Yeah, I'm assuming the Zulu Ikhanda bug was fixed, but it still makes for a clever thread title
Table of Contents will come soon of course, as soon as I have actual posts to put in it--maybe I'll actually update this one, unlike my PBEM 58 one
So, in case the thread title didn't make it clear, I'm keeping my roll of Bismarck of Zulu, even though it appears that it was the last roll
Originally I felt like I wanted to reroll because I really didn't like Bismarck at first; Expansive seems like it was really nerfed in this mod, and the wonder-building aspects of Industrious seem near-worthless with 32 other players (many of which are Industrious; we'll see how many after the rerolls), but I decided to keep it for three reasons:
I forgot/didn't connect the dots that the decrease in cost of Metal Casting meant that Industrious got a buff
(as a side note, with Metal Casting decreasing in cost, what becomes the "default" easy-to-reach Oracle tech?)
Zulu are amazing, now that the barracks becomes something more civs want to build. From what I'm understanding in the patch notes the barracks is still 60 hammers, even though the normal barracks was increased to 60 hammers--is that right? The Impi is also really good in this semi-cramped map, and the starting techs being Agriculture and Hunting means I shouldn't have to worry about food techs and can just go Mining-BW to find the copper and go to town.
It's a fun game, and I think I can have fun with this combination
I want to do a player analysis, but that seems like a huge undertaking, and I still have the rerolls to worry about--I think what I'll do is an analysis of what I know about the players soon (probably today), then do the analysis on the leaders/civs once the traits are finalized.
Player Analysis:
This isn't meant to be anything definitive at this point (especially since I probably won't have contact with half of them for six months), but it's just a bird's eye view of what a long-time lurker knows about each of the players here. This will be filled in as I get the time; don't expect it all in one sitting 1. Krill + Novice
This is the obvious power team here, at least to start. Krill knows the most about the mod, which gives him a sizable advantage everything else being equal. Of course, that might be a disadvantage; they might get dogpiled to remove an obvious threat. I don't know if this means I need to start next to them in order to kill them early, or try to stay away and hope he gets dogpiled by other people (or devours them and becomes unstoppable) 2. spacetyrantxenu 3. plako
plako is a good player; he stays in the background and then suddenly appears on top of the scoreboard in a lot of games. Watch out. 4. Dhalphir 5. BRickAstley + Mardoc 6. Cyneheard 7. Boldly Going Nowhere 8. Azza 9. Nakor
Nakor was around a lot a while ago, but I haven't seen him as much recently--he performed fine in the earlier games, but I don't have a full picture of it. 10. Cheater Hater
I wonder what people will think of me when they see me--right now my only stats are the demogame win (where I mainly just asked Old Harry good questions), PB13 with Bacchus where I eventually dropped from the team (when winning wasn't feasible anymore), dedlurking Yossarian/Caledorn in PB14 (which basically was a recreation of the demogame team), and now PBEM 58 (where I just self-destructed at the start of true war and needed lurkers to convince me not to quit). I feel like I'll do fine, but we'll see 11. Qgqqqqq 12. yuris125 13. dtay 14. Ruff_Hi
I know of Ruff_Hi from his single player reports, but he doesn't seem to be as proficient (or as prolific) at multiplayer--still, I'd watch out. 15. pindicator
Most of pindicator I've seen comes from PB8/PB13 where he teamed up with scooter; I haven't seen much of his solo play. From the two PB's it seems like pindicator was the more military-focused member of the team, so don't get in a fight with him. 16. Molach 17. The Black Sword 18. Old Harry + Fintourist
Old Harry is a really good player, he did well taking over the reigns of Gillette after mackoti/Seven/scooter dropped out, and is doing well in PB13 with Fintourist. I haven't been following their PB13 thread enough to tell how much Fintourist is running the team, but they should do well together here. 19. Catwalk
*sigh* How do I explain this... I don't know why, but I have more...feelings towards Catwalk than I reasonably should. I don't like playing against people who don't seem to know what they're doing--I don't like unpredictablility I guess :/
For instance, I considered staying unspoiled in PB17 so I could replace anyone who dropped out, but then I realized I just didn't want to play against Catwalk. Hopefully he's as far away as possible. 20. Bacchus
Bacchus should be one of the people I know most about (since I teamed with him in PB13 for the early turns), but I really don't. He seems to not have a concept of the big picture, instead focusing on small advantages (*cough*Seahawks*cough*), but I couldn't get a sense of his whole game. 21. darrelljs + Ichabod
