As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
Rebalancing Civ4: RtR Mod

So, does this seem too strong or weak?

Financial:
+15% Gold
Double-speed banks

Remember T-Hawk's "Banks produce beakers article":
http://www.dos486.com/civ4/index/bank.shtml
Reply

Corporations:

Here's the proposal:

1) Corporation Headquarters will now be buildable as regular National Wonders. Cost and prerequisites TBD later.

2) HQ bonus is removed.

3) Maintenance can be tweaked. Maintenance should stay in the game, though. So could the resource bonuses.

4) Remove the spreading cost, but perhaps increase the executive cost to compensate (150h?)

Likely bug source: Bad things may happen if you build a corporate NW where there would be a corporate conflict.
Reply

One thing I would just like to ask is if there is any way you can mod religions in a way where you can 'remove' them from a city if an unwanted religion spreads?

Would it also be possible to make it so a missionary cannot fail to spread the religion in your homeland?
"You want to take my city of Troll%ng? Go ahead and try."
Reply

There is an inquisition mod that removes religion - been around for ages. Either TheJ or Lopez wrote it.

http://forums.civfanatics.com/showthread.php?t=142337
http://forums.civfanatics.com/showthread.php?t=187623
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
Reply

If you make it such that missionaries never fail in your homeland, then they will never fail at all, because you would merely gift the missionary to the owner of the city that you wished to convert.

Now, this is not necessarily a bad change - we all know that hoarding religions doesn't exactly lead to runaway civs in MP...well, I tried to test it out, but some people stopped the experiment before it got to the interesting part.

OTOH, removing religions - what is the balance reason for this again?
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

removing religions from cities is basically just giving the player another option. If in a PBEM/PitBoss game, an unwelcome religion spreads to a city, it gives the other person an espionage bonus. If it costs hammers/gold to do then it may be worthwhile?
"You want to take my city of Troll%ng? Go ahead and try."
Reply

Cyneheard Wrote:So, does this seem too strong or weak?

Financial:
+15% Gold
Double-speed banks

Remember T-Hawk's "Banks produce beakers article":
http://www.dos486.com/civ4/index/bank.shtml

Just to be clear, we're talking gold and not commerce? I actually was thinking something like this - that we could totally remove the tile bonus and give a general bonus instead... I think the tile bonus is a poor way of implementing the Financial trait anyways.

Would this just be an empire-wide +15% bonus? Or a city-by-city bonus? How it would be implemented would heavily impact how strong of a bonus that is. Overall, I'd favor making the gold bonus fairly light (15% might be about right), and giving it a market and bank bonus. Besides, a Financial civ getting a Bank + Market bonus just makes sense from a theme perspective.
Reply

Cyneheard Wrote:Corporations:

Here's the proposal:

1) Corporation Headquarters will now be buildable as regular National Wonders. Cost and prerequisites TBD later.

2) HQ bonus is removed.

3) Maintenance can be tweaked. Maintenance should stay in the game, though. So could the resource bonuses.

4) Remove the spreading cost, but perhaps increase the executive cost to compensate (150h?)

Likely bug source: Bad things may happen if you build a corporate NW where there would be a corporate conflict.

How does this help? By that I mean, how does it help the fact that many of the corporations are just really out of whack?
Reply

The idea is that Corps are made available to all of the civs in the game, and they are just a mechanic for turning gold into food/production, beakers, culture, and more gold (in the case of gold, I think that one needs to be made useless).

The strategic decision needs to be: Do you go for your corps, or for SP and ignore them all. The tactical decisions are then, where to make the corps, which ones to focus on (because the maintenance is not easy to cover unless you are Zulu or HRE). This also brings the Econ civics back into balance - SP has has no corps, Merc you can use your own, FM corps are cheaper. Only Environmentalism needs the significant rebalance IMO.

The next point is that it means the entire game from Corps onwards needs costs altering to take into account inflated production, tech and food generation.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

Re: Financial:

It would be a per-city 15% gold boost. So it's like you've got a +15% gold building that comes with the city for free. This is what Final Frontier did (+10% research) for the Avowers of Knowledge.



Also, if Corporations are somewhat balanced, then making them require a Great Person each per civ makes them too expensive.
Reply



Forum Jump: