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[SPOILERS] Tatan, CFCJester and Nakor try their hand at Mansu of India...

So, we're off to a good start!
If this were BTS...
We'll have to look at the info about RB Mod to see how we'll compare to the rest.

Good to have you guys on board, Tatan and Jester! I seem to be doing a lot more updates when teamed... mischief

So, what game plans do you guys have in mind?
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(October 27th, 2012, 01:27)Nakor Wrote: So, we're off to a good start!
If this were BTS...
We'll have to look at the info about RB Mod to see how we'll compare to the rest.

Good to have you guys on board, Tatan and Jester! I seem to be doing a lot more updates when teamed... mischief

So, what game plans do you guys have in mind?
As always, we need to play the map. I usually play heavily w/ city specialization such as dedicated settler/worker pump, military pump, commerce site, GP farm, etc...usual typical stuff. Really boils down to what the best use of the land is.

I am probably biased, but I usually go Cuir rush for domination. I assume we'll have enough land to settle early where axe/HA rush will be counter productive. Engineering rushes work but the problem is always that they seem to drag on too long, allowing other players time to get too far ahead on tech. Having said that, a decisive early war will be advantageous so it would be foolish to dismiss early aggression out of hand. The key is to make sure when we attack we commit fully...not some silly raze 1 city nonsense.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Change log 2.0.1

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, still has +2 culture per city, half price theatres, Colosseums.
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments.
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.


Civs:

Rebalancing:
Inca: Terraces now give +1 culture, Quechua loses combat 1.
Byzantium: Cataphracts are 11 strength.
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights).
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation.
Persia: Immortal is now a S5 spear replacement.
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist.
Germany: UU is now the Kanone, a cannon but costs 80h (down from 100h).
US: UU: Minuteman, Rifle replacement, starts with Guerilla 1, Woodsman 1. UB: Mall, Grocer replacement, +1 happy from deer, sugar, Hit (Musical, Movie, Single).
Japan: UB: Pagoda: Observatory replacement, +10% hammers.


Civics:

Police State: Now Medium Cost (down from High).
Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.
Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.
Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.
Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.
Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders:

Rushmore: Now -50% WW (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites.
Cristo: +200% SPI production, -50% Anarchy instead of -100%.
The Internet: now a wonder. 2k cost, +15% beakers in every city. No longer a project
SDI: No longer intercepts nukes (irrelevant as nukes no longer).


Base unit changes:

War Elephants: now 7 str, +50% vs. Mounted units, and +25% vs. Knights.
SAM Infantry: 75% interception chance (up form 40%)
Mobile SAM: 80% interception chance (up from 50%). No longer requires Oil.
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.
Scouts: Enabled at Animal Husbandry, NOT Hunting.


ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
•iCost: 900h
•iAirCombatLimit: 75
•iAirCombat: 160
•iCollateralDamageLimit: 75%
•iCollateralDamageMaxUnits: 12
•iAirRange: 36

Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
•iCost: 300h
•iAirCombatLimit: 75
•iAirCombat: 80
•iCollateralDamageLimit: 75%
•iCollateralDamageMaxUnits: 5
•iAirRange: 4

Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
•iCost: 75h
•iBombRate: 16
•iAirCombatLimit: 75
•iAirCombat: 40
•iCollateralDamage: 100
•iCollateralDamageLimit: 50%
•iCollateralDamageMaxUnits: 1
•iAirRange: 4

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.

Buildings:

Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.
Barracks: increased cost to 60 hammers, +1 culture.

Technology:

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps, and scouts. No longer enables pastures.
Archery: base tech cost decreased by two thirds, from 60 to 40



Espionage:

Switch Civic and Switch Religion now require Future Tech.
Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.
The No Espionage game option now works properly: •GSpy points are converted into Great Merchant points.
•Espionage no longer gets converted into culture.
•Cultural expansion now happens at normal values.
•Spies cannot be built.
•Graphs are always visible on contact.


Tile Changes:

Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.
Oil Wells: Now requires 3t on Normal speed (instead of 10t).


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket). Corporations: Completely removed from the game.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), and Assign City are no longer eligible resolution actions.
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).
Hut techs: Can only gain techs from the first two rows of the tech screen and Writing/Priesthood.
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How do you do an engineering rush?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(October 27th, 2012, 03:50)Qgqqqqq Wrote: How do you do an engineering rush?
Typically by bulbing. You have GS method (avoid Fishing) and also can use GEs. Basically, you bulb MC/Machinery/(CS if you can get a GProphet)/Engineering and attack w/ Mace/treb ~100 AD. Much easier to pull off w/ a Philosophical leader. Ironically, Gandhi would be a perfect leader for this type of rush (even on Deity believe it or not).
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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[Image: Mansa.JPG]

Starts may still change. Also, per my tech thread note, please inspect to make sure that you actually have a 5 food tile
EitB 25 - Perpentach
Occasional mapmaker

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Good luck guys - seems like you got some good karma for the bad PB7 start - that's a great leader / civ combo. I like SPI the best because since the civics have all been rebalanced, there's a lot to be gained from swapping civics a lot, since there's a lot more that can be viable.
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Official postmonger checking in.

(October 27th, 2012, 10:24)Mardoc Wrote: (snip)

Starts may still change. Also, per my tech thread note, please inspect to make sure that you actually have a 5 food tile

Hot damn that is one food rich location! Too bad it has no synergy at all with India.

Also, I don't believe we have any 5 food tiles, clams only yield 4f IIRC.
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
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(October 27th, 2012, 10:31)regoarrarr Wrote: Good luck guys - seems like you got some good karma for the bad PB7 start - that's a great leader / civ combo. I like SPI the best because since the civics have all been rebalanced, there's a lot to be gained from swapping civics a lot, since there's a lot more that can be viable.

Thanks! Mansa is actually my favorite base civ leader, hands down (even if he's not quite the best, he's certainly up there). FIN got a bit of a nerf in the mod, but SPI, as you said, is still incredibly useful!

And India, despite the nerf, is still definitely a top-tier civ! :D I hope you guys have good worker micro, though, because I certainly don't.
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
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(October 27th, 2012, 03:21)CFCJesterFool Wrote:
(October 27th, 2012, 01:27)Nakor Wrote: So, we're off to a good start!
If this were BTS...
We'll have to look at the info about RB Mod to see how we'll compare to the rest.

Good to have you guys on board, Tatan and Jester! I seem to be doing a lot more updates when teamed... mischief

So, what game plans do you guys have in mind?
As always, we need to play the map. I usually play heavily w/ city specialization such as dedicated settler/worker pump, military pump, commerce site, GP farm, etc...usual typical stuff. Really boils down to what the best use of the land is.

I am probably biased, but I usually go Cuir rush for domination. I assume we'll have enough land to settle early where axe/HA rush will be counter productive. Engineering rushes work but the problem is always that they seem to drag on too long, allowing other players time to get too far ahead on tech. Having said that, a decisive early war will be advantageous so it would be foolish to dismiss early aggression out of hand. The key is to make sure when we attack we commit fully...not some silly raze 1 city nonsense.

It's worth noting that with nerfed slavery and boosted workshops rushes are much more viable in RBmod--that being said, given our civ and leader I agree that an arly rush is a poor idea. Depending on how much space we have available, rushes in either the medieval or renaissance eras could be useful.
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller
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