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Rebalancing Civ4: RtR Mod

Quote:Cristo Redentor: -50% Anarchy, +100% production by SPI leaders

-50% anarchy is completely useless for SPI leaders, so why bother with the bonus? (I realize it's 99% useless for other leaders too.)

Quote:Aggressive: Now +100% production of Stables, in addition to +100% production of barracks, Drydocks. -25% city maintenance.

No more free C1?
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No, that's me being retarded. AGG still gets C1.
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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(July 15th, 2013, 15:39)SevenSpirits Wrote:
Quote:Cristo Redentor: -50% Anarchy, +100% production by SPI leaders

-50% anarchy is completely useless for SPI leaders, so why bother with the bonus? (I realize it's 99% useless for other leaders too.)

Quote:Aggressive: Now +100% production of Stables, in addition to +100% production of barracks, Drydocks. -25% city maintenance.

No more free C1?

does it at least reduce the time needed between revolts for SPI leaders? i.e. change possible every 3 turns instead of 5?
Please don't go. The drones need you. They look up to you.
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TBH I think removing it completely is the best choice. It doesn't mess well with the civic system or with SPI existing in the first place.
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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I still think it's fine as is, because I think late game stuff is supposed to be powerful. But if someone demanded a weaker version, I would make it give
* No anarchy
* SPI leaders only - reduced wait times between swaps
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I don't think it really matters, the odds of there still being a competitive game by the time radio is researched are pretty low. if there is, I guess SPI could research it for denial? even so a non-spi civ can't exactly afford to be revolting very often, so I can't see anyone building it in its current form. might as well leave it in, if its more work for you.
Please don't go. The drones need you. They look up to you.
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(July 15th, 2013, 15:52)SevenSpirits Wrote: I still think it's fine as is, because I think late game stuff is supposed to be powerful. But if someone demanded a weaker version, I would make it give
* No anarchy
* SPI leaders only - reduced wait times between swaps

yeah I like this.
Please don't go. The drones need you. They look up to you.
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Could always make the current weaker version cheaper and a national wonder instead of a WW. That way instead of one person benefiting from obscenely overpowered infinite civics switching in the base game, everyone non-SPI gets an opportunity to make late-game civics switching less of a pain in the neck.
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Final version for testing is complete, just doing change log now.
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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RB mod 2.0.3.3 download location

Quote:Change log 2.0.3.3

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: +100% production of Markets, Aqueducts,Grocers, Harbours, +35% production of workers and work boats, +2 Health/City.

Creative: Now +100% production of Observatories, in addition to +100% production of Theatres, Colluseum and +2 culture per city.

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.

Aggressive: Now +100% production of Stables, in addition to +100% production of barracks, Drydocks. -25% city maintenance. Note the Aggressive city maintenance discount is applied multiplicatively after courthouses. The final discounted total is shown correctly on the city screen, although it doesn't show any visual indicator of the discount itself.

ORG: reverted to base BtS


Civs:

Arabia: Starting technology are now Mysticism, Agriculture, changed from Mysticism, The Wheel. Madrassa cost lowered to 70 hammers (no trait doubles library now, UU is fairly weak but usable).

Byzantium: Cataphracts are 11 strength, and are first strike immune (in line with base knight unit).

Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (retains innate retreat chance of HA at 20%).

Celts: Dun now gives G2, not G1.

France: Salon +1 free spec, -1 artist.

Germany: UU is now the Kannon, a cannon but at 80% cost.

Inca: Terraces now give +1 culture, Quechua loses combat 1.

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).

Japan: UB: Pagoda: Observatory replacement, +10% hammers.

Khmer: Ballistaphant reduced to strength 7, targets mounted units first, no longer gains bonus against knights

Persia: reverted to base BtS.

Portugal: Feitoria now costs 120h, from 180h.

Rome: Preat S7. Forum increased to +35% GPP generation.

Sumeria: reverted to base BtS.

US: UU: Minuteman, Rifle replacement, starts with Guerilla 1, Woodsman 1. UB: Mall, Grocer replacement, +1 happy from deer, sugar, Hit (Musical, Movie, Single).


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


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, Projects:

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: +100% 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 no unit has the nuke ability).


Base unit changes:

Scouts: require no tech. Every player starts with a scout instead of a warrior.

War Elephants: now 7 str, +50% vs. Mounted units.

SAM Infantry: 75% interception chance (up form 40%)

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.

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: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • 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. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • 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:

Barracks: increased cost to 60 hammers, +1 culture.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

Known Tech Bonus changed to 25 (up from 30), enabled by Map Trading (so there is no Known Tech Bonus until you research Writing)

Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: enables camps. No longer enables pastures.

Archery: base tech cost decreased by two thirds, from 60 to 40.

Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Alphabet no longer enables tech trading, allows Open Borders.

Writing enables Map trading, no longer enables OB.

Paper enables Map trading, Tech Trading. Requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws.

Corporation enables Map Trading.

Scientific Method enables Map Trading.

Steam Power enables Map Trading.

Electricity enables Map Trading.


Renaissance era technology prices reduced to a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%


Techs prior to Paper in the tech tree can no longer be traded:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Espionage:

Switch Civic and Switch Religion now require Future Tech.

City Revolt, Counter Espionage, Destroy Production spy missions removed.

Costs of all active spy missions doubled.

Discounts to spy missions due to religious effects removed (owning holy city, religion present in city).

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.


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 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 three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.[spoiler]


Included additional bug fixes:

[spoiler]Lib/Oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. The fix is taken from BTS unofficial patch).

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.
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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