I'll take a stab at some of this--I like theory-crafting based on patch notes
How much testing has been done with the new water improvements/buildings? The change of workboats to become combination Workers/Caravels seems fine (except maybe the ability to carry settlers), but the forced order of Pier->Lighthouse->((Harbor->Customs House) XOR (Quay->Breakwater) XOR (Shipyard->Drydock)) seems unnecessarily restrictive (mostly the Lighthouse->specializations dependency; I understand Pier+Lighthouse=old Lighthouse).
As for the coastal specializations, is there a particular reason for them to be exclusive? Right now the choice of which one to use seems pretty easy--fishing villages get the Quay, production cities get the Shipyard, commerce cities get the Harbor. Is it based on a desire to keep the Quay line applicable for fishing villages while not making it a must-build for every coastal city with more than a couple water tiles? If we assume there's little reason to put the Harbor and Shipyard lines in the same city, maybe a better way to make the Quay accessible is to have it cost less based on the number of water tiles in the fat cross? I have no idea if that's even close to codeable, but it's an inventive idea at least
If you leave the coastal specializations as exclusive, I don't know if it's a good idea to leave UBs as those specializations. Either you have to give up your UB to use one of the other specializations (likely the case with the Levee, if my theory that the Quay line is meant for fishing villages is true) or the UB becomes the one right choice at the expense of the other options (I don't see much of a reason to build more than one Shipyard city instead of the Cothon, and the Cothon duplicates a decent amount of the Quay/Breakwater functions now that it gives a couple hammers (to say nothing of the Charismatic bonus--I want to try CHA/IMP Carthage if I know the map has enough water)).
The new Assembly Plant seems really powerful--+10% production by default (unless the trend changes from giving players all strategic resources), up to 10% more if you're lucky (and if you have gold or silver, you probably don't need more benefits), and a bonus 5% in the late game just for fun. I guess this is offset by the UU being late (and relatively unremarkable), but it's something to watch.
The War Chariot changes seem weird--why not make it 4 strength, +25% vs Melee/Mounted? I know it's not quite the same, but the changes appear to be a wash (slightly stronger against Archers, but combat upgrades are worse), and I don't like my UU being worse than the normal units--but I only sorta understand the intricacies of the combat system (something like Combat upgrades apply to the attacker, everything else to the defender), so this version might be much worse than the proposed version.
Is the Apothecary supposed to give the normal +health for the standard resources? If not, it doesn't seem worth it (the whole "worse than the standard version" idea, and having only +2 Merchant slots doesn't seem like enough of an upgrade for a Medieval-era building).
That's all I noticed on a first glance at least--hopefully it's helpful
(November 23rd, 2014, 00:28)Cheater Hater Wrote: I'll take a stab at some of this--I like theory-crafting based on patch notes
How much testing has been done with the new water improvements/buildings? The change of workboats to become combination Workers/Caravels seems fine (except maybe the ability to carry settlers), but the forced order of Pier->Lighthouse->((Harbor->Customs House) XOR (Quay->Breakwater) XOR (Shipyard->Drydock)) seems unnecessarily restrictive (mostly the Lighthouse->specializations dependency; I understand Pier+Lighthouse=old Lighthouse).
The main reason is to act as a break on the power level of those city improvements: Focussing on the harbour, a trade route for 80 hammers, plus the +50% trade route yield is just insane. I've actually been trying to figure out how much it's really worth, and on a map with intercontinental foreign trade routes, it's worth something like 10 commerce per turn most of the time (because it draws the best trade routes to the city). No population needed, no extra food. I think it probably needs toning down, probably losing the health bonus and the trade route yield change dropping to +25%. Forcing the player to invest into a 60 hammer improvement is just a small tug back on that power level.
If you consider the harbour to be the base power level that these buildings are based around, and then compare them to stuff like the Market, the Forge...this series of improvements are just plain better. So keeping the exclusivity is also an attempt to limit that focus on coastal cities.
The only testing that is done is purely theoretical, comparing the effects of the buildings to various decisions that have been made in previous games, such has what would be done differently if these new options were available.
As to the workboat/caravel, it's not really that large a change. The work boat cannot enter ocean tiles (until Astro, anyway), so the only real change is that there is now the opportunity to throw a settler onto a nearby island without having to invest in Sailing and 50 hammers for a galley. But because it can't transport defensive units or workers, it only matters really early on, to drop off a scout to fogbust then the settler for a city and build a defensive unit. It's essentially a change to help alleviate problems on archipelago maps.
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As for the coastal specializations, is there a particular reason for them to be exclusive? Right now the choice of which one to use seems pretty easy--fishing villages get the Quay, production cities get the Shipyard, commerce cities get the Harbor. Is it based on a desire to keep the Quay line applicable for fishing villages while not making it a must-build for every coastal city with more than a couple water tiles? If we assume there's little reason to put the Harbor and Shipyard lines in the same city, maybe a better way to make the Quay accessible is to have it cost less based on the number of water tiles in the fat cross? I have no idea if that's even close to codeable, but it's an inventive idea at least
Answered a bit of this above. But it gets more complicated very quickly. For example, the Harbour as the default right choice gives a ton of commerce for no input outside hte hammers. The Quay requires you grow the pop and then work the tiles, so you need to maintain control of the tiles. The Breakwater is the last improvement available, at a point where if you are behind techwise, you may lose those tiles to an invasion from someone with Destroyers. The Shipyard probably needs a small buff to be more interesting ie hammer bonus from barracks, forge, and the Drydock again might need another such bonus to compete better.
However, on a strategic scale the Shipyard/Drydock make available naval units that have many more promotions, such that they are a necessity to fight and control a naval war. So ideally they should be involved in strategic decisions from much earlier in the game about where you need naval production cities, dot maps and planning for future conquests. I definitely think that the actually values for the city improvements are up for debate: I basically just guessed and put down some numbers. But keeping the improvements exclusive means there is a lot more leeway for that balancing than if they could all be lumped into every coastal city, and it's necessary for the Shipyard/Drydock balance to actually work.
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If you leave the coastal specializations as exclusive, I don't know if it's a good idea to leave UBs as those specializations. Either you have to give up your UB to use one of the other specializations (likely the case with the Levee, if my theory that the Quay line is meant for fishing villages is true) or the UB becomes the one right choice at the expense of the other options (I don't see much of a reason to build more than one Shipyard city instead of the Cothon, and the Cothon duplicates a decent amount of the Quay/Breakwater functions now that it gives a couple hammers (to say nothing of the Charismatic bonus--I want to try CHA/IMP Carthage if I know the map has enough water)).
I think the three UB are the Levee, Feitoria and the Cothon. The generic idea to use is to make each UB more useful and more applicable so it becomes the default building line to choose, but leaving hte specialist effects on the other lines. That'd be fairly easy to do. A more interesting route would be to give each of these civs 3 new UB, one on each line, but that's a bit more work, but still legit choice IMO.
For the Shipyard/Drydock...essentially, you build as few as possible except to ensure you have naval superiority in a the required theatres. Which will probably mean you want more than 1.
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The new Assembly Plant seems really powerful--+10% production by default (unless the trend changes from giving players all strategic resources), up to 10% more if you're lucky (and if you have gold or silver, you probably don't need more benefits), and a bonus 5% in the late game just for fun. I guess this is offset by the UU being late (and relatively unremarkable), but it's something to watch.
The UU is bland, with minimal power level increase. You basically end up with 5 cannons when an opponent has 4. Because of that the UB has to be pretty decent. I think those levels are reasonable. +10% base increase would be the minimum for a UB IMO, the other +15% is split and not always available and due to blandness of the Kanone should be OK. Don't get me wrong, I'd pick Germany, but I don't think I'd be unreasonably concerned if someone else had them.
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The War Chariot changes seem weird--why not make it 4 strength, +25% vs Melee/Mounted? I know it's not quite the same, but the changes appear to be a wash (slightly stronger against Archers, but combat upgrades are worse), and I don't like my UU being worse than the normal units--but I only sorta understand the intricacies of the combat system (something like Combat upgrades apply to the attacker, everything else to the defender), so this version might be much worse than the proposed version.
Sufficed to say that S5 generally works out as better than Strength 4 with a bonus for longevity purposes, and it's essentially the same as strength 4 with the bonus against ancient era stuff. It in no way is worse than a base chariot.
