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RtR mod 3.0.0.1 proposed change log

OK, is this OK for the final version of the 3.0.0.1 change log?

Quote:Misc changes:

Quote:Capital city tile output: minimum of 2 food, 2 hammers, 1 commerce
Versailles: Cost: 500
Palace: +9 commerce
Pentagon: Requires Democracy


Heroic Epic changes:

Quote:Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature,Colosseum, Barracks in city.

Quote:Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.
Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.


Red Cross changes:

Quote:Hospitals: Free Medic 1 to units built in this city. Units in this heal an extra 10% per turn. +3 health.
Red Cross: Units built in this city gain a free march promotion


Naval buildings changes:

Quote:Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.


Universities:

Quote:University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Seowan: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
Research Institute: +25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Other Buildings:

Quote:Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder.
Hammam: Ottoman Unique Building: Aqueduct replacement. +2 happy, +2 health. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Baray: Khmer Unique Building: Aqueduct replacement. +2 health, +1 food. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.
Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.
Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.
Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.


Commando/Drill changes:

Quote:Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.


Civic changes:

Quote:Representation: Requires Nationalism.
Universal Suffrage: Requires Constitution

Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots.. Medium cost, Banking.

Mercantilism: +2 free specialists, High cost, Representation.
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Medium cost, Liberalism.


Resource changes:

Quote:Aluminium: Revealed by Scientific Method


Tile changes:

Quote:Mine: +1 hammer from Chemistry. No longer gain +1 hammer from Replaceable Parts.
Quarry: +1 hammer from Chemistry. No longer gain +1 hammer from Replaceable Parts.
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles. Requires 5 worker turns.

Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium


Unit changes:

Quote:Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion
Bear: Strength 1, 1 move, +300% against melee units
Scout: +200% against barbarian animals.
work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
SAM Infantry: Lower interception chance to 70%

War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.
Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.
Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder


Tech changes:

Quote:The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.
Sailing: Cost reduced to 60 base beakers
Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Late game tech costs adjusted accordingly: check in game for alterations.
Starting techs are unchanged.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Representation] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]

Trait changes:

Quote:Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.
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

tl;dr: CHM has more power and stronger identity around promotions and how to access them. FIN now gives a shit again about rivers. CRE get's the cheap libs back like everyone wanted. Civs have been given another pass to make the niche picks more interesting, Impi and War Chariots scaled back slightly.

Serfdom might be worth beelining, Emancipation is a mass of tile improvements. Economy civics fine-tuned.

Commando is accessible (but requires investment) for all civs, more for CHM than AGG/PRO.

Techs scale on map size so no more 4 techs in first 50 turns of the game.

No more ruining Villages and Towns.
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

Um ... WHAT??? (America UB is 'mall' as a Barracks replacer?) at least change the name .....

but imho America could be fixed with teh following

Settler UU PIONEER (3 moves + Sentry)

Market UU MALL (+40% gold, +Happy w/ regulars, +2 Happy/+2 Health w/ Oil)

----> Pioneer b/c fast worker doesn't have to be the only non-military UU ... and it fits ...

Mall at 40% b/c Seowon is at 40% (science) and so I thought a similar change could be made here.

Additionally, the +2 health w/ oil is justified by Petroleum Products -> Plastics and most medical equipment is now Plastic/ Petroleum based, hereby it also fits (even if its pre-plastics tech but well ... the tech tree isnt exactly historically accurate, and u don't get Oil Access until Sci method)

(July 21st, 2015, 00:49)Tasunke Wrote: Um ... WHAT??? (America UB is 'mall' as a Barracks replacer?) at least change the name .....

The replacement name is an Armoury, and as a barracks replacement it has several things going for it:

  1. Everyone that replied to the proposed changed agreed it fits the historical theme of America being aggressive, militaristic for the past so many decades but the effect fits the expansion phase of American history.

  2. There are few UB that benefit from AGG, and only one other Barracks UB so it isn't taking up much space when competing against the Ikhanda. Yet it fits into a niche where there are reasons to pick it with and without AGG.

  3. I get to troll Americans with the spelling.


Quote:but imho America could be fixed with teh following

Settler UU PIONEER (3 moves + Sentry)

It's a bit "meh" in terms of effect. I mean it works, but other than changing a bit of micro around roads to a city it doesn't do much because settling blind with no military cover is risky as hell both strategically and because of barbs. Still need to have scouted the area out before settling.

Quote:Market UU MALL (+40% gold, +Happy w/ regulars, +2 Happy/+2 Health w/ Oil)

That's OP as fuck. So for 150 hammers you get the effect from the stock exchange significantly earlier, +2 happy from oil, and the expansive/babylonian/persian health bonus from their UB at oil which is the point when that health bonus becomes relevant.


Quote:Additionally, the +2 health w/ oil is justified by Petroleum Products -> Plastics and most medical equipment is now Plastic/ Petroleum based, hereby it also fits (even if its pre-plastics tech but well ... the tech tree isnt exactly historically accurate, and u don't get Oil Access until Sci method)

Introducing balance changes because of realism shows you aren't attempting to balance. Realism should guide balance change implementations to not break immersion. I think in this instance all a market UB would need to fit into a good position is the gold effect combined with a meh UU and it's worth picking (contrast to England/Korea that gets that effect much later but have stronger UU to cover for that). The health effect pushes it beyond that.
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

Supermarket: 150h, +1 food, +20% gold, +1 health per cow, deer, pig, sheep. Available at Refrigeration.
Mall: like Supermarket. Available at Democracy or Corporation.

Am I correct that Democracy is now a dead-end techs with only two wonders, just like Divine Right? Do we really want one more tech which may be only one player wants to research? May be move Emancipation back there?

Also, Seowan is almost an Academy for 75 hammers (with Phil). May be increase to at least 200 hammers?

Well ... the oil thing I kind of just threw in there ....

Also my original Pioneer idea gave it 1 str, +100% vs animals, and defendonly .... (making it like a Scout/Settler combo)

---> Your points about Market are fair enough. Armory is fine I suppose.

(July 21st, 2015, 08:33)flugauto Wrote: Supermarket: 150h, +1 food, +20% gold, +1 health per cow, deer, pig, sheep. Available at Refrigeration.
Mall: like Supermarket. Available at Democracy or Corporation.

Supermarket is fine. It basically sits at a point where the health crunch of the industrialization ends by dealing with 5 unhealthiness.


(July 21st, 2015, 08:41)Gavagai Wrote: Am I correct that Democracy is now a dead-end techs with only two wonders, just like Divine Right? Do we really want one more tech which may be only one player wants to research? May be move Emancipation back there?

I've swapped things around, Radio requires Democracy. Democracy has SoL, US and the espionage building on it. Pentagon is unchanged.


(July 21st, 2015, 08:43)Gavagai Wrote: Also, Seowan is almost an Academy for 75 hammers (with Phil). May be increase to at least 200 hammers?

It's gained +5% beaker output to +15% beakers, similar to the stock exchange that comes earlier, and all universities have had cost lowered because people were moaning at me and I couldn't see a reason why not given that there are also concerns regarding Culture Victory speed. OU has been increased from 400 to 600 hammers (but my change log updating is dreadful). I don't see what the problem is. Russia gains +4.5 beakers minimum from every RI, 9 with Rep every turn plus the gpp. Korea needs to make 30 breakeven bpt in each city to match that, 60 with Rep; the 10% bonus meant 45 and 90 bpt respectively. I'd say that's balanced given the issues around rushing OU and generic breakeven beaker output.
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

(July 21st, 2015, 05:35)Krill Wrote: The replacement name is an Armoury,

3. I get to troll Americans with the spelling.

nod thumbsup



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