This is mine and Taotaos game for getting to know the mod better while waiting for pb27. Map is stan B&S, 8 civs, mon diff (seems common for mp). RBMod 3 and no huts, no events.
I chose JC as I wanted to try out rexing with imp and see what it does to economy. There are a lot of things to get used to in the mod, like new civics.
My idea is that even though I took Rome, we don't praet rush (what would be the point?), but peacefully rex and focus on economical play. Then when there is no room anymore, we can have fun with praets or whatever. I'd also like to see rtr swords in practice, it's different to read they're good and actually see it in practice. Against AI they should work quite well, as the AI usually just sits in the cities if it doesn't have an offensive stack. Btw, in RtR sp, the old trebuchet rush with philo and skip fishing seems much stronger as you don't even need engi for trebs. But sp only niche strategies are not the focus now.
There could be some point in playing to mid-game, civics have been reworked. For example emancipation, seems to synegize well with heavy cottaging, but the problem here is production. Can you forego caste or slavery and still have enough production power to have an army strong enough for defense or offense? Also FS seems quite strong, with enough mature cottages.
Start:
Does the start seem normal/fun enough? We can still change stuff if you want.
Settling can reveal new resources, but it looks like hunt and worker (duh) first will be good. Then probably BW. Scout 1E or 1NW. If we were to move, most likely towards more river tiles, so I prefer 1E, but I doubt that scout would reveal anything worth moving for.
I know it isn't possible to run mods with DLL changes on a Mac (short of, presumably, windows emulation) which seems to leave out all the Realms mods (RtR, ToW, EitB...) as well as base FFH2 ... but do mods using only Python and XML changes work correctly? And are the game's built-in scenarios (e.g. Fall From Heaven: Age of Ice) included (and working) in the non-Windows versions of the game?
Making a modmod of 2.0.7.4 (currently being used in Pitboss 25) -> The mod that is, not my modmod lol
First off, very VERY much a work in progress.
UPDATE: Alpha Mod 0.0001 -> New list of Changes (new version isn't yet available for download, however)
Implemented
Anti-Tank increased to 18 str +50% vs Armor, moved to Rocketry
Machine Gun interception removed, Destroyer interception reduced to 15%
Fascism and Interventionism -> two separate (cheaper) techs. (Police State moved back to Fascism, req Rifling n Mil Trad)
Communism's GreatSpy + Intelligence Agency moved to Interventionism
Mt.Rushmore + Pentagon require Democracy AND Interventionism
Interventionism requires either Automatic Weapons or Communism
Automatic Weapons and Assembly Line -> two separate techs. (Paratroop,Marine,Inf +Machine Gun @ Automatic)
Factory and Coal Plant at Assembly Line, AsmblyLine req Steel + Corporation. Automatic Wpns no longer requires Corporation. Keshik -> Knight UU (loses terrain ignore, gains Morale)
Keshik -> 10 str, 25% withdrawal (2 base move, +1 w/Morale), 90 hammers, +25% prod w/ Iron. Req Guilds/Archery/HBR, and horses
Keshik -> 9 str, 50% withdrawal, 1 first strike, 2 moves, 80 hammers. (Guilds/HBR + horses)
Impi (Pikeman UU) ---> 5 str, 2 move, free Pinch, +50% vs Gunpowder, +50% attack vs Rifleman/Grenadier, no war weariness (50 hammers)
Impi (continued) No resource requirement
Skirmisher -> Archer UU, 4 str 1-2 FS, +50% attack vs War Elephant
Skirmisher upgrades into Longbow 'and' Musketman (AKA, doesn't auto-obsolete @ Feudalism, req. Feud n Gunpowder)
Feitoria changed to +3 naval XP, now a Harbor UB, free Sentry promotion, 100% route bonus (instead of harbor's 50%)
Portuguese Carrack reduced cost from 60 hammers to 48 hammers. Can now build 5 Carracks with same hammers for 3 Galleons. (10 cargo vs 9 cargo) Trading Post (viking) gives free Amphibious Promotion
ADD: Viking get two UUs instead of 1 UU/ 1 UB
Viking UU #1) longship replaces Tririme (3 str, 2 move, 2 cargo, 25% vs Naval units)-> Upgrades into Galleon
Viking UU #2) Berserker replaces Maceman (8 str, 1 move, +40% city attack, +50% vs melee)
Customs house +1 commerce on water tiles.