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Is the Apothecary supposed to give the normal +health for the standard resources? If not, it doesn't seem worth it (the whole "worse than the standard version" idea, and having only +2 Merchant slots doesn't seem like enough of an upgrade for a Medieval-era building).
That's just missing information, should still be present.
The Shipyard dynamic is still weird--making it exclusive means that if you're getting surprised by a sudden naval buildup, you can be locked out of the best way to combat the buildup (build/whip out more Shipyards than your opponent, then get out a bunch of naval units) if you've dared to build some of the commerce naval buildings. That leads to more farmer's gambit prisoner's dilemma scenarios (especially since the ways to get out of the situation--whipping/drafting--aren't as available/good as the equivalent land unit situation), but since I'm the only one who has concerns about that, it apparently isn't that important.
I'm not saying the War Chariot is overall worse than the normal chariot, just that it could be worse in one situation; let's look at the situations:
War Chariot vs Archer: 5 vs 3.75
Chariot vs Archer: 4 vs 3
War Chariot vs Longbow: 5 vs 7.5
Chariot vs Longbow: 4 vs 6
I guess it's not quite as bad as I thought at first glance, but it is technically worse vs the Longbow, so there
Maybe you could make the penalty vs just Archers (instead of archery units)--you've already set the president with Archers vs Swordsmen--or maybe even add the bonus to the Archer itself (though that really seems hacky).
So when is the test PBEM coming? I might be interested
I could make the WC malus only affect archers and not archery units in general. In fact, that is likely the only change I could make myself out of those change logs, I really am that incompetent. I have reservations regarding that because, well, a 30 hammer unit available from about T30 being relevant 120 turns later is something I've always found slightly absurd. Egypt doesn't really need to have the WC be that great to be a reasonable civ to play, and I kinda want to push it out of the limelight a bit.
Quote:The Shipyard dynamic is still weird--making it exclusive means that if you're getting surprised by a sudden naval buildup, you can be locked out of the best way to combat the buildup (build/whip out more Shipyards than your opponent, then get out a bunch of naval units) if you've dared to build some of the commerce naval buildings. That leads to more farmer's gambit prisoner's dilemma scenarios (especially since the ways to get out of the situation--whipping/drafting--aren't as available/good as the equivalent land unit situation), but since I'm the only one who has concerns about that, it apparently isn't that important.
Exactly why it needs to be exclusive. If it isn't, then every city can have one, every boat will have the XP, every city the production modifiers and it's back to square one with the mirror match ups. As a player, you are supposed to be looking ahead and deciding exactly where and how you plan to build a military rather than reactively whipping one to defend. By making the build up of a military take longer, then it gives astute players whom can gather the necessary information and act on it the ability to react in the turns immediately following. That's one of the reasons slavery was nerfed.
This though is for different reasons. The exclusivity is there to make players begin their planning earlier in the game, and this puts more pressure on the exploration and dot map design, with the appropriate city specialization. Need to remember that there are other ways to get the XP: Vassalage can give up to 5XP here, so that is enough for 2 promotion boats, but you do have to deal with the production issues. But then a Quay does help with base production, and if you build Shipyards everywhere I'd expect them to fall behind in the tech race compared to someone that build a few Shipyards and focussed on harbours and Quays creating a significant commerce edge. And then trying to deal with galleons with swarms of caravels is...not pleasant. Then fighting Frigates with Galleons isn't fun either. It's a balancing act, and I think that there's enough variety needed that it wouldn't force a monoculture of one improvement to occur.
As to a test PBEM...I somewhat doubt before Jan 2015.
How is Egypt good without the WC being great--is the Obelisk actually a good UB? I've thought it wasn't that good (especially since it goes obsolete quickly, and Priest specialists aren't that good compared to other specialists)--am I mistaken?
Aren't the promotions themselves supposed to the mirror-breaker when each side has equal production? No one complains when every city gets a Barracks, though there's an obvious difference in the lack of variety in both unit variety (each era generally has an attack ship and a transport, at least until you get to modern ships) and promotions (do ships get anything besides Combat X and the Flanking/Navigation lines? Looking at the Civpedia, they get Medic and Drill as well). I'm assuming you don't want to make ~4-6 new ships (2-3 for both the Galley and Galleon levels), so maybe adding promotion options is a good way to fix the problem? I'll spitball some promotion ideas; no idea if these are balanced and/or practical to code:
+X% while attacking (similar to CR)
+X% defense on coast/ocean (probably not for Galley-era)
+X% (attack) vs non-transports (might be hard to code; might be the one right choice)
If we did go with the "add promotions" plan, I still would favor adding a new Catapult-analog ship (3 strength, 2 move, collateral equivalent to Cat, maybe able to bombard cities, available at Compass?) that can be useful though the Galleon era.
