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Rebalancing Civ4: RtR Mod

Fuck it I'm just going to delete the city revolt (can break VCs) and counter espionage missions (broken on sequential). Double cost of all active espionage missions (ie permanent counter espionage mission). Remove religious effects from cost calculation (no random effects for religion spread affecting economics via tech stealing).
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
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That's probably reasonable. It takes effort/logistics, requires you to avoid first-to bonuses, and isn't reliable. That's all very much in line for a *slightly* more efficient commerce ratio.
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(July 13th, 2013, 15:48)Krill Wrote: T-hawk: just spit balling, not going to ask you to do this, but would it not be simpler to make the palace give +1 hammer for EXP leaders? IE check if trait is EXP, then give the palace the extra hammer? I don't know about implementation, just wondering about different ways that changes are possibly implemented as a none-techie person.

You still mean conditionally, if the city center produces only 1 hammer. Right?

I'm sure it could be done with enough code, but I don't have a good sense where to do it. There's not a CvBuilding class where conditional code could be patched into.
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(July 13th, 2013, 19:25)T-hawk Wrote:
(July 13th, 2013, 15:48)Krill Wrote: T-hawk: just spit balling, not going to ask you to do this, but would it not be simpler to make the palace give +1 hammer for EXP leaders? IE check if trait is EXP, then give the palace the extra hammer? I don't know about implementation, just wondering about different ways that changes are possibly implemented as a none-techie person.

You still mean conditionally, if the city center produces only 1 hammer. Right?

I'm sure it could be done with enough code, but I don't have a good sense where to do it. There's not a CvBuilding class where conditional code could be patched into.

Yeah, conditionally shifty

Thanks for the heads up, that's interesting to know.
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
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Just one thing, anyone else have suggestions for these guys?
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If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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I don't think city revolt or counter espionage needs to be removed. especially as the mod is mostly used for PB games, not sequential (although i would like to do a rbmod pbem at some point, but haven't had enough time).
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Tech stealing is the most fun part of espionage. I would do my best to tune it so that it is still useful, but not overpowered.

I think fair price would be 75% with some emphasis and close to 50% with full blown late game Espionage economy aginst beaker oriented nation.

Costs are 1.5*Beaker costs at the moment and typical discounts/increases
-20% OB
-50% from stationary spy
-25% EP point accumulation
+20% from distance
(I assume religious modifiers have been removed)

From above numbers we would get 1.5*0.8*0.5*0.75*1.2= 0,54 i.e. tech stealing costs ~54% of the real tech costs.

If beaker modifier is changed to 2 we get 0,72 from the above equation and I think that is pretty reasonable so my suggestion is to just increase the modifier to 2 (doubling the costs would be too much). This still gives some changes to run heavily espionage. Just removing the religious modifiers helps already a lot.

Other missions are not much fun or something I would want to face in the game. Nevertheless increasing their costs 100% would be ok to me. Incite Revolt should still be removed or rebalanced though.

All this makes culture easier to reach so I would increase culture win threshold to 75000 points (normal speed).
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Changelog 2.0.3.2: No mod to be posted as yet, waiting on T-hawk to send me the DLL when he has time.

Quote:Expansive: +100% production of Markets, Aqueducts,Grocers, Harbours, +35% production of workers and work boats, +2 Health/City

Creative: Now +100% production of Observatories, in addition to +100% production of Theatres, Colluseum and +2 culture per city

ORG: reverted to base BtS

Aggressive: Now +100% production of Stables, in addition to +100% production of Barracks, Drydocks. -25% city maintenance. Free Combat 1 promotion on melee and gunpowder units.

Arabia: Starting technology are now Mysticism, Agriculture, changed from Mysticism, The Wheel. Madrassa cost lowered to 70 hammers (no trait doubles library now, UU is fairly weak but usable).

Sumeria: Vulture UU reverted to base BtS values

Carthage: Numidian Cavalry given +20% withdrawal chance, in line with base HA unit (bug fix).

Khmer: Ballistaphant reduced to strength 7, targets mounted units first, no longer gains bonus against knights

War Elephant: no longer gains bonus against knights

Byzantine: Cataphracts are first strike immune (in line with base knight unit).

Persia: Immortal reverted to original BtS 3.19.

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

Cristo Redentor: -50% Anarchy, +100% production by SPI leaders

Technology: Renessaince era technology prices reduced to a percentage of base BtS tech cost as follows:

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

Paper: requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws

Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. no longer requires Paper.

Known tech bonus: decreased to 25

Writing, Paper, Corporation, Scientific Method, Steam Power, Electricity: Enable map trading.

ICBM: Cost lowered to 450 hammers (see OP for further details)
Tac nuke: Cost lowered to 200 hammers (see OP for further details)
Guided Missile: cost lowered to 50 hammers (see OP for further details)

To do list:

To do: [NEW][AGG] Add -25% city maintenance via DLL - Done
To do: [FIX] Trade routes (Seven) - Done
To do: [FIX] Known tech bonus in NTT games - Done
To do: Change known tech bonus increase tag from Tech trading to Map trading (T-hawk) (ie if you have Writing you have a max known tech bonus of 25, if you have Paper and Writing you have a known tech bonus of 50). - Done

Espionage:

City Revolt, Counter Espionage, Destroy Production spy missions removed
Costs of all active spy missions doubled.
Discounts to spy missions due to religious effects removed (owning holy city, religion present in city)


From Seven, integrated by T-hawk:

Included fixes for:
* Lib/oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. the fix is taken from BTS unofficial patch)
* 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 (could be considered not a bug)
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
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Is that a changelog from the last release or from BTS?

Darrell
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That is what has changed since PB8 started. Once T-hawk gives me the DLL I am going to release the mod with a full change log from 3.19 BtS.
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
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