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Rebalancing Civ4: RtR Mod

(July 16th, 2013, 20:01)SevenSpirits Wrote: 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.


That's potentially a bit much...
2xp to give every rifle a 50% withdraw bonus?
Suffer Game Sicko
Dodo Tier Player
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Sorry, scratch my comment about rifles, since Duns obsolete with Rifling. But it does apply to muskets. Maybe that's not too out of line then...?
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I'm ok with seeing how that plays out. I've got a soft spot for anything that gives more musket play
Suffer Game Sicko
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Dunno. Would have to think about it but it doesn't scream broken to me. I mean, PRO gets free CD1, AGG gets free C1. G3 just means units have great retreat chance (50%!) and negate the hill defence bonus of 25%, and it still requires XP to take it. It might be one of those points where it can tactically be an absolute blast to use and opens up a few new tactics, but there is still counter play against it (ensure units defending on hills have promotions themselves etc).

And comparing G3 units (LB, muskets) to F2 HA...hmmmm. Free strike chance versus immunity to free strikes...
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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I'd also like to say that unless something is horrendously broken I don't want to change it as leaders and civs are already being chosen in PB13.
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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Yeah, doesn't seem insane. Celts needed something, and at the end of the day, it's one of the UBs that gets obsoleted.
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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Quote:Flanking:

Horse Archer (and replacements): do 50% flanking damage to Catapults and Trebuchet.

Knight (and replacements): do 50% flanking damage to Catapults and Trebuchet.

Cuirassier (and replacements): do 50% flanking damage to Catapults and Trebuchet and
Cannon.

Cavalry (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.

Gunships: do 50% flanking damage to Cannon, Artillery and Trebuchet.

What are the actual changes here?

Best I can tell is that the "Trebuchet" at the end should actually say "Mobile Artillery", and the only actual change is:

Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.
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Quote:Known Tech Bonus changed to 25 (up from 30), enabled by Map Trading (so there is no Known Tech Bonus until you research Writing)

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: enables camps. No longer enables pastures.

Archery: base tech cost decreased by two thirds, from 60 to 40.

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

Alphabet no longer enables tech trading, allows Open Borders.

Writing enables Map trading, no longer enables OB.

Paper enables Map trading, Tech Trading. Requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws.

Corporation enables Map Trading.

Scientific Method enables Map Trading.

Steam Power enables Map Trading.

Electricity enables Map Trading.

There is some information missing here. Maybe that your known tech bonus is multiplied by the number of techs you have that enable map trading? Otherwise all those techs giving map trading is just silly.
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Quote:Renaissance era technology prices reduced to a percentage of base BtS tech cost as follows:
* Education: +25%
* PP: +25%
...

Hopefully "reduced to" should be replaced with "increased by". wink


Quote:Techs prior to Paper in the tech tree can no longer be traded:
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

Is this just a list of all medieval and earlier techs? That would be simpler to write.

Quote:Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.

Does this mean: "Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000"?

Quote: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).

I remember hearing about not being able to get failgold in more than one city when another player builds the wonder. Did this get dropped from the mod or is it just not mentioned here?
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Quote:I remember hearing about not being able to get failgold in more than one city when another player builds the wonder. Did this get dropped from the mod or is it just not mentioned here?

I don't think this was ever true. I think it was just mistakenly reported that way, possibly by myself. I don't think I coded any check against that.
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