I was going to write a long reply but I think I can be more succinct.
Egypt is top 5 because uu is best uu at projecting power in the game and is relevant until knights. The UB gives you early and cheap methods of getting golden ages and only way of early shrine. Only. Civ that can not unduly delay an academy and get the shrine out when it can spread religion to new cities. I don't think picking Egypt is ever a bad idea.
Providing new Promotions doesn't help without the different XP levels. It's essentially the second part of this design but it needs to wait until after this is tested...ideally after playing on a map with a lot of naval action.
What I hope can be the 1.0.0.1 change log, and I hope it can be built in the next 8 weeks. As usual, anything that you think are mistakes please point out, and concerns regarding balance are always worth raising. Particularly, ADM...that's just a stab in the dark.
Quote:Additional Gameplay Design mod 1.0.0.1
These are changes relative to the RtR 2.0.7.1 change log.
Civilization UU and UB
Japan: Unique Building: Pagoda, Observatory replacement. +25% beakers. +25% production of Military units, +1 scientist slot. +100% production with Creative. Cost 150 hammers. Requries Astronomy. Unique Unit: Samurai, Maceman replacement. Strength 8. +50% against melee units, +2 free strikes, start with Drill 4. Cost 70 hammers. Requires Civil Service, Machinery.
Spain: Unique Building: Citedal, castle replacement. +50% city defence, +1 trade route, +5XP to siege units. +100% production with stone. Cost 100 hammers, requires Engineering. Unique Unit: Conquestador, Cuirassier replacement. Strength 12. +10% retreat. +50% against Melee, Archery units. Cost 90 hammers. Requires Military Tradition, Gunpowder, Horseback Rifing, horse.
Rome: Unique Building: Forum, Market replacement. +25% gold,. +50% great people points, +2 Merchant slots. +100% production with Expansive. Cost 150 hammers. Requires Currency. Unique Unit: Preatorian, Swordsman replacement. Strength 7, +50% city attack. Cost 45 hammers. Requires Iron Working.
India: Unique Building: Mausoleum, Jail replacement. +2 happy, +50% Espionage points, +4 Espionage Points. -50% War Weariness. Unique unit: Fast worker. Movement: 3. Requires Machinery. Upgrades from Worker. Cost: 60 hammers, foodhammer unit.
America: Unique Building: Mall, Grocer replacement. +1 happy from Deer, Sugar, Hit Musicals, Films, Singles, +1 health from Sugar, Wines, Spices, Banana. +25% gold., +2 Merchant slots. Unique Unit: Minuteman, Rifleman replacement. Starts with Woodsman 1, guerilla 1. Cost 110 hammers, requries Rifling.
Netherlands: Unique Building: Levee. Breakwater replacement. water tiles: +2 hammers, +1 commerce. Requires Steampower. Cost 120 hammers. Double production by Charismatic.
Unique Unit: East India Man, Galleon replacement. Strength 6, transport capacity 3. Cost 80 hammers, requires Astronomy.
Byzantine: Unique Building: Hippodrome, Theatre replacement. +3 culture,.+2 artist slots, +1 happiness from horse, +2XP from horse, +2 happy per 10% culture slider. +100% production with Creative. Cost 50 hammers, requires Aesthetics. Unique Unit: Cataphract, knight replacement. Strength 11. Cost 90 hammers. Requires Guilds, Horseback Riding, horse, iron.
Greece: Unique Building: Odeon, Colosseum replacement. +2 happy, +3 culture, +2 Artist slots, +25% military unit production, +2XP with Theatre. +100% production with Creative. Cost 80 hammers. Requires Construction. Unique Unit: Phalanx, axeman replacement. +50% against mounted, melee units. Cost 35 hammers. Requires bronzeworking, Copper.
Vikings: Unique Building: Trading Post, Lighthouse replacement. +25% naval unit production, +1 food from none resource water tiles. Cost 40 hammers. +100% production with Organized. Requires Pier, Sailing. Unique Unit: Berzerker, Maceman replacement. Strength 8. Starts with Amphibeous., +50% against melee units. Cost 70 hammers. Requires Civil Service, Machinery.
Celts: Unique Building: Dun, wall replacement. Gives Guerilla 2 promotion to units built in this city. +100% production with Protective, +100% production with stone. Cost 50 hammers. Requires Masonry.Unique Unit: Gallic Sword, starts with Guerilla 1. Strength 6. Requries copper or iron, Iron Working. Cost 40 hammers.
Carthage: Unique Building: Cothon, Harbour replacement. +1XP, +1 hammer from water based resources, +1 health from crab, clam, fish. +1 trade route.. Cost 80 hammers. Requires Currency. +100% production with Expansive. Unique Building: Numidian Mercenary, Horse Archer Replacement. Strength 6. Starts with Combat 1. Cost 50 hammers. Requires Horseback Riding, Archery, horses.
England: Unique Building: Stock Exchange, Bank replacement. +65% gold, +100% prodcution with Financial. Cost 200 hammers, requires Banking. Unique Unit: Redcoat, Rifleman replacement. Strength 14, +25% against mounted units, +25% against gunpowder units.. Draftable. Cost 110 hammers. Requires Rifling, Gunpowder.
Portugal: Unique Building. Feitoria, Shipyard replacement. +1 commerce from water tiles. +25% naval unit production. Cost 80 hammers. Requires Economics. +100% production with Imperialistic. Unique Unit: Carrick, Caravel replacement. Capacity: 2 units. Strength 3. Cost 60 hammers. Requires Optics.
Theatre: +3 culture, +2 artist slots, +1 happiness from dyes. +2XP from Colosseum. Cost 50 hammers. Available from Aesthetics. +100% production by Creative.
University: Lower cost to 150H
OU: Increase cost to 600H
Colosseum: 25% unit production
HE: 75% unit production, requires 3 Colusesums, lower cost to 150H
West Point: Free Commando promotion for units built in this city.
Moai: Requires Sailing. Water Tiles: +1 food, +1 hammer. Cost 250 hammers. +50% production with Stone.
New Building: Quay. Requires Currency, Lighthouse. +1c from water tiles. Mutually exclusive with Harbour, Shipyard. +1 health from crab, clam, fish. Cost 80 hammers +100% production with Charismatic.
New Building: Breakwater. Requires Replaceable Parts, Quay. Water Tiles: +1 hammers, +1 commerce. Cost 120 hammers. +100% production with Financial.
Levee: Unique Building for Dutch, replaces Breakwater. Requires Replaceable Parts, Quay. Cost 120 hammers. Water Tiles: +2 hammers, +1 commerce. +100% production with Financial.
New Building: Shipyard: Requires Compass. Cost 80 Hammers. +25% production of naval units. +2 hammers from Barracks, Forge. +3XP for naval units. +1 health from crab, clam, fish Mutually exclusive with Harbour, Quay. +100% production with Imperialistic.
Drydock: Requires Steel, Shipyard. Cost 120 hammers. +50% production of naval units. +4XP for naval units. +2 hammers from Barracks, Forge, Factory. +100% production with Aggressive.
Harbour: Requires Compass, Lighthouse. Cost 80 hammers. +1 trade route, +25% trade route yield. +1 health from crab, clam, fish. Mutually exclusive with Quay, Shipyard. +100% production with Expansive.
Customs House: Requires Harbour, Economics. Cost 120 Hammers, +100% trade route yield. +100% production by Imperialistic.
Statue of Zeus: +3XP to all units built in this city. +8 culture. Cost 200 hammers. Requires Monarchy and Aesthetics.
Parthenon: +35% great people generation in all cities. +15% great people generation in city that contains the Parthenon. +8 culture +50% production with marble. Cost 300 hammers. Requires Aesthetics and Polytheism.
Shwedagon Paya: Unlocks all religious civics. +8 culture. Cost 450 hammers. +50% production with gold. Requires Aesthetics and Monarchy.
Stonehenge: +1 monument in all cities. Cost 150 hammers. Requires Mysticism.
