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How about these changes for Byz and Persia:
Quote:Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from iron, horse. UU: Knight replacement. Strength 10. +3 free strikes.
I think this is a bit more usable for Byz than a stables replacement, and the two tiered happiness (one available in ancient era, the second in the classical era) feels better than a flat 1 happy of the previous Persian implementation.
Quote:Persia: Hunting/Agriculture. UB: Market replacement: Satrap Court. -25% city maintenance. UU: Chariot replacement. Immortal. +10% withdraw. 1 Free strike. Starts with March.
This puts Persia in a comparable position to HRE and Germany, with a core classical era building that provides an extra 25% city maintenance reduction. Germany has a solid late era unit that beats the snot out of most things, HRE has a UU that stops HA and makes knight rushes much more difficult, but Persia gets the maintenance reduction on the building provided at Currency, which is pretty much the keystone classical era tech all other tech choices revolve around, and has the earliest available UU that should be a bit more hardy against barbs but doesn't really help a massive amount in combat against other players.
Current games (All): RtR: PB80 Civ 6: PBEM23
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I like the new UB for the Byzantines. Has a bit more flavor to it. It still feels a bit unoriginal compared to others though, but for now it's ok.
About Persia: The Immortal looks good so far, not the strongest, but a bit more original. The power with this Persia definitly lies more in the UB, which I like. And I know you don't care about that, but it also fits the Persian Civilization with it's big empire and vasalls.
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I agree that this is a better fit for Persia in terms of flavour. I do think flavour matters, just that balance comes first. I think it will take better to have two market UB, and the change to Byz means that there is at least one barracks UB that still benefits from the AGG production bonus. I'm still mulling over if America is too strong with the Armoury getting that bonus as well.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Well America's strongest point right now is the UB. The UU is just flavour. And the techs are ok, not super strong. Let them have their UB for now.
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Oh and I know it's a tiny nitpick and not really super important. But renaming the new German "Stosstrupper" to "Stosstrupp" would be the actual German word for it, if you intended to use the German language for this.
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Quote:Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access and tile yields to Oil, Coal, Aluminium and Uranium.
About this change. What about iron and to a lesser extend copper? I can see a scenario in which a player build a town above their iron before he discovers it.
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I think I've probably missed a trick here actually.
One of the huge benefits to making towns and villages unpillageable is that aircraft can't disconnect resources.
All resources except horse still have relevance in the age of airpower, in the SS race, for railroads, or for units with that in mind, villages and towns probably should book up and give the yield to all those resources except horse.
Current games (All): RtR: PB80 Civ 6: PBEM23
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The way the Civs section of the changelog is worded right now is misleading. It claims to list the differences between a unique building or unit and the base building or unit as it exists in RtR, but it actually omits some of the differences, especially ones that were already in place in BTS. For example, holkans are still immune to free strikes, unlike regular RtR spears, but the changelog doesn’t say that. What makes this even more confusing is that some differences that existed in base BTS have been removed (like the holkan’s lack of need for copper or iron), but there is no indication in the changelog that they have. This has the potential to frustrate someone who relies on the changelog without checking in the game.
I suggest that you add all of the differences between unique and base things as they exist in RtR to the changelog, regardless of rather or not those differences originated in BTS or RtR.
The list of things that I noticed need to be added in order to follow the above plan is:
The camel archer has an innate 15% chance to withdraw from combat, unlike the knight.
The pavilion gives +25% culture.
The war chariot is immune to first strikes.
The stock exchange gives +65% gold.
The Oromo warrior is immune to first strikes.
The odeon gives +2 happy faces instead of +1.
The hwacha has a 50% strength bonus against melee units.
The skirmisher has 1-2 first strikes, while the archer only has 1 first strike. Also, I noticed that the skirmisher has a -40% malus against archers when attacking, but only a -35% malus when defending.
As mentioned before, the holkan is immune to first strikes.
The Viking Berserker has a +10% bonus to city attack rather than the base maceman’s +25%.
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I think most of those are mod errors. Except Greece as base colloseum has 2 happy. I'll update the mod.
Current games (All): RtR: PB80 Civ 6: PBEM23
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Mod updated, first post amended with changes and new link.
The new Persia and Byz have been implemented.
America regains AGG production bonus on the UB
Towns and villages give access to all copper, iron, aluminium, coal, oil, uranium.
The missing changes above have now been fixed.
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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