill I, Drill II.

4) War Elephants: Now 7 str, +50% vs. Mounted units (Ballista Elephant is still strength 8 but 70 cost).

5) Trebuchet: Strength 5, 20% city attack bonus.

15 and assorted) New unit: Bombard: Str. 8, 90 cost, requires Gunpowder, Copper, upgrades from Treb, Catapult, upgrades to Cannon. Flanked by Knights.

2) Swords. Is Drill I, II ok or OP? How do you think they will be balanced against Axes now?[/i]

Basically, Swords fit this weird niche where they are high strength units that get defensive bonuses, so they are nice stack defenders on hills and forests for that stage the game, but they aren't worth researching IW for. Giving them D1+2 doesn't make them any better at attacking cities though, not with axes defending. doesn't even make them that much better against axes as stack defenders. Better off just giving them C1 like in ToW if you don't want to give them a city attack bonus IMO (although I agree 50% puts them in a weird space, but I've been wondering if maces were under used and should have a small city attack bonus, like +20%)


Base Buildings:

Quote:Mostly took changes which are already implemented in Rtr. Innovations of my own were changes to espionage buildings, moving Coal Plant to Electricity and some other minor tweaks. Also of note: Courthouses now only give 40% maintenance reduction but Barracks give 15% maintenance reduction and cost 60 hammers. Small boost to Aggressive, small nerf to Organized. Also, keep in mind that number of cities maintenance is no longer capped, so maintenance itself will be much higher and any kind of reduction to it - more important.

1) Cathedral culture multiplier is down from 50% to 40%. Decreased production cost of cathedrals from 300 to 240.

2) Courthouse (and replacements except Rathaus): -40% city maintenance.

13) Barracks: cost 60 hammers, additionally -15% city maintenance.

If you've removed culture from barracks, and removed the innate city maintenance decrease of AGG, no wonder it's nerfed into the ground. Adding some of that back onto a building that anyone can build (and will want to build) doesn't help AGG outside the short period of when AGG finishes the cheap barracks and when others would finish it.

Also, nerfing CV removes a lot of the pressure from SS and enables them to focus on defence rather than having to intervene elsewhere on the map. Those changes will push people back towards a game where they don't interact with each other (ie fight less and build more).

Technology:

Quote:Mostly restored original tech tree reverting back all changes made in Rtr. Also, swapped back camps and pastures. Instead I made AH cheaper and made Hunting its only possible prerequisite. Also note that I kept OBs at Alphabet but moved map trading back to Paper.

1) Mysticism: base cost increased from 50 to 70.

2) Extra trade rout moved from Corporation to Economics.

3) Hunting: Cost increased by 50% from 40 to 60.

4) Animal Husbandry: Cost decreased from 100 to 60, no longer can be derived from Agriculture.

God where to start.

If you want to add the tech cost scaling bit, Seven implemented it and he can probably help send you the code as it's 3 lines in the DLL. It's a no brainer because it enables tech to scale much more evenly on map size and stops early game tech costs from breaking some civs.

Starting tech costs, basically Pastures should be available by T12 or T10 to not fuck over double pasture starts. Moving pastures back to AH and lowering the cost may make that work, but Hunting needs to stay at 40 cost if that's the case.

All start techs should really be about 40 or 35 cost because that lowers the value of the start techs so civs get picked for other reasons like UU/UB. There's no reason for Myst cost to be increased in that instance.



Promotions changes:

I buffed drill promotion but in a little different way from Rtr.

1) All promotions which require combat line promotions as a prerequisite can be alternatively derived from respective Drill promotions except amphibious and Commando.

2) Collateral damage resistance is now evenly distributed along the Drill line (now 15-15-15-15 instead of 0-20-20-20).

3) Leadership promotion now gives 50% protection vs revolt (in addition to +100% experience gained).

Espionage:

quote]I removed Espionage slider from the game and made specialists and buildings its only possible source. It will give Espionage a truly unique flavor; currently it is just another way to convert commerce into research which makes it feel dull and redundant.
One annoying side-effect of this is that there is no possible way to immediately see a total Espionage produced by the city except on the F1 screen. Also, total number of EPs produced is no longer shown on the main screen (you can still have access to this information on Espionage screen). Sadly, it seems unfixable from XML.


1) Espionage slider: removed from the game.

2) Sabotage production mission now doesn’t reveal info about specifics of rivals’ production (K-Mod change).

3) K-mod also introduces some insignificant behind-the-scenes changes into the way the cost of Espionage missions is calculated.

Questions to discuss:

1) Removing Espionage slider is a massive change. I decided not to remove any missions for now and see how it will work. Though I feel a strong urge to remove at least sabotage project and change civics missions.

Missions...at least remove the revolt civic and revolt religion missions. The removal of hte slider should help limit the destroy building mission, but frankly, that fucks up CV attempts and shouldn't be in the game. Or just make Cathedrals immune to destruction like that, but that introduces the problem that capturing cities with cathedrals can fuck up your own CV attempt.


Wanted changes:

Quote:In this section I list changes which are NOT implemented in the mod but which I would like to make. The reason I haven’t made them is that they can’t be done through XML. So, if anyone with respective skills is interested in the mod, I would really appreciate this person’s help here.
High priority changes are those without which I don’t consider mod fully playable. Medium priority are highly desirable changes which still can be posponed. Low priority are more cosmetic ones.


High priority:

1) Add information about a total produced Espionage on the city screen and main screen.

2) Aggressive trait: free Flanking1 for Naval units

3) Tech bonus mechanics from Rtr mod.

4) Spies receive “secretive” promotion.

5) Coastal Blockade range reduced to 1 tile.

Throwing promotions at AGG doesn't make it more playable. Tech bonus and secretive promotion I think you should speak to novice about. Coastal blockade range I think is in the XML, maybe in global defines?

Medium priority:

Quote:1) Cities with size larger than 10: can’t be razed.

2) Circumnavigation bonus: removed from the game.

3) Fractional trade routes (trade routes values are not rounded down if fractional).

4) Everyone starts with Scout.

5) Hut techs: Can only gain techs from the first three rows of the tech screen:
Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

6) Toroidal maps: Now return city maintenance as if the map were Cylindrical.

4 can be changed in XML, EraInfos, remove the startingdefenseunit and add starting explorerunit. 5 can be done in the tech XML file, change the bgoody value to 1 for those techs, and 0 for the rest. The rest is DLL stuff, I'd ask novice again.

Low priority:

Quote:1) Global Warming: truly removed from the game (currently it is set to never actually happen but the game still gives the player redundant information about parameters related to it).

2) Lead from behind mod: removed from the game (currently just disabled in XML; not sure if actually removing the code helps anything but may be it does).

3) Capital city tile always has 2 food, 2 hammers.

4) Observer Mode from Rtr.

5) Maximum number of players: increased to 40.

6) Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file.

novice for all of those.

Following bug fixes:

List of bug fixes from Rtr which would also be relevant for this mod (not implemented as I have no skills). I think, some of them were already done in K-Mod.

Quote:1) Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

2) Trade route turn order bug (don’t even really know what it is).

3) Build culture double production (most probably fixed in K-Mod; sorry, too lazy to check).

4) Build wealth/research/culture + production automation double production (I don’t know what this bug is about).

5) Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

6) Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

7) Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused (YES, PLEASE!)

novice/seven for those.

Hope that helps
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply

It helps! Some quick comments - at this stage to answer questions and remove misunderstandings only.

1) On Emancipation - haven't you missed that it would still give +1c from towns after they are fully grown?

2) State Property still closes Corps.

3) Military Academy doesn't add experience.

4) Ikhanda's only improvement over base Barracks is culture (no culture for baseline Barracks in this mod).