Traits
PHI: +67% GPP - done, every naturally produced GP produces 1 settled great person in the city that produced the GP, +100% production of university
FIN: +1 commerce on tiles that produce 3 commerce. +100% production of Bank, Quay.
PRO: Free D1 on Archery/GP units - done
SPI: Removed from game
New Trait: Administrative (ADM): City improvements provide additional benefits.
Barracks: +10% gold
Library: +10% beakers
Courthouse: -10% city maintenance
Forge: +10% hammers
Bank: +10% gold
University: +10% beakers
Monument: +1 hammer
Granary: +1 hammer
Quay: +2 hammers per water resource tile
Harbour: +2 hammers per water resource tile
Shipyard: +2 hammers per water resource tile
Colosseum: +10% hammers
Tech Costs:
All starting tech costs reduced to 40 base beakers, except Myst which is 50 base beakers. - done
Tech cost scaling: Implement the tech cost scaling feature as per ToW. This changes Fishing to be a 5 turn tech on pretty much every normal speed map. Tech costs increase by 10% up to a maximum of 40% in steps of 10% in the Renaissance era.
Writing: +1 trade route
Currency: no longer gives a trade route.
Machinery: Base Cost lowered from 700 to 600.
Feudalism: Base Cost lowered from 700 to 600.
Banking: Base Cost lowered from 700 to 600.
Aesthetics: Unlocks Shwedagon Paya, Statue of Zeus and Parthenon. Unlocks Theatre. Unlocks culture slider. Cost 300.
Literature: Unlocks Heroic Epic, National Epic, Globe Theatre, Great Library. Cost 200.
Drama: Removed
Workboat:
Make the work boat a foodhammer unit, cost 20, requires no tech. It does NOT suicide on improving seafood. Can carry Scout, Explorer, Missionary, Spy, Great People and Settler.
Nets take 4 turns to improve.
New Building: Pier: Cost 20 hammers. +2 food to all resources on water domain tiles. Required to build Lighthouse. Requires Fishing.
Lighthouse: Cost reduced to 40 hammers. Requires Sailing. ORG: +300% production of Lighthouse. +1 food to non-resource water tiles.
Resources:
Fish: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Crab: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
Clam: +1 food base. +1 food/+1 hammer with net. (+2 food with pier, total max food/hammer output 5F/1H)
All freshwater resources changed to not benefit from freshwater (ie all seafood counts as salt water). So freshwater lakes are still 3/0/2 with a lighthouse, but freshwater fish, improved with net and pier is 5/1/2, and 5/1/2 with a lighthouse.
Civics:
Government Civics:
Police State: Available at Military Science. +20% production. +10% military unit production from Barracks, Forge, Courthouse. -50% War Weariness. Medium Cost.
Legal Civics:
Vassalage: +X free units (twice base BtS), +1hpt, +1bpt, +1XP from granary, courthouse, barracks, forge, lighthouse. Low upkeep.
Bureaucracy: Available at Civil Service: +35% Commerce and Hammers in cities with Palace, Forbidden Palace, and Versailles. Medium Cost.
Nationhood: +25% Espionage points. Can draft. +2 happy from Barracks. Each draft creates 2 unhappiness for 8 turns. +25% production of siege units. No Cost
Labor Civics:
Serfdom: Available at Machinery. +50% worker improvement speed. +1 hammer for Watermills and Windmills. +1 commerce from Lumbermill, Watermill, Windmill. Low Cost.
Emancipation: Available at Democracy. +1 hammer from farms. +2 commerce from mines. +1 commerce from cottages, hamlets and villages. Medium Cost.
Economic Civics:
Mercantilism: Available at Nationalim. +2 free Specialists per city. No effect on trade routes. Medium Cost.
Free Market: Available at Economics. +1 trade route in All Cities. +25% trade route yield. Medium Cost
State Property: Available at Communism. +1 food from Workshop, Watermill. +10% hammers in All Cities. High Cost
Free Speech: Available at Liberalism. +3 commerce From Towns. +100% culture in All Cities. +100% Cottage, Hamlet, Village growth. Low Cost
Religious Civics:
Paganism: +1 hammer, +2 beakers from Monument.