Space Elevator +50% w/Aluminum and +50% w/Uranium
Dogfighter promotion (+25% vs Air units) -> Available to Air units with Combat 1 promotion
Marine -> Automatic Wpns + Radio + Rifling
Infantry -> Automatic Wpns + Rifling
Paratrooper -> Automatic Wpns + Fascism + Flight (Oversight; needs to req rifling as well)
Machine Gun -> Automatic Wpns
Airship from 4 aircombat -> 8 aircombat
Planned
Great Wall -> No barbs, +100% local GG points, + free walls in every city
Space Elevator -> +100% Spaceship parts production
Chichen Itza -> +2 free priests Russian UB -> Streltsy (Bank)+50% gold/ +50% land unit production Coal Plant moving to Elecricity, no longer requires factory (plants no longer req factories) Forge +15% prod w/ Power, Factory +35% prod w/ Power (factory -25 hammer cost, Coal Plant +25 hammer cost)
Minuteman removed, new American UU PIONEER -> 3 move Settler w/ Sentry + Mobility promotion, 4 strength, 'mounted', defend only.
Add -100% local War Weariness to Statue of Zeus
+2 melee XP @ Colosseum, +2 archer XP @ walls
+2 castle happiness w/ Vassalage Civic
Spanish Citadel gives +1 cargo to ships (new promo)
Add Poland (protective/Commonwealth) -> Winged Hussar (Curassier), Parade Grounds (Stable) -Free 'Formation' promo, +1 TR
Horselord Promotion (+25%vs mounted, +10% withdrawal) Poland Only
Winged Hussar -> 14 13 str, free combat 1, +1 FS, 25% withdrawal, 2 move (Mil Trad + Engineering)
Add Hungary (protective/Agrarian) -> Black Knight/Uhlan (Knight), Hapsburg Castle (+3 melee/archer/mounted XP)
Black Knight -> 10 str, +25% vs Melee, free Drill 1, two base movement (Guilds + Horsebackriding)
Add Austria (Imperialist/Diplomatic) -> Hapsburg Palace (Castle that doesn't Obsolete, +2 culture, +50% espionage) and Diplomat(Spy) -> a Spy w/o the 'secretive' promotion (aka 'more vision') and that has 2 base movement.
Diplomatic -> Double production of Spy/Courthouse/Castle/Palace/Forbidden Palace
Taj Mahal -> Moved to Divine Right
ArcD'Triomphe (National Wonder) -> Military Tradition, triggers Golden Age, +50% land unit production (no level requirement) Heroic Epic (National Wonder) -> Literature, req. Barracks. +50% Military Production, +2 melee XP, +50% Great General Production also no level requirement.
Mercantilism -> Moved to Constitution
Brandenburg Gate (WONDER) -> Military Science, +150% Great General points, +3 gunpowder XP
Military Academy @ Military Tradition, West Point @ (Military Science w/ Nationalism)-> No level requirement coordination +1 movement (gunpowder/siege only) ->normally bought after RADIO tech w/ Drill 4 or Combat 4
Mechanized Infantry/Mobile Artillery given 1 movement, and free 'coordination' promo.
American Mall : Market UB, +1 free merchant, +1 happy w/ Hit Movies/ Hit Music/ Hit Plays
German Assembly Plant -> +2 Armor/Air XP German Kanon -> 90 hammers, +25% attack vs Rifle, +10% attack vs Grenadier
Riesengarde (Grenadier UU) -> 100 hammers, 13 strength, 1 move, +25% vs gunpowder (loses attack bonus) + Morale Promotion
Machine Gun able to attack -> lose 50% vs Gunpowder, gain +50% defense vs Infantry, +100% defense vs Machine Gun, gain extra FS (+2 FS)
Heavy Water Facility (bldng), Hadron Collider (Bldng), Particle Acceleration (tech) -> all connected to Nuclear tech
A-Bomb @ Fission(tech) 500 hammers, req Uranium... like a 'Bomber' but sacrifices w/ Damage + Fallout like a nuke.
Hadron Collider req 2 Heavy Water Facilities each. +University in the City.
Plutonium Enrichment Center req 2 Hadron Colliders. Plutonium Enrichment center provides 3 sources of Enriched Plutonium (resource)
Tac Nukes require Particle Acceleration (tech) + enriched plutonium (resource) 180 hammers, Dbl prod w/ Aluminum
ICBM req Particle Accelaration (tech) + enriched plutonium (resource) 300 hammers, Dbl prod w/ Aluminum
ie: Once ppl get Enriched plutonium they can get LOTS of nukes, but its expensive to set up Nuclear Program.
Carelessly selling extra sources of enriched plutonium can lead to MAYHEM
(ICBM 160 strength/ 100% max collateral, Tac Nuke 80 strength/ 80% max collateral ... and the classic 'A-Bomb' will be 120 strength/ 90% max collateral, lethal flanking attack vs Inf/Marine/Para/MechInf can upgrade into ICBM)
New Impi tweaks (5 str, +100% mounted, 50% gunpowder, 25% melee)
I have no actual thoughts about implementing it, and earliest realistic timetable is sometime in December or January. Still, go for it.
Changes to remember:
Fix Celestial Compass
Remove references to spaceship parts
Reconsider Alexis' EC; consider changing traits
Gold for settled Sidarian GPriests?
Intermediate era before Discovery
Configure starting units for each era'
March given via Chancel of Guardians?
FIX BASIUM/HYBOREM somehow http://realmsbeyond.net/forums/showthrea...#pid556332 txt changes
Fix River of Blood so Size 2&3 cities go to size 1
Add Right of Passage agreements, stripping Open Borders of that feature
Personal notes
Changes for v12.1:
FT goes to +25% trade route, from +50%
Remove the +1% food from FT (Bug)
Vampires goes to 5/5 str, from 6/5
Governors Manors now at Mathematics
River of Blood now requires Feudalism, gives +3/-3 pop
Warrens goes to -1gpt - Clarification that this is instead of being +10% maintenance
I've been playing a SP game as LuichirpLuchirpLuchurp the Golem Dwarves and, while it's been a bit of an AI ROFLstomp it's nonetheless shown me what a fun civ they are. Would have been nice if the pending building changes had made it into v12, but I'll make do.
So what I did is I rolled a Mirrorland map to determine placings, and then turned it all to water. The starting locations are as follows:
Each gets a crafting/mining resource, a agriculture resource, and a calender resource. The strength of each is balanced against the whole, to make them within shouting distance of one another. They can move, and each of them has a plains hill to move to, but it will cost them one of their resources, and they will no longer be a canal onto one of the lakes. They each have 4-5 hills, a couple of plains river tiles, and a pair of grass tiles (the player who has rice gets floodplains to compensate).
4 border regions each:
- Jungle (only one currently drawn in)
- Desert
- Icey Wonderland
- Mana Marsh (???)
Main thing I'm worried about (apart from the almost cliche setup) is that the map is going to end up too big...it's already 1200 tiles, and missing (most) islands, and a ton of bulking out the border regions. The flipside, of course, being that it *is* toroidial, so needs to be a bit bigger than normal. Eh, idk.
Always War: must declare war as soon as I meet an AI leader and remain at war until the end of the game.
Redcoats only warfare (no siege or mounted units before or after Rifling)
Conquest victory the only acceptable victory condition.
London would be the greatest, nay, the only city in the world, and all other lands but a garden for her majesty's pleasure.
I later toned down the last variant: other leaders would be allowed to dwell in far away lands, provided that my continent be free of all other AI leaders. (or: I didn't want to build a navy and spend another hour conquering far flung cities...)
The initial foreign encounters went about as well as could be expected:
^^^^ I'm missing the Joao pic, but you get the idea.
All my early efforts were centered upon beautifying the capital. Occasionally the other leaders would stop by and, in a fit of jealousy, try to take my shinies. It never worked:
Much to my surprise I lost the Liberalism race, so I had to research Rifling at a leisurely pace. But I eventually broke out with a few elite troops. Needless to say, things did not go well for the AI (spoilered wall of pics):
----
The end game was like playing freaking whack-a-mole:
But eventually, Victoria finally had some room in which to live:
Here were some of the more notable heroes of the glorious English conquests:
Cao Cao was the consummate English gentleman.
And finally, the capital:
A valuable lesson that I took from this game: building Settlers, Workers, and rebuilding Work Boats takes valuable hammers from those so-called "unnecessary" wonders. And Redcoats.
To end things, I took two island cities from Portugal and the Dutch for peace. Because, eh, why not? Her majesty would like to vacation overseas every now and then. And peace was dubbed acceptable because the Queen had mellowed since 4000 BC.
I tried to get Barbarians to conquer London and finish things up. But they never came.
as said elsewhere, I ragequit this, and then the EitB scenarios have been too much fun to pick it up again.
But I really appreciate our sponsors' efforts, and I very much hope for future adventures to happen, so here is what I've got to tell:
I decided for a cultural domination variant. That means I have to win by domination, but must never conquer an enemy city. This is sometimes played with Always Peace (as in Sulla's report where I got the idea from), but I think it's more fun to give the AI a chance to declare when they feel pressed by the culture.
I have won such games before on Monarch, but with ZY of Ethiopia, which is kind of well suited for that objective. SO it would be hard for sure.
Now, imo the way to cultural domination victory goes through:
- Stonehenge (no surprise)
- aggressive pinkdotting. You have to get cities as close to the opponent's inner rings as possible. If you focus on culture, you can generally make even a surrounded city work, but penetrating a solid border is very difficult
Of course the map looked awful, but i figured it could actually help me with my objective, because if the whole center was full of desert, I should be able to claim that whole dustbowl, and from there sting into the other civilizations' territories... so after a questionable second city (Commodore's was better), I settled towards the center, also reaching for that stone which would help me a lot with all the wonders I wanted for my self and for denial to the others. The result was:
So yeah, you can lose a city early and still win a game against the comp, play on... nope, that was the second time! But I did play on. And it happened again. And then I could have chosen to abandon the variant / change it to "lose your third city thrice to the barbs and still win", but what can I say, been playing around with mages and ents and stuff...
So on my path to perdition there were some unlucky dice rolls, but the one thing I really should've done was take archery early on. I thought I could get safe with the copper. What I had not understood was that 2 warriors would not buy me the time to get that train rolling. Also I played really sloppy of course.
BuUt thanks to Brick and T-Hawk, the map definitely had great potential, and had I been more dedicated it could have become a wonderful game.
A bit of a short report for this one, because it didn't last very long. Just a list of key events:
I have a bit of barb trouble, so can't expand as quickly as I want to: my own fault, don't connect Copper quickly enough.
I don't build anywhere near enough workers, so the Copper to the south goes unimproved for a long time
Monty builds quite a few wonders: Early Temple of Artemis and Pyramids, late Oracle. I take SHenge and GLH.
When I discover Alphabet in around 300BC, Monty (!) is running away in tech, but in a move, I wasn't expecting No Tech Trading to be on
In 100AD, Montezuma declares war on me without going WHEOOHRN: referred to in the game's code as 'Dagger'.
I'm unprepared and lose a border city. I completely forget about Monty's wandering Archer in the north, and lose another city, this time to bad luck rather than lack of time to prepare.
Monty's starting to get Elepults, and I have far too few cities to remain competitive, so I retire in 175AD.