5) CV isn't nerfed that much, I think, if nerfed at all; main sources of culture are a) hammers, b) commerce, c) multiplier effect from Cathedrals. Culture from buildings doesn't really matter much. Of those three only Cathedrals effect is nerfed but to compensate a much easier accessable 20% culture bonus is given to Colosseum. Also, corps are back and they can produce a crapton of culture. The culture was nerfed across the board because it now has way more powerful effects than before. If these changes nerf CV, lowering legendary threashold may be a possible answer.

EDIT: Completely forgot about Free Speach effect in regards to CV. Yeah... lowering Legendary threshold is probably worthwhile.

EDIT2: forgot to mention... cnage civics/religion mission is made much more expansive in K-Mod. Still, removing them seems like a good idea.
Reply

I consider following changes:

1) Revert Barracks and Courthouses back to BTS stats, give Aggressive double speed Courthouses, give Organized double speed Markets.

2) Merchantilism: 1 free specialist, no foreign trade routes, Banking, +20% food in capital, low upkeep.

3) Give some malus to Christo Redentor, like, +3 unhealth in all cities.
Reply

(August 11th, 2015, 10:02)Gavagai Wrote: It helps! Some quick comments - at this stage to answer questions and remove misunderstandings only.

1) On Emancipation - haven't you missed that it would still give +1c from towns after they are fully grown?

2) State Property still closes Corps.

3) Military Academy doesn't add experience.

4) Ikhanda's only improvement over base Barracks is culture (no culture for baseline Barracks in this mod).

5) CV isn't nerfed that much, I think, if nerfed at all; main sources of culture are a) hammers, b) commerce, c) multiplier effect from Cathedrals. Culture from buildings doesn't really matter much. Of those three only Cathedrals effect is nerfed but to compensate a much easier accessable 20% culture bonus is given to Colosseum. Also, corps are back and they can produce a crapton of culture. The culture was nerfed across the board because it now has way more powerful effects than before. If these changes nerf CV, lowering legendary threashold may be a possible answer.

EDIT: Completely forgot about Free Speach effect in regards to CV. Yeah... lowering Legendary threshold is probably worthwhile.

EDIT2: forgot to mention... cnage civics/religion mission is made much more expansive in K-Mod. Still, removing them seems like a good idea.

Ah, didn't see that on the Town for Emancipation. TBH, 1c isn't that much as an end bonus compared to the free spec slots and workshop hammer. 2 and 3 are fine.

Barracks losing culture...yeah, see, you've taken so much off AGG it's bound to fall over. The Ikhanda is fine but that's not the main issue there.

5 makes sense with nerf to FS.


(August 11th, 2015, 14:20)Gavagai Wrote: I consider following changes:

1) Revert Barracks and Courthouses back to BTS stats, give Aggressive double speed Courthouses, give Organized double speed Markets.

2) Merchantilism: 1 free specialist, no foreign trade routes, Banking, +20% food in capital, low upkeep.

3) Give some malus to Christo Redentor, like, +3 unhealth in all cities.

1 is iffy. AGG would only work with early game traits. Cheap buildings is a snowball effect, because the trait only benefits in the time between when it builds the cheap building and when another leader trait would complete it. Lack of any early game effect and no late game effect beyond unit promotions would make me very wary of the value of that trait, but others opinions may vary.

2, so long as Merc is the only available civic in that column, if it's a net plus then it'll get used, it's just a benefit of being a tech leader getting to use it early. Doesn't really matter how you design it in that respect, just how powerful it is acts as a magnet for everyones beelines.

3 as a player I don't see a malus like that stopping me from going for it, simply for the benefit of being able to draft every turnand still benefit from other civics for some of the turns.
BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PBEM16, PBEM20, PB5, PB15, PB26, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Games ded lurked: PBEM17, PB16, PB18
Reply



Forum Jump: