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Rebalancing Civ4: RtR Mod

OK, here is the deal. If PB13 is to start soon, everyone playing needs to bug test this and ensure that everything works. So download the mod, mess about for 15 minutes, see if anything catastrophic occurs please.
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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This changelog is kind of a mishmash of changes from BtS, changes from various previous versions of RBMod, and absolute descriptions. trying to standardize a bit, here are trait descriptions - I wrote out the full trait effects for every changed trait.

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

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, Colloseum, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.

Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. 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.

Organized, Industrious, Philosophical, Spiritual: No change from BtS
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Redo of Civs changelog. These are written as changes from BtS.

Quote:Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

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

Celts: Dun now gives G2, not G1.

France: Salon +1 free specialist, -1 free artist.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Note, I did correct some errors in civs that were listed here, but I didn't check for undocumented changes in other civs.
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Btw, question:

Dun only gives its promo to units that can take that promo. The set of units that can take G2 is different from those that can take G1: it also includes melee units. (This is basically there as a hack so that Gallic Warriors can take G2, and it doesn't affect anything else because there's no way for other melee units to get G1, ever.)

So... Dun used to give G1 to recon units, archery units, and gunpowder units.

Now it gives G2 to recon units, archery units, gunpowder units and melee units. And btw all those units except recon are able to take G3 if they can (gasp) somehow get 2xp. Seems a bit broken to me.
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Some omissions:

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

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

And some questions:

* Manhattan Project does nothing now except enable SDI and Bomb Shelters?
* Bomb Shelters and SDI now do nothing?
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Seven, thank you for checking the change log, it is a great help. I don't have an awful lot of spare time until Friday to do testing and double checking, and this just makes it much easier for everyone.

(July 16th, 2013, 19:19)SevenSpirits Wrote: Btw, question:

Dun only gives its promo to units that can take that promo. The set of units that can take G2 is different from those that can take G1: it also includes melee units. (This is basically there as a hack so that Gallic Warriors can take G2, and it doesn't affect anything else because there's no way for other melee units to get G1, ever.)

So... Dun used to give G1 to recon units, archery units, and gunpowder units.

Now it gives G2 to recon units, archery units, gunpowder units and melee units. And btw all those units except recon are able to take G3 if they can (gasp) somehow get 2xp. Seems a bit broken to me.

Melee units can't take G1, and units need G1 AND G2 before they can take G3, so there's no actual change for what units can reach G3. The XP requirement to reach G3 is the same for all of the previous unit classes, so no change there. The difference is that Celtic units get double movement over hills without having to spend XP (for the original 3 classes) and melee units pick up the advantage for free, whereas before they couldn't get it. Situationally quite strong, but I don't think it's OP, unless I'm misunderstanding what you've written and the tests.
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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(July 16th, 2013, 19:25)SevenSpirits Wrote: Some omissions:

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

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

And some questions:

* Manhattan Project does nothing now except enable SDI and Bomb Shelters?
* Bomb Shelters and SDI now do nothing?

Good point on SDI and Bomb Shelters and SDI. I could remove them, I think that is the best choice.
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 cool. Makes sense, so it's like the Nav1 promo then, where Vikings still need to take flanking to get Nav2
If only you and me and dead people know hex, then only deaf people know hex.

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(July 16th, 2013, 19:42)Commodore Wrote: That's cool. Makes sense, so it's like the Nav1 promo then, where Vikings still need to take flanking to get Nav2

Yeah, pretty much.
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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OK, you're partly right, it's really weird.

It's actually not like the Nav2 thing: Nav2 explicitly requires F1. G3 does NOT require G1.

But there is a secret rule that you can't MANUALLY take a promotion unless you could have also taken all its prerequisite promotions (or have them as free promotions). So in fact, warriors produced in a Dun city can't take G3, not because they don't have G1, but because they are not allowed to ever take G1, therefore they are not ever allowed to take G2. Even though they already have G2.

Gallic warriors start with G1 for free, so even though G1 is not allowed on melee units, it counts as valid for them, so they are allowed to take G2 and G3.

Archery and gunpowder units are of course allowed to have G1, too. A rifleman produced in a Dun city (and therefore with G2) will only need 2xp to take G3, as G3 does not require G1.

(And yes, I think it's a bit broken that you can easily draft strong units with 50% retreat chance, double movement in hills, and substantial combat bonuses in hills.)
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