Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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A new mod enters the ring - Introducing "Close to Home"

I think barracks -> 1 unit maintenance reduction is not a great idea. It further pulls agg into the early game, since you can really make a difference with those barracks early on. On the other hand, late game, it won't be helping that much. Giving a -25% unit maintenance reduction is just a better version of RtR's -25% city maintenance reduction for agg. It keeps it military-oriented, and stays useful throughout the game.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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Have Aggressive give Combat II instead of Combat I. That way players can take Formation with their first promotion, and qualified units will start one promo closer to Commando.
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Imagine that with something like praets or war chariots.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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Looks at boudica of Rome closely...
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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(August 6th, 2020, 22:18)superdeath Wrote: Looks at boudica of Rome closely...

Wake me up when someone actually wins a game with this strategy. It never works. This is why I'm not really afraid of strong buffs to Aggressive. Its actual winrate is abysmal.
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I've built something and I think you all will love it, especially those players that report extensively about battles in-game.





I'm writing all the combat log messages to a file called Combat.log, which you can find in the same folder as the Civ4.exe. Please note that the Combat.log will be reset, when you start a new game.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Nice!!!
Suffer Game Sicko
Dodo Tier Player
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Now there are two downsides to that Combat.log

1. As you can see the log is reversed compared to the one in-game with the newer messages at the bottom. But I think this is actually better for reporting.
2. It should be clear that in a PB only the attacker gets the log as you have to be online and in-game to generate it. But if the attackers are kind to you they can send you the relevant logs.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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That's fantastic. I really like that.
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I don't know if this has been discussed before, but I wanted to point out an observation wrt the modified inflation mechanic:
As I understand it, this is meant to prevent people from rushing through the tech tree at later stages of the game. Instead of increasing tech costs like other mods do, that is achieved by increasing costs for fast techers, where the driving formula for inflation is (All techs you discovered / All available techs) * Maximum turn number.
We haven't seen yet how this plays out over the course of a game in later ages, but I see two issues that might give players incentives that nought not really be intended:
1) it encourages piling up ever more gold before you rush through a number of tech's. If you pile up gold for many turns, then research ten techs, you pay a lot less than saving for and researching each tech one by one. However, planning gets more difficult, as you have to account for you're rapidly increasing costs while researching. Third could actually provide for some interesting situations where players are tempted to delay (militarymischief) techs for longer than is healthy in order to keep their costs down.
2) it encourages deep beelines, avoiding not strictly necessary techs as long as possible or altogether. Your cost increase is driven buy the number of techs researched, so Archery has the same weight as Guilds or as Assemly Line. I personally don't like this, as I don't think played should be punished for trying you leverage a great variety of aspects of the game. This could be addressed by making the formula dependent on researched beakers vs total beakers ion the tree, although that would likely require some sort of nonlinear formula, as the later techs are so much more expensive, and then you need finetuning which I guess this was intended to avoid...
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