darrelljis seems to have a reputation as a good player, though I haven't paid enough attention to his games to know for sure--similar situation with Ichabod. 22. Caledorn
Despite dedlurking Caledorn's team, I don't know what to expect from him; PB14 has mainly been Yossarian leading the way. 23. Jowy
Everything I've seen of Jowy has been extremely negative, from the original mess in PB2 to his aggressiveness "ruining" various recent PBEM's/PB's. Hopefully he just stays on the other side of the world, and if he doesn't, keep up defenses and just hope he doesn't torpedo your game along with his :/ 24. Barry Lyndon
Someone completely new! Hooray, I don't even have to try to do an analysis 25. wetbandit 26. AutomatedTeller
Hooray, someone else from PBEM 58! I haven't seen enough of AT's play yet (considering I met him last and only now can see his borders), but he seems good enough--we'll see how PBEM 58 evolves and how that impacts my evaluation of him. 27. Hashoosh 28. Dazedroyalty 29. MYKI 30. Whosit 31. WilliamLP 32. Oxyphenbutazone + BaII
Oxy was one of the people offering encouragement in my PBEM 58 thread; other than that I know nothing about either of these two :/ 33. scooter
scooter is always a contender to win, as well as a contender to have the best reports. Hopefully he stays on the other side of the world, if not for the game but so I can have a fresh thread to read afterward 34. Sullla (lurker civ)
Sullla doing the comprehensive lurker coverage is both why I felt I had to play in this game and why I wish I could be lurking. I feel like I could learn so much from that thread, and now I'll have to wait a year to read it. Maybe there's a "best of both worlds" option: Start the game, kill a civ or two (so I felt like I did something), get wiped out by a good player, then read Sullla's coverage of the competitive endgame--if I do something stupid and get myself killed this is retroactively my excuse
Oh no, I'm at the bottom of the page--this can't be!
Since I've never played with RBMod before (I only really know it from following PB13), I'm going to go through the changelog and highlight the changes that are most notable (aka change normal BTS the most). Again, don't expect the full analysis in one sitting
Quote: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, Colosseum, 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.
Philosophical: +150% Great Person production, +100% production of University
Organized, Industrious, Spiritual: No change from BtS
I'll do these one at a time:
Financial: A large part of Financial's power was riverside cottages giving an immediate boost, and making the boost only on non-riverside tiles takes a lot of the bite out of it. Financial now becomes a "buff weak land" trait between the coastal boost remaining and virtually turning all tiles riverside--I certainly wouldn't want to use it on any land that's remotely lush.
Expansive: Despite what I said before, I don't think Expansive was really that nerfed; I just didn't like it that much at first glance. Adding boosts to a million different buildings seems good (even if most of them are health buildings you won't need), and the Work Boat bonus makes me want to play this on a coastal start.
Creative: This one seems like a pure nerf--the loss of the Library makes the trait provide little early economic benefit (minus the ability to settle more possible cities due to the guaranteed border pop, and being able to complete ignore the religious side of the tree), and all that was gained were Observatories. Still, the trait seems good in the inevitably cramped PB18 map.
Charismatic: There's virtually no change here--the only difference is the lack of reliance on Monuments, which provides a modest strength increase. I'm surprised--I would have expected more of a buff.
Protective: Moving the Granary bonus here makes it more than worthless, but I still don't like it--did it really need to lose Drill and Castle? Maybe all the defensive-flavored bonuses (this, along with the nerfing of Walls/Castles) were just too much with all the hammer-centric bonuses?
Imperialistic: Basically no changes--I have no clue how strong Custom Houses are, and other than that a 10% boost in Settler production is almost nothing.
Aggressive: This one got the biggest buff, between the better barracks and the maintenance bonus. It's now a trait I actively want, especially with something that goes with it *cough*Zulu*cough*
Philosophical: This one I'm surprised got a buff, since I thought it was fine to begin with--if getting more Great People is weak because of the exponential costs, why not tweak that formula instead? Of course, if you really wanted to buff it, you'd move libraries here, but that might be/would be way too powerful
Organized: This one didn't change, but got a slight nerf because of all the things changing around it (civic costs generally decreasing, Toroidal not having as high maintenance, Aggressive getting part of the bonus, Espionage getting slightly nerfed).
Industrious: As I explained when talking about Bismarck above, Industrious got a decent boost because of the Metal Casting cost decrease and the stone/marble nerf.
Spiritual: Spiritual also got a boost since a lot of civics are more useful now, especially in the Labor and Economic columns.
Quote: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: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. 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. Dun civilopedia updated to list unit classes that recieve G2 promotion.
France: Salon +1 free specialist, -1 free artist.
Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.
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.
Korea: Starts with Agriculture/Mining, instead of Mysticism/Mining.
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.
Vikings: Trading Post gives naval units Flanking 1
Leaders:
Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.
Not much change here, mainly balancing along with bringing a lot of UU's/UB's forward. I feel like a lot of the stuff moved from lategame to midgame (notably the Pagoda, Research Institute, and both of Germany's bonuses) might be a bit overpowered, but that probably is just my bias towards playing a builder game where you get time to build multiple Observatories and the like.
Quote:Civics:
Police State: Now Medium upkeep.
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 Low upkeep, swapped with Environmentalism. Now available at Scientific Method.
State property: Now Medium upkeep
I know the Slavery change is the big change here, but that's been discussed to death, and is just a part of making hammers as relevant as food. The other changes are interesting (especially the military civics becoming cheaper), though I don't understand why Environmentalism and Free Speech swapped positions completely in the tree--why not just create new civics at that point?
Quote:Wonders, Projects:
Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.
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
The main change here is the resource doublers becoming the research 50%-ers, which gives Industrialism a bigger boost while giving more advantage to hammers and less to tech, since wonders are built slower in general. The two "new" wonders (SoZ and Internet) are interesting--I don't know if SoZ is worth building, but maybe that makes it better for me as an Industrious civ, since I'll have Ikhanda's everywhere regardless, meaning the extra XP is good. I don't understand why Internet and Cristo Redentor needed to be nerfed, but again I don't understand late-game play at all.
Quote:Base unit changes:
Scouts: Require no tech. Every player starts with a scout instead of a warrior.
Swordsman (and all replacements): +50% city attack
Archer (and all replacements): +30% defence against Swordsmen.
War Elephants: Now 7 str, +50% vs. Mounted units.
Trebuchet: Now requires Machinery, instead of Engineering.
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.
Not much here--the early changes are simple balancing and trying to get most units to be used, and I don't understand late game at all. The main big change is the Barracks being a way to get culture, this decreases the need for Mysticism/religion a lot, especially for Aggressive leaders, and means we'll see more powerful military units in general.
Quote:Technology:
Known Tech Bonus changed to per player bonus.The known civ bonus is multiplied so that it is based on the era that the most advanced player is in with following equation:
Ancient: No bonus
Classical: +2% per met player with tech, max +50% (no further bonus after 25 players)
Medieval: +4% per met player with tech, max +50% (no further bonus after 13 players, 13th is only +2%)
Rennaissance: +6% per met player with tech, max +50% (no further bonus after 9 players, 9th is only +2%)
Industrial: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Modern: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
Future: +8% per met player with tech, max +75% (no further bonus after 10 players, 10th is only +3%)
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.
Metal Casting: Cost reduced to 300.
Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.
Writing: Enables Map trading, no longer enables OB.
Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.
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%
The known tech bonus stuff is very interesting, probably the second-biggest macro-change other than the emphasis of natural hammers. Obviously it's a catch-up mechanism on one hand, but on the other, the increase in all the tech costs allows someone with an advantage to stay ahead starting in the Renaissance, especially when the counter is on a different tech path (if I have rifles, it'll take you longer to get to Military Science, for example). One thing that hasn't been thought about as much is that it makes advancing eras non-automatic, especially going from Renaissance to Industrial (since the actual top-end changes there). Is there a way to tell which era the most-advanced player is in, or do you have to do a bunch of math?
As for the other non-tech related things, they seem fine--chariots aren't nearly as big of a threat as they would (since they require Hunting, AH, and Wheel, and more people have Hunting for spears), Metal Casting got a buff as part of "hammers matter", and Open Borders now require you to go out of your way.
