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[49 spoilers] Miguelito, pindicator and Adrien take Shiva by the hands

...after near tilt during the settings discussion let's play some civ smile

Welcome dear readers, I hope you'll enjoy the reports and will be happy if you contribute to the discussion!

pindicator has agreed to dedlurk me in this game, many thanks again!


(April 8th, 2020, 11:45)Ramkhamhaeng Wrote: PBSpy: http://civ.zulan.net/pbspy/game/91/
Server Url: pb.zulan.net:2049

Please note that the Mod name in this PB will be RtR_BugBeta_0.10.
Moreover, I've changed one file after Charriu's latest post.
Download the mod here.


Password is juind


Me and my friends:

Quote:9) Miguelito / pindicator - JUSTINIAN of INDIA
8) Ruff_Hi - MONTEZUMA of Native American
7) Superdeath / GKC - STALIN of ROME
6) Fintourist / et al - ISABELLA of INCA
5) Elkad - JOAO of KHMER
4) Mr. Cairo - MEHMED of PERSIA
3) Cornflakes / giraflorens - NAPOLEON of BABYLON
2) Raskolnikov / Rusten - CATHERINE of CARTHAGE
1) Commodore - BOUDICA of JAPAN
Reply

Mod is RtR 4.1.1.6 (see below) with the following changes agreed during setup:

Quote:- privateers ---> optics+engineering
- crossbows ---> back to vanilla
- trebuchets ---> back to engineering
- map trading ON at Paper

Also, Charriu is blessing us with his latest implementation of the BUG merge, which will hopefully make me miss crucial details and help the micro


(July 17th, 2019, 04:08)Krill Wrote: Here are the links to RtR_4.1.1.6, which works for SP and for PB games hosted on the Zulan server. A version for generic server can be provided but will not be hosted at present.

Full Change log here:

Quote:Change log 4.1.1.6

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank. +35% production of Library, Market.

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

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free Drill 1, Drill 3 promotion for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses. -10% city maintenance [Numerical bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.]

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Numerical Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University.

Industrious: +50% wonder production. Does not apply to Pyramids. +100% production of Forge. +35% production of Bank, University. -15% civic maintenance.

Organized, Spiritual: No change from BtS


Civs:

Civ: start tech 1/start tech 2. UB: building replacement: name. Effects changed from standard building (in RtR). UU: unit replacement. Name. Effects changed from standard unit (in RtR).

America: Agriculture/Fishing. UB: Barracks replacement: Armoury. +1XP to Gunpowder, +1XP to Mounted, +1XP to Armour, +2XP to Melee. UU: Musket replacement. Minuteman. Starts with Guerrilla 1 and Woodsman 1.

Arabia: Mysticism/Agriculture. UB: Library replacement: Madrassa. 2 Priest slots, 4 culture, cost 70. UU: Knight replacement: Camel Archer. starts with March. Does not require Horse.

Aztecs: Hunting/Mysticism. UB: Courthouse replacement: Sacrificial Alter. 50% anger duration after sacrificing population, +2 priest slots, +1 happy requires Monotheism, cost 90. UU: Sword replacement. Jaguar Warrior. Starts with Woodsman 2.

Babylon: Agriculture/The Wheel. UB:  Granary replacement: Garden. Requires Agriculture, cost 45, +1 health, no bonus production from trait. UU: Archer replacement. Bowman. +50% against melee,  no free strike, starts with Drill 1 and 2.

Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from iron, horse. UU: Trebuchet replacement. Counterweight Trebuchet. Strength 7. +40% city attack. Starts with Accuracy.

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Numidian Cavalry. +35% against melee, -35% against spearmen.

Celts: Hunting/Mysticism. UB: Wall replacement: Dun. Free Guerrilla 2 promotion to units built in this city, no trait production modifier. UU: Sword replacement. Gallic Warrior. Starts with Guerilla 2.

China: Agriculture/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Chokonu. Causes Collateral Damage (max 60%), +2 free strikes. Requires Machinery (Does not require Construction)

Dutch: Fishing/Agriculture. UB: Customs House replacement: Dike. +1 commerce from river tiles, +1 trade route. Cost 120. UU: Galleon replacement. East Indiaman. Strength 6.

