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Super Massive Enhanced Gameplay Mod 1.0.1.3 - Beta

Oh, cool, I guess I just remembered it wrong.

Anyways, I was Phi/Exp Egypt, with the idea of stacking tons of settled prophets with Exp's cheap gold multipliers. Exp was unnecessary, I think, I'd rather have had Imp something. I rushed the 'Henge after my first settler to get the extra prophet GPP in capital and the obelisk, and to help my anemic expansion rate, and then immediately started working 2 Prophet specialists. I think I had my first pair by T55 or so, which was the last point I was ever below 100% research slider. I got the Oracle shortly afterwards, for more prophet GPP and free Currency for cheap markets, but in hindsight it was a mistake. Oracling Monarchy, Theology, or MC woulda been better. I shouldn't have delayed OR so much either, for that matter. Afterwards came the mids, chopping that out with 3rd ring trees once I had stone connected to get Rep for the extra happy and all the beakers from my settled great person army. I already had 6 GPs settled by this point so my base production was no joke either. After that, my research rate and production was just so insane so I could get whatever I wanted, basically. Settled some junk city for marble, got ToA, TGL, and NE, then beelined Philosophy for Ankgor Wat. Got a forge at some point, then a cathedral as an additional pseudo-forge.

The downside to this strat was that my empire was pretty small city-wise despite it being 1AD, only 9 cities, all of which were just whipping posts... even though it was a SP game, I tried to keep a reasonable standing army. That said, I was playing pretty fast and sloppy and I'm still stumbling around in this mod... its really a whole new game compared to BTS or any balance mod that I've played before.

Question: do you actually need your state religion in a city for a temple/monastery/cathedral/conservatory to do anything? It didn't seem like the case...
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Quote:Question: do you actually need your state religion in a city for a temple/monastery/cathedral/conservatory to do anything? It didn't seem like the case...

No.

You don't even need a religion present in the city.




And Ankor Wat has never given extra hammers to settled Great Prophets. frown
fnord
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[Image: SMEGerrorStandardization.JPG]

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Xenu thanks for that it's an easy fix.

Joey is PHI broken? The gpp modifier was based on temple and shit not modifying anything. Should the gpp from the trait be lowered to 35% and get cheap temples etc?

Also how do the religious buildings hold up? I expect the numbers need tweaking on those as well.
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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You know, my first reaction was that "Phi is totally