I'm getting a lot of good info from the poll - thanks so much, guys.
Tides of War, a balance mod
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Thanks for the answers, Seven. I tested it, and you were right:
My galley does not get the +15% bonus: And while the scout does get its +1 movement: As seen above, so does the settler. Dang, I was really hoping to run this mod! Well, it does run, just not everything works. Maybe there's a Mac user out there who knows how to program who would be tempted to help implement the mod for Mac? *wink, wink*
A PBEM is starting up to test the mod, but before it begins, I have a small update to the mod. Through discussions, contemplation, and poll results, I've decided that a few traits probably didn't get buffed enough. Those are PHI, IMP, and CHA. In addition, to my surprise, several people called out banks for PHI as being a thematic non sequitur. While I personally think PHI leaders would produce good financiers, I have a solution which buffs these traits and is just better overall, IMO. And I don't think it's more complex than the previous version.
PHI: +150% gpp, double speed universities IMP: +100% GG points, +50% settler production, and double speed markets and banks CHA: +3 happy in all cities, -25% XP requirements, and double speed barracks and drydock (no happiness from monuments or broadcast towers) So from the previous version, we move the double banks from PHI to IMP; we give PHI another +50% gpp; and we give CHA another +1 happy. I don't know why I didn't think of 150% gpp for PHI sooner, since it's so obvious. I think it might be an ideal solution. IMP might be good there too. CHA I'm less happy with, ironically, but I think this is an improvement for now. I haven't made the changes in the mod or posted it yet. I'll work on that now.
v1.1
* Changed 3 traits. New versions are: PHI: +150% gpp, double speed universities IMP: +100% GG points, +50% settler production, and double speed markets and banks CHA: +3 happy in all cities, -25% XP requirements, and double speed barracks and drydock (no happiness from monuments or broadcast towers) * Added unique model/icon for Wharf. Yay! * Corrected a transcription error in the changelog (it was always like this in-game): Wharf costs 80h, not 100h. (Download link is in the first post.)
I have a question regarding the new traits Agricultural and Productive: Will the +1 on tiles with 4 or more food or hammers only apply to tiles with a starting 4 food or production (such as pastured pigs or mined iron), or will every tile that reaches 4 receive the bonus? To illustrate: Will a grassland mine that is railroaded go from 1/3 to 1/5? Will all irrigated grassland farms become 5/0 at Biology? Or isit so that only tiles such as plains hills mines and farmed floodplains will grant this bonus?
Fie, fie! you visionary things.
(December 18th, 2013, 07:04)Tredje Wrote: I have a question regarding the new traits Agricultural and Productive: Will the +1 on tiles with 4 or more food or hammers only apply to tiles with a starting 4 food or production (such as pastured pigs or mined iron), or will every tile that reaches 4 receive the bonus? To illustrate: Will a grassland mine that is railroaded go from 1/3 to 1/5? Will all irrigated grassland farms become 5/0 at Biology? Or isit so that only tiles such as plains hills mines and farmed floodplains will grant this bonus? Just like FIN, these bonuses are calculated after all other yield changes except the golden age bonus. So yes, at biology, AGR players will get more benefit than others, and PRO players will rejoice more at getting higher level workshops, and at getting railroads. We'll have to see how relevant this is in actual games - of course, it happens pretty late so it's less of a factor than you might think.
A general note; I think you'll find Chm's strength rather dependent on the style of map; a torusworld or something else MP-custom happy-heavy will see it a bit weak, while a standard script will see it ridiculously strong. Not sure if that's fixable, though.
If only you and me and dead people know hex, then only deaf people know hex.
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