Egypt: The Wheel/Agriculture. UB: Monument replacement: Obelisk. +2 Priest slots. UU: Chariot replacement. War Chariot. Strength 5. -25% against archers. Flank attack against Catapults (3 units, max 100%).

England: Fishing/Mining. UB: Bank replacement: Stock Exchange. +15% science. UU: Rifle replacement. Redcoat. +25% against gunpowder units, starts with Amphibious.

Ethiopia: Hunting/Mining. UB: Monument replacement. 1 Merchant slot; gives sentry to units built in this city. UU: Musket replacement. Oromo warrior. Starts with Drill 2 and Drill 4.

France: Agriculture/The Wheel. UB: Observatory replacement: Salon. +1 free specialist. UU: Musket replacement. Musketeer. +1 movement point.

Germany: Hunting/Mining. UB: Forge replacement: Werkstatt. -25% city maintenance. UU: Grenadier replacement. Strosstrupp. Strength 14.

Greece: Hunting/Fishing. UB: Colosseum replacement: Odeon. +1XP to all land units in addition to base Colosseum XP. UU: Axe replacement. Phalanx. +100% defence against chariots.

Holy Roman Empire: Hunting/Mysticism. UB: Courthouse replacement: Rathaus. -75% city maintenance. UU: Longbow replacement. Landskneckt. +50% against Mounted units.

Inca: Agriculture/Mysticism. UB: Granary replacement: Terrace, +1 culture, cost 45 hammers, No trait production modifier. UU: Warrior replacement: Quechua. +100% against archery units.

India: Mysticism/Mining. UB: Granary replacement: Harrapan Granary, +1 happy, +1 health, cost 45 hammers, no bonus production from trait. UU: Pike replacement. Urukku Pikeman. Strength 8.

Japan: Fishing/The Wheel. UB: Harbour replacement. Nanban Harbour. +2XP for land units. UU: Maceman replacement. Samurai. Requires only Machinery (Does not require Civil Service) Starts with Drill 2.

Khmer: Mining/Hunting. UB: Aqueduct replacement: Baray. +1 food, +1 culture, +1 Artist slot. Cost 80. UU: War Elephant replacement. Ballistaphant (I don't know the actual name). Targets mounted first outside of cities. Can construct baray.

Korea: Agriculture/Mining. UB: University replacement. Seowan: +40% research, cost 150. UU: Catapult replacement. Hwacha. +50% against Melee units. Can kill.

Mali: The Wheel/Mining. UB: Forge replacement: Mint. +10% gold, +10% beakers. UU: Archer replacement. Skirmisher. Strength 4, -40% against archers.

Maya: Mysticism/Mining. UB: Colosseum replacement: Ball Court. +4 Happiness. UU: Spear replacement. Holkan. Strength 5.

Mongolia: Hunting/The Wheel. UB: Stables replacement: Ger. +1 culture, +4XP to mounted units, requires Archery, +100% production with horse, no trait production modifier. UU: Horse Archer replacement. Keshik. +1 free strike. Ignores terrain movement costs.

Native America: Fishing/Agriculture. UB: Monument replacement: Totem Pole. +3XP to Archery units, +1XP to Gunpowder units. Obsoletes at Assembly Line. UU: scout replacement. Tracker. Starts with Woodsman 3, can create Totem Pole. Upgrades to Explorer and musketman

Ottomans: The Wheel/Agriculture. UB:  Aqueduct replacement: Hammam. +2 happy, cost 80. UU: Musket replacement. Janissary. +25% against mounted, archery, melee units.

Persia: Hunting/Agriculture. UB: Market replacement: Satrap Court. -25% city maintenance. UU: Chariot replacement. Immortal. +15% withdraw. 1 Free strike. Starts with March.

Portugal: Fishing/Mining. UB: Customs house replacement: Feitoria. Water tiles +1 commerce, cost 120. UU: Caravel replacement. Carrack. 4 movement, 2 transport capacity.

Rome: Fishing/Mining. UB: Market replacement: Forum. +35% GPP. UU: Sword replacement. Preatorian. Strength 7, cost 40 hammers.

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. Cossack. +50% against Mounted units.

Spain: Mysticism/Fishing. UB: Castle Replacement. Citadel. -20% city maintenance. +2 culture. No espionage bonus. +2XP to siege units. Does not obsolete. Does not require Walls. UU: Cuirassier replacement. Conquestador. +50% against melee units. Can build Citadel.

