I'm not sure if this got brought up with Quests before, but is there a way to make it so everybody gets the quest on the same turn?
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player
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Rebalancing Civ4: RtR Mod
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I'm not sure if this got brought up with Quests before, but is there a way to make it so everybody gets the quest on the same turn?
Suffer Game Sicko
Dodo Tier Player
To be honest I'm not going to touch the events, I want to, but I lack the time and motivation to actually see that through to the end. If someone wanted to take a lead on writing 150 new events/quests that would be good.
Well, yeah, but I'd think the Quests-trigger-for-all is a code change, not a text/design thing.
Swords, how about a +15% vs. melee, siege, archery. Or, again, just bake in Flanking I. I don't think that would break much, but gives them a bit better survival odds. Oh, and I think Imp is fine, someone has issues with it? Given the mod's Free Market custom houses are actually decent.
If only you and me and dead people know hex, then only deaf people know hex.
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But fuck it, whilst I have some time as EG are going to lose another game against CLG...
Swords, I think the best option to make them more usable would be a combination of increasing the city attack to +30%, and give them a bonus against melee, like +20%. Gives them +50% against axes but they don't murder archers for free XP. Other option would be to give swords +50%ish and then archers have to get a bonus against swords. Either works but has further effects on combat. Melee bonus makes them more useful IMO than pure city attack but is less thematic IMO. Can't remember the alpha changes but that's somewhere in hte last 30 pages. AGG I'm not sure about, it might be OK where it is, but wouldn't get dropped below -20% city maintenance (from -25%) Byz is simple change to alternate Spain. Vikings is reverting a retarded change. Celts someone needs to remind me where to change the wording. Barracks change is simple. Think Seven made a point to me that Zulu might be broken because of the impi, as it's just about the perfect ancient era unit with starting techs are solid, and the UB is perhaps the closest thing to a nobrainer decision (other than a granary build) that you'll ever see if it get's paired with AGG. So the starting techs would need nerfing slightly, but there isn't anything to nerf them to, so the impi probably has to lose mobility. EDIT: Further points people have made about Free Market and Free Speech being weak affecting FIN. FM in PB13 is the most powerful it will ever be, most games it will be significantly weaker but that isn't to say it doesn't need a small nerf. FS could be moved earlier into the game but that doesn't necessarily help because of the number of turns needed to grow towns so it's probably better to look at changing the costs of those civics.
Just switch Free Speech and Environmentalism to original locations. No need for other changes. Swords getting +30% city attack would be worth testing, but I wouldn't give them anything else.
Making Free Speech cheaper civic-wise is probably simplest. It's amazing to having even one alternative to SP...
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. (February 9th, 2014, 16:24)plako Wrote: Just switch Free Speech and Environmentalism to original locations. No need for other changes. Swords getting +30% city attack would be worth testing, but I wouldn't give them anything else. (February 9th, 2014, 16:24)Commodore Wrote: Making Free Speech cheaper civic-wise is probably simplest. It's amazing to having even one alternative to SP... Difference between the powre of the legal and economic civics is huge, would have to change so much.
I think I posted this already earlier (in our PB13 thread), but here's a repeat: I don't think that AGG needs nerfing. I think that comparison to ORG is the easiest way to highlight my point:
- As a pure economic trait it's clearly weaker than ORG (-50 % civic upkeep vs -25 maintenance, remember that State Property pretty much obsoletes this part of the trait too) - It depends on map/settings whether ORG or AGG building bonuses are more valuable. Considering a "typical" RB game I guess you can make a case for both. - I don't think that promotion bonuses swings it enough so that AGG becomes better than ORG. That said, I think AGG is stronger than some other RB mod traits and it has been fun to play it. |