Quote: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.
This seems like a pretty big nerf to espionage; basically to the level of active espionage banned, minus being able to slightly look at other civs with spys. I understand most of it though; the stupid missions (forcing anarchy) are removed, and counter-espionage is always on (even since you couldn't have it always going in normal games), and spies can no longer efficiently scout. The only strange part is the change of religious effects; it seems unnecessary with all the other changes, and reduces the incentive to found a religion.
Quote: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.
Quarry: +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.
All of this is just making hammers actually produced more competitive with hammers from other sources, just like the slavery nerf. I still don't get why balancing on corporations wasn't even attempted though--obviously corporations are unbalanced, but would it really be broken if corporations were just like religions that gave a constant bonus? Sure, that would be removing a lot of the corporation part of it, but at least they're still in the game!
Quote:Events:
The following events have been removed from the game:
Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment
Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha
Does anyone have a full list of events anywhere, presumably with the numbers I can cross-reference? That's needed before I can really comment on this.
Quote: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), Religious victory, 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.
Maximum number of players is now 40, up from 18.
Included additional bug fixes:
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.
Not much here--blockades are balanced, fail-gold is removed as a viable economic strategy, toroidal maps don't have to have ridiculous maintenance, bugs are fixed.
Hooray for this finally getting closer to starting--I was able to log into the test game, and decided to give you guys a picture to give me incentive to actually set up my PB18 Dropbox Folder (and set it up with folders from the beginning--I'm still moving pictures out of the base folder into the turn folders in PBEM 58 ):
Yeah, I chose Zulu (why wouldn't I ) and as such, I was able to confirm that Ikhandas are still 60 hammers--hooray!
I probably should play a single player game of the mod sometime soon before the game starts/gets into high gear so I can get familiar with the mod (and maybe end up with some new opinions--and yes, I know I still have to finish both the mod impressions and the player impressions, but I also still need to work on fixing my C&D in PBEM 58)--if I do, expect a mini-report in this thread as more filler until the game actually starts (seriously, how do some threads already have over 20 posts? I know they're for teammates, but still ).
Yeah, I guess that stuff can be done in a lot of posts, as opposed to a couple big posts like I did--and I don't need to ask if people are lurking, I can tell from all the posts in the lurker thread
Speaking of strategy, I finished my large post on RBMod--here's a summary for those who don't want to read the whole thing:
The two main things changed in this mod are "natural hammers matter" (with the changes to Slavery, drafting, and all the various increases of hammers for improvements/trait bonuses) and "easy to catch up, but hard to get ahead" (with the known tech changes, tech cost increases, and the nerfs to Financial and Creative).
I really have a late-game weakness--but that shouldn't be a big deal since so much of it got changed
Everyone has stuff that's more useful early, but not too much stuff.
And with all the analysis comes a couple questions:
Is there a list of all the events somewhere easily accessible?
Is there any way to tell what the current "most advanced era" is, or am I going to have to do a bunch of math to figure it out?
(March 8th, 2014, 21:14)Cheater Hater Wrote: And with all the analysis comes a couple questions:
Is there a list of all the events somewhere easily accessible?
Is there any way to tell what the current "most advanced era" is, or am I going to have to do a bunch of math to figure it out?
There's a event list available in the RBmod thread, probably dated ~2 weeks ago. The contents of each event is still best left to google.
Most advanced era is a good question, but you'll probably see a noticeable gnp bump for each one. Unless you're in the lead, and then you know how advanced you are ;-)
I know about the event list--it's part of the changelog I copied over here. Hearing the contents of each event isn't easily accessible sucks though
Good to know at least someone is watching my thread enough to answer questions--are you following all the threads Celiazul, or just a couple? (since I saw you post in the lurker thread).
Of course, now I'm out of content for thread (except for finishing the player analysis, but I'm mainly out of "top of my head" content for that)--maybe I can do my single player game of the mod (with a brief report for the thread), or maybe the game will start tomorrow
(March 8th, 2014, 23:18)Cheater Hater Wrote: Good to know at least someone is watching my thread enough to answer questions--are you following all the threads Celiazul, or just a couple? (since I saw you post in the lurker thread).
Global lurking, which means all the interesting ones :-) As the pace picks up, I probably won't read them all.