Sumeria: The Wheel/Agriculture. UB: Courthouse replacement: Ziggarut. Available at Writing. Cost 90. UU: axe replacement. Vulture. Strength 6. 25% bonus against melee. 5% bonus against axemen.

Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.

Zulu: Agriculture/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics: Government civics:

Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.


Legal Civics:

Vassalage: Provides free support for military units (only affects  Pacifism unit cost). Requires Feudalism. Medium upkeep.

Bureaucracy: Effect unchanged. High Cost.

Nationhood: Effect unchanged. No upkeep.

Emancipation: +100% Improvement Upgrade Rate Modifier. +1 food, -1 commerce from Town. iAnarchyLength = 0 (does not cause anarchy to revolt to this civic). Requires Constitution. Low upkeep.


Labor Civics:

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. [On Quick speed, that's 20/33/46/60.]

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills. Unlimited Scientist, Artist and Merchant slots. Requires Feudalism. Medium upkeep. Labor civic.

Caste System: +1h for workshops. Unlimited Scientist, Artist and Merchant slots. Requires Code of Laws. Medium upkeep. Labor civic.

Environmentalism: +4 health, +2 health from public transport. +2 gold per specialist, +1 hammer from lumber mill. +3 hammers, +2 commerce from forest preserves. Unlimited Scientist, Artist and Merchant slots. Requires Chemistry. High upkeep.


Economy Civics:

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

State Property: Effect unchanged. Medium cost.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics.


Buildings:

Barracks: +1 culture, +3XP to land units. Cost 60 hammers.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and siege units. Requires Construction. Cost 80 hammers, Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets. Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost 80 hammers.

Temple: now requires Meditation (plus religion in city, no longer requires Priesthood)

Lighthouse: +1XP to naval units. +1 food from water domain tiles. Require Sailing. Cost 60 hammers.

Harbour: +2XP to naval units. +1 health from crab, clam, fish, +50% trade route yield. Requires Compass. Cost 80 hammers.

Customshouse: +3XP to naval units, +100% intercontinental trade route yield. Requires Economics. Cost 120 hammers.

Drydock: +7XP to naval units. +50% production of naval units. -1 health. Requires Steel. Cost 120 hammers.


Wonders, Projects:

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

Moai: +4XP to naval units.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory. Can be built on Medieval starts and earlier.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

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

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game

Religious Shrines: Buddhist, Hindu and Jewish Shrines can only be built in Ancient start games. Confucian shrine can only be built in Classical and Ancient start games. Taoist, Muslim and Christian shrines can only be built in Medieval, Classical, and Ancient start games.


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defense against Swordsmen.

War Elephants: Strength 7, +50% vs. Mounted units. Requires Iron, Iron Working, Horseback Riding, Construction.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbowman: Strength 6, 1 free strike, +50% against melee units, +25% defense against macemen. Archery unit, requires iron, Archery, Machinery, and Construction. iCollateralDamageLimit: 40%; iCollateralDamageMaxUnits: 3 (causes maximum 40hp damage through collateral, collateral damage hits maximum 3 units)

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

Airship: Cannot see submarines

SAM Infantry: 75% interception chance (up form 40%)

Marine: Requires Assembly Line, Fascism, Rifling.

Paratrooper: Requires Assembly Line, Fascism, Flight.

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships: decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Naval units, promotion and mechanic changes:

Promotions and mechanics:

Ocean: Now costs 3 movement points to enter.

Circumnavigation: +1 movement point on naval units, individual achievement completed by unfogging a single tile on each row and/or column of the map on which the map wraps.

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

Drill 1, Drill 2, Drill 3 Drill 4 Flanking 1, Flanking 2, Sentry: No longer available to Naval units.

Sentry: Requires Combat 3 OR Flanking 2 OR Naval Flanking 2 OR Navigation 2.

Navigation 1: Requires no prior promotion. +1 movement. +1 free strike chance.

Navigation 2: Requires Navigation 1. +1 movement. +1 free strike.

New promotion: Naval Flanking 1: Requires no prior promotion. +10% withdrawal chance. -1 terrain movement cost.

New promotion: Naval Flanking 2: Requires Naval Flanking 1. +30% withdrawal chance. +20% Collateral Damage Reduction.