Organized Religion: +25% production of buildings. If state religion present in city: +3 gold from temples, monasteries, +5 gold from Cathedral. Medium cost
Theocracy: +2XP in city, cannot spread none state religions. If state religion present in city: +1XP from Temple, Monastery, +3XP from Cathedral. Medium cost
Pacifism: +100% Great Person Production. If religion present in city: +1 food from Temple, Monastery, +2 free specialists from Cathedral. High Cost
Free Religion: +10% science. +1 happy per religion present in city. Available at Divine Right. If state religion present in city: +3 beakers from temple, monasteries, +5 beakers from Cathedral. Low cost.
Misc:
Capital city tile: Minimum yield 2 food/2 hammers/1 commerce.
Great Artist: Settled Great Artist provides +2 bpt, +2 gpt, +6 culture per turn.
Lumber mill: Available at Machinery.
Lumber mill A: Available at Metal Casting. +1 hammer, requires forest. +1 hammer from Rails. +1 commerce from Serfdom. After 10 turns grows into:
Lumber mill B: +1 hammer, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom. After 10 turns grows into:
Lumber mill C: +1 food, +1 hammer, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom. After 20 turns grows into:
Lumber mill D: +1 food, +2 hammers, +1 commerce. +1 hammer from Rails. +1 commerce from Serfdom.
Anarchy: No Anarchy for revolting civics or religion. Minimum time between civic swaps 12 turns (increased from 5 turns).
Great Person point threshold: +100 point increase following the production of each naturally produced Great Person.
Commando: requires Combat 4. Only available to Gunpowder, Melee, Mounted and Archery units.
Trade Routes: New calculation of trade route yield.
Intercontinental trade route bonus only applicable on internal trade routes.
Base trade route value is 1 commerce, +0.1 commerce per population in the originating city, starting from size 1. ie size 5 origin city has trade route worth 1.5 base commerce. Size 10 origin city has trade route worth 2 base commerce.
Receiving city trade routes are multiplied by following factors (not exhaustive list):
Foreign trade route: +100%.
If not foreign trade route but on different land mass: +100%.
If Harbour present: +25%
If Custom House present: +100%
If in Free Market: +25%
Religion
Founders of religions from Theology, Code of Laws and Philosophy gain +2 missionaries.
Founders of religions from Divine Right gain +4 missionaries
Spreading second religion to a city has 100% success rate.
National limit on missionaries scales on map size. 3 on Duel Tiny, Small and Standard 4 on Large, 5 on Huge.
Well, this is certainly a big 0.0.0.1 change (and I know it's because no games have been played with the mod yet).
I'm assuming Spiritual->Administrative is a straight swap? Administrative is very interesting, and I have no clue what to think of it--my gut says it's too powerful, and my stylistic senses don't like that it's +10% what it already does in most cases, but straight extra hammers early and the hammers per water resource for the coastal trifecta (even the Harbor that doesn't care about production at all). Maybe have it just add an additional 5-10% whenever boosting by a percentage (so stuff like the Library you already have, along with late-game stuff), along with adding +1/+1/+1 to all city center tiles (likely to be changed to +0/+1/+1 when the former proves to be broken).
OU is Oxford University I assume? That's the first time I've seen that abbreviation
Why were the Religious civics partially reinvented, especially with all the benefits without a state religion required? I'm assuming this is part of the way to make all civics viable to go along with the removal of anarchy (which I really like by the way, even though it's going to be a real reinvention of the way we play). I feel like the rebalancing of religion (this, as well making no one start with Mysticism and making later religions more viable with more starting Missionaries) has a lot of interesting effects, especially since I don't use the religious part of the game that much.
How does Free Religion have a state religion--are you just making it so? That's probably the weirdest part of new religious civics (along with giving Paganism some benefits).
Does giving Divine Right four Missionaries conflict with the three Missionary limit (on Standard maps) or is the limit just a building limit?
You have both Lumbermills listed--I'm assuming you want the growing one, at least for the time being?
Overall, I like the ideas of this mod and want to play it--so much so that I want to help somehow. I know how to code, just not necessarily the way Civ4 wants me to--I know there's a lot of XML stuff that's relatively easy, but there's the other part that's actual coding (I think it's Python, but maybe Lua--I think Lua is Civ5, while Python is Civ4, is that right?) that I'd need to learn the language for. The RtR mod is up on GitHub too right?