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[SPOILERS] scooter and Lewwyn troll lurkers

Hi. I'm playing this game thing and you should read about it from time to time if you want. Filler like always:

[Image: increased_risk.png]

The fact that I'm creating a thread means I'm 50% more likely to win this game than I already was!!!


EDIT: CHANGELOG!

Quote:Change log 2.0.3.4

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre, Colloseum, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions.

Protective: Free CG1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +100% Great General emergence. +60% production of Settler. +100% production of Custom House

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Organized, Industrious, Philosophical, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Byzantium: Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1.

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

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100.

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers.

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

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.


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. No longer gets +100% production from Ivory.

The Internet: now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


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: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


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).The known tech bonus is multiplied by the number of techs that you have that enable map trading.

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 increased by 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%

All medieval and earlier techs are untradeable:

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, Switch Religion, City Revolt,Counter Espionage, and 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 required to achieve legendary border pop on Quick Speed changed from 25000 to 33000


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.
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Notes for myself:

Roster
Krill
Commodore
Thoth
pindicator
novice
Serdoa
scooter

I'm like 82% sure that's correct. Honestly I've barely read half the tech thread so who even knows. smoke

Available Leaders
Boudicea - Agg/Chm
Hammurabi - Agg/Org
Tokugawa - Agg/Exp
Cyrus - Chm/Imp
Saladin - Spi/Pro
Fredrick - Org/Phi
Stalin - Agg/Ind
Lincoln - Chm/Phi

I've had Civ4 since the first year it came out, and I had to look up half of these. That's kind of pathetic. I couldn't even guess 1 of Hammurabi's 2 traits. Although in fairness, I just think Toku when I think Agg/Org, so let's go ahead and put that down as my official excuse.

Available Civs
Celts - Hunting/Myst
Babylon - Agri/Wheel
Japan - Fishing/Wheel
Persia - Agri/Hunting
Arabia - NoClue/ChangedInMod
Germany - Hunting/Mining
Russia - Hunting/Mining
America - Agri/Fish

Note to self: America's UU changed to something less awful too. I technically noted Arabia's change, but I have no idea what it is. I'm sure a couple more of these changed too I guess, but hey, I like surprises. Let's just roll with it.

Winner of Game
Not me.
Reply

I'm not going to make any promises about reporting level here. PB13 comes first right now, so the reporting level here could range from virtually non-existant to super detailed. Overall, I'm going to be pretty laid-back about this game. That probably means I'll put in just enough effort to be pretty competitive over the first 100 turns, and then a couple players will get way ahead of me. The talent level in this game is very high, so it would take an extreme level of effort (+ some luck) for me to win. It should still be pretty fun though, so I'm looking forward to it. smile
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I still think of Toku as Ag/org too. I actually liked him in vanilla for some reason (that was a looong time ago, before warlords was released).

btw, no one is reading your pb13 thread anyway, might as well put your efforts into this one.
Please don't go. The drones need you. They look up to you.
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Tokugawa is AGG/PRO wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Scooter I'm going to team with you.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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(August 20th, 2013, 12:11)scooter Wrote: Notes for myself:

Winner of Game
Not me.

Let's turn that frown upside down.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

(August 20th, 2013, 20:25)Qgqqqqq Wrote: Tokugawa is AGG/PRO wink

Hah, nice catch, fixed.

(August 20th, 2013, 22:03)Lewwyn Wrote: Scooter I'm going to team with you.

(August 20th, 2013, 22:04)Lewwyn Wrote: Let's turn that frown upside down.

Sounds great! I honestly have no idea how we've never teamed up at all considering how many games we both been in before.

Any of those leaders in particular you like here in rbmod? I just mean generally - no idea what my pick spot is, and it could change when we see the starts. I'd kind of like to play Boudica here just because I never really have and she sounds fun here. This map sounds like it will be a tad cramped. It's 1248 tiles, 15% of which is water so around 1060 land tiles. For 7 players, that's tight.
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I think Boudica would be interesting. I played her in pb7 but that was bts. Now she works a bit like Shaka so not bad. Or I mixed up Boudica with tokugawa. But I'd still be fine with Boudica.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
Reply

Looks like we actually get first pick. No question that it's leader first IMO since none of the civs are overwhelming. In that case I'm defintiely tempted to take Boudica. In fact, there's only 8 choices, let me just run them down. Generally, I think this will be a fairly aggressive game.

Boudicea - Agg/Chm: sounds fun
Hammurabi - Agg/Org: This would be my #1 choice if Org still had cheap libraries. Still a decent choice.
Tokugawa - Agg/Exp: If I'm going to take Aggressive, it probably won't be this one.
Cyrus - Chm/Imp: I actually like this. Imp GG bonus is always forgotten, but it's fun.
Saladin - Spi/Pro: probably the best here I think, but I'm concerned about its slowness. Especially when getting basically no choice of civ picking first.
Fredrick - Org/Phi - boringggg
Stalin - Agg/Ind - did it in pb5 so nope
Lincoln - Chm/Phi - slightly less boring than frederick

So ok, at a glance my top 3 preferences are Boudica, Saladin, and Cyrus in some order. Any thoughts?
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