New promotion: Naval Drill 3: Requires Navigation 2 OR Naval Flanking 2. +2 free strike chances. -20% collateral damage.

New promotion: Naval Drill 4: Requires Naval Drill 3. +2 free strikes. -20% collateral damage.

New promotion: Naval Sentry: +1 vision range. Requires Naval Flanking 2 or Navigation 2.


Naval unit changes:

Work boat: Base movement 2. Ignores terrain movement cost.

Galley: Base movement 1. Starts with Navigation 1.

Trireme: Base movement 1. Starts with Navigation 1.

Caravel: Base movement 2. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 1 capacity (can transport any units). Cost 60 hammers, requires Optics. Remove ability to enter cultural borders.

Carrack: Base movement 3. Starts with Navigation 1. Strength 4, -30% against galleys and triremes, 2 capacity. Remove ability to enter cultural borders. Cost 60 hammers, requires Optics.

Galleon: Base movement 3. Starts with Navigation 1.

East Indiaman: Base movement 3. Starts with Navigation 1. Lower to 3 capacity, remove ability to enter culture without OB.

Privateer: Base movement 3. Starts with Navigation 1, Sentry. +65% attack against Ships of the Line. Requires Optics and Paper, Upgrades to Transport (not Destroyer). (Removed ability [to attack without war declaration] and [hidden nationality].)

Frigate: Base movement 3. Starts with Navigation 1. Upgrades to Transport (not Destroyer).

Ship of the Line: Base movement 3. iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5. Cost 120 hammers.

Ironclad: Base movement 1. Starts with Navigation 1. Cannot enter Ocean (except within own borders). 1 free strike, strength 12, no defensive bonus, requires iron, coal, Steel and Steam Power, costs 120 hammers.

Transport: Base movement 3. Starts with Navigation 1, Navigation 2. Ignores terrain movement cost. Requires  Artillery (not Combustion) (requires Oil OR Uranium)

Destroyer: Base movement 6. Starts with Naval Flanking 1. Requires Artillery (not Combustion) (requires Oil OR Uranium)

Battleship: Base movement 4.

Carrier: Base movement 4.

Submarine: Base movement 4. Ignores terrain movement costs.

Attack Submarine: Base movement 5. Ignores terrain movement costs.

Missile cruiser: Base movement 4.

Stealth Destroyer: Base movement 6. Starts with Naval Flanking 1.


Barbarians:

Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +200% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted: Human barbarian units are created from turn 40, barb cities can be created beginning from turn 50


Technology:

Adjusted tech cost is now calculated by ((log(cost of tech) / log (40) - 1) * (1.2X + 0.3), where X=iResearchPercent in CIV4WorldInfo.XML, and then modified by difficulty level. For further information, please see This spreadsheet for a saveable version of tech cost calculator (Thanks to Sevenspirits for the initial version of this spreadsheet and this mechanic)

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Renaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism and Mining: base cost changed to 45.

Hunting: Enables pastures. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased from 60 to 40.

Astronomy: Mandatory prerequisites: Code of Laws, Calendar, Optics.

Alphabet: No longer enables tech trading, allows Open Borders. Base cost reduced to 250.

Metal Casting: Base cost reduced to 300.

Writing: Enables Map trading, no longer enables OB.

Philosophy: Mandatory Prerequisite: Priesthood, Monotheism. Optional prerequisites: Drama, Code of Laws.

Meditation: Base tech cost increased to 100

Paper: enables Tech Trading. Mandatory Prerequisite: Metal Casting. Optional prerequisites: Theology, Civil Service.

Democracy: Base tech cost reduced from 2800 to 2100

Utopia (Communism): Base tech cost reduced from 2800 to 2100

Fascism: Base tech cost reduced from 2100 to 1800. Mandatory Prerequisite: Democracy. Option prerequisites: Utopia (Communism).

Industrialism: Mandatory prerequisites: Electricity, Fascism. Optional Prerequisite: Assembly Line


All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 70% tech cost
Industrial: 40% tech cost
Modern: 30% tech cost
Future: No changes


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.

Workshops: +1 base hammers, no longer receives +1h at Chemistry or Guilds. +1 hammer from Engineering.

Mines: +1 base hammer at Rep Parts.

Quarry: +1 base hammer at Rep Parts.

Whaling Boats: Enabled at Sailing.

Villages: Cannot be destroyed by air bomb mission or pillaged. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers)

Towns: Cannot be destroyed by air bomb mission. Also provides access and tile yields to Copper, Iron, Oil, Coal, Aluminium and Uranium. (Can still be improved over by workers). Acts as cities. [Identical functionality as forts, for the purposes of rebasing air units, canals, city defense and city attack promotions etc].


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000.

Peace Treaty Length reduced to 5 turns.

New game options: No City Trading, No Map Trading, and No Wonder resource production modifiers now available in custom game set up.

No City Trading: Unable to trade cities, cities appear untradable in diplomacy screen
No Map Trading: Maps appear untradable in diplomacy screen
No Wonder resource modifiers: Resources do not affect world wonder or world project construction speeds.
No Immediate Peace (Peace treaty negotiations are only possible after 5 turns)
True AI Diplo: All single player trade items are also available in MP


Events: THESE HAVE NOW BEEN FIXED! PLEASE TEST ACCORDINGLY, THERE MAY STILL BE BUGS!

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. Setbacks
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient Olympics
78. Modern Olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover


Miscellaneous:

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

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).

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.

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

Maximum number of players is now 40, up from 18.

Circumnavigation requires 55% water on the map, otherwise it is disabled. Circumnavigation is no longer a "First to" bonus, but will grant +1 movement to naval units to each player as they individually navigate the map and complete the necessary conditions.


Included additional bug fixes:

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

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).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

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

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Additional alterations have been made to enable hosting of games on the pitboss server belonging to Zulan. These changes are detailed here


Observer mode

Observer mode is functional but disabled due to bandwidth issues. Requires pitboss logging enabled, and for the host to  run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal

And thanks to Charriu in implementing the Game options and sorting out the DLL for this version of the mod smile
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(March 31st, 2020, 03:19)RefSteel Wrote: I ... think I may have a map that will meet the criteria, that I think I can get into shape by the time you guys get your settings sorted out.  I'm not even completely sure of how many players are actually involved right now though:  Ruff hasn't posted to the thread since the settings discussion started, it looks like, and giraflorens (Welcome!) expressed interest but (it appears) might end up dedlurking or focusing on the base BtS game instead.  Nevertheless, here are some notes on the map I have right now:

- All players start on the same landmass

- The map includes smaller landmasses of various sizes as well.

- There are starting spots for 8 players; I can probably edit the map to get this down to 7 or up to 9 if necessary; this would probably take a few more days than otherwise, but might still beat the settings discussion if we get a quick roll call now.

- Number of cities presumably depends on how densely people build, but to judge by GJ's Mapcad + my guesstimates, there will probably be about ~~60 total cities on the map, including all land masses, if the game goes long enough to settle them all.  This number will probably go up or down by 5-6ish if I modify the map to add or subtract a player.

- No mapscript was used; when you find something about the map you hate (and if you play on it, there almost certainly will be something) you can safely blame me!

- I tried to make the map look natural and interesting (to me) - not freakish or gimmicky.  It's designed with East-West cyllindrical wrap.

- When I made this map, I was trying to balance it pretty assymetrically:  Different players on this map will have different map-based advantages and disadvantages from one another, so each player who loses will have a valid grievance against me.  In theory, if the decisions of different neighbors aren't taken into account, the different advantages and disadvantages of different starts should hopefully more or less even out and leave everyone a chance to win from turn 0 though.  Hopefully!

- The map is currently balanced on the assumption that Ivory is just a luxury resource, since the latest RtR makes Wellies available with Iron, with or without Ivory.  This is reasonably easy to chang if I'm somehow mistaken about this rule.

I'm going to try to keep improving the balance (still assymetrically) while you get the settings worked out - unless you prefer a different mapmaker, a not-from-scratch map, or anything else that would invalidate this attempt!  The main point is:  At least if you can agree on settings, some map on which to play does exist!


So that is the map we're being promised. Let's see...




Quote:- Number of cities presumably depends on how densely people build, but to judge by GJ's Mapcad + my guesstimates, there will probably be about ~~60 total cities on the map, including all land masses, if the game goes long enough to settle them all.  This number will probably go up or down by 5-6ish if I modify the map to add or subtract a player.
This seems pretty tight actually, doesn't it? 7.5 cities/player, spread on severall landmasses. So we might be very well looking at just 4-5 cities/player on the starting main landmass. That could mean that our second citiy ends up touching another player's one, so we should be prepared for quite early warfare. Of course at this point we have no information on the relation between the starting continent and the other landmasses. Technically there could even be a second, astro-reachable continent, although in that case I would expect more land overall. But with
Quote:- The map includes smaller landmasses of various sizes as well.
we can expect more than one ICTR island per player.




Quote:- When I made this map, I was trying to balance it pretty assymetrically:  Different players on this map will have different map-based advantages and disadvantages from one another, so each player who loses will have a valid grievance against me.  In theory, if the decisions of different neighbors aren't taken into account, the different advantages and disadvantages of different starts should hopefully more or less even out and leave everyone a chance to win from turn 0 though.  Hopefully!
Now this sounds, in the first place, fun, thumbsup to RefSteel for trying this approach. Of course, it can go horribly wrong, and probalby some players will feel shafted. It remains to be seen how impactful the asymmetry in balancing is - do we just get different starting foods, or is one player locked into playing Lanun while another starts in the middle of a mountain range full of gold mines? I suspect we can get at least an idea of the hand we've been dealt from the starting screenshot, so that aspect could become pretty important for our pick.
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stolen:


(March 3rd, 2014, 13:00)Fintourist Wrote: Reserved for useful links that I always have to double-check tongue

Great People Tech Preferences
Soldies Points of Units/Techs + other demo stuff
Random Events Explained
Tech Tree tongue
When do Barbs Enter Our Borders
When do Barbs Appear

Barb spawning mechanics (stolen from SevenSpirits):
Barbs are spawned for each landmass individually. The game will spawn barbs up to a max of one barb per 50 (on prince) unowned tiles on the landmass. This is why islands (smaller than 50 tiles) won't get barbs.

At other difficulties, unowned land tiles per barb unit:

Noble: 60
Prince: 50
Monarch: 40
Emperor: 35
Immortal: 30
Deity: 25

Also: how many barbs spawn per turn on a landmass? It's one, plus one more for every four missing units. So if a landmass supports 20 barbs, and there are currently 4 on it, then there are 16 missing, so 1+4=5 will be created.

Known-tech bonus:
[Image: PB18%20Known-tech%20bonus.PNG]

I don't even know if this is still up to date, but Old Harry uses it, so it must be good.

Edit: ok so some of those links are broken. Fixed the GP preferences, others will be fixed when/if needed.
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A couple words on myself as a player, as I have only played one game here 5 years ago, but have lurked a lot (and lately sporadically commmented in threads).

If you want a taste of my genius, you can have a look at the thread from that game. Some may say it was played gimmicky and we built too many wonders*, but I still maintain that the beautiful Phi Gunpowder beeline over Education skipping Guilds almost worked and was solely derailed due to a clash with RL rolleye 
Anyways, I very much enjoyed that game, including the part where I got to grenadiers while being reduced to a 4-city island (sadly the game was conceded on the eve of the reconquest invasion). But then I never again thought I could realistically play 1 turn per day. I think I can now and am pretty enthusiastic for this new game. 

That's my short story MP wise. In general, I've been playing Civilization on and off since Civ2 as an eight year old. I came to Civ 4 quite late in 2013 through Sulla's PB 2 report. I then got sucked pretty much into RFC and several modmods, and then some FFH, so didn't play actual BTS all that much, all the while often lurking MP games here. I have played a bit of RtR SP lately, but my opinions on how to play this games could be informed as much on lurking here as on own experience. I'm not sure if this is a bad thing, at least I think I've thought about the game from a lot of different angles.

*first thing pindi in his PM did was to tell me to build units and more units, so this bodes well smile
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Looking forward to this!
Suffer Game Sicko
Dodo Tier Player
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extended post #5 for anybody  interested in my Civ biography.
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So, I'll talk a little about my plans for this game. It is possible that it'll be all moot once we see the starting screenshot, but the theorycrafting is part of the fun, right?

In the aforementioned PBEM, I went into the game with the idea of picking PHI and exploring the GP game, which I had done before rather little in SP, but was interested in at the time. As I said, it played out fun, while not optimal.

This game I also have a trait on my mind, this time SPI. I'm not the first to observe that the trait has been indirectly buffed by making many more of the available civics useful during the course of the game. SPI opens very interesting micro options where you can steer the empire in different directions on five-turn cycles, and offers great flexibility with options like switching to nationhood and slavery or +XP civics at need while still benefiting from more economy oriented ones when the situation allows. I'd like to see how far I can get with that. The rather low number of players should also enable us to secure a religion, maybe with some sacrifice depending on the others' priorities. I'll have to take care not to lose sight of basic priorities and descending into cute play. Eg pyramids would of course be very desirable, but are not a realistic goal without a trait who helps in that race, which currently everybody seems to agree is PHI (nope, not playing Ghandi. Neither Huayna.)

Now SPI does probably not really shine until at least the mid game, and should imo be paired with an early trait and, if my assessment of the cramped situation on the home continent is correct, probably an early civ.
One idea I was considering was Justinian (SPI/IMP) of Babylon, which in this mod iteration gets granaries at agriculture instead of pottery, and which are also cheaper. It has been commented that this can be a trap in that you are tempted to build granaries while you should be building settlers. The value that I see for a SPI game is that it allows to delay pottery in favour of going for some religious techs (maybe even up to Monotheism with OR? Not sure, would have to look at the ETAs in a sim I think). Of course, the peril there is to delay cottages too much, but my impression is that often workers are so busy during the early game hooking resources and chopping, and cities are small from whipping, that you can't put a lot of attention to cottages anyways (while always having the nagging feeling that you really should start laying some of them down rolleye ). Cheaper granaries are of course awesome, and the bowman is also a nice unit, especially if we're set up rather defensively in the early game, trying to get SPI running and defending our IMP-fueled expansion.

I like the raw power for expansion that IMP offers (that power is map dependent though, and is meaningful only if you have enough of forests and hammer tiles). I think there's a real peril of falling behind on that part especially if the map is tight. But let's see other "early" traits.
- EXP is certainly awesome. It doesn't do as much for expansion as IMP does, but the cheap markets and grocers in the midgame are really helpful. Is this an option if the map looks bad for IMP? Trouble is, it also wants a lot of hammers available early, but I think somewhat less pressingly than IMP does? 
- CRE is a great trait on its own, but is kind of antisynergistic with SPI, which should get easier access to culture than most. With militaristic traits (AGG/CHM) I feel we would be in real peril of falling behind in expansion (but we could at least more easily secure said expansion).
- FIN/ORG/PHI/IND moreso.
- PRO would only be an option if we went with a civ other than Babylon, India, or Inca. I do love cheap granaries, but I feel like cheap settlers would still be better.

Suitable alternatives to Babylon, off the top of my head, could be
- Egypt (early security / early prophet - but that might not be as relevant on this map size?) -
- Arabia (I like CAs a lot / again prophet), but pindi might prefer something else as he's already playing them in 46,
- India (everybody agrees that the UB/UU are very good)
- Inca I'm not so hot on, as it is mini-CRE and as I wrote above, I don't think SPI/CRE is a very good pairing
....but I haven't really given this a lot of thought and am open for ideas.

I also could maybe be convinced to drop the whole SPI plan, as the map might not be the right one for that. But let's have a look at the starting screenshot first.
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SPI/IMP with Babylon actually sounds really intriguing to me, and very much an early-game oriented combination. Babylon was one of my finalists for civs in PB46 so I looked at a few scenarios there already. You get cheap granaries earlier than anybody else, and with the free revolt into Slavery you could effectively set up a capital with a granary and a pair of cities before turn 30 if there is enough food.

I find that once I actually see the start is when the wheels start turning for me. Then you can see what starting techs you are going to want and how to best get off the ground and running with things.
Suffer Game Sicko
Dodo Tier Player
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(April 4th, 2020, 14:27)RefSteel Wrote: Snake Pick Order:

1) Commodore
2) Raskolnikov / Rusten
3) Cornflakes / giraflorens
4) Mr. Cairo
5) Elkad
6) Fintourist / et al
7) Superdeath / GKC
8) Ruff_Hi
9) Miguelito / pindicator

9) Miguelito / pindicator
8) Ruff_Hi
7) Superdeath / GKC
6) Fintourist / et al
5) Elkad
4) Mr. Cairo
3) Cornflakes / giraflorens
2) Raskolnikov / Rusten
1) Commodore


So we get to make a complete pick. Babylon or other good civs might be taken before though (I think Justinian is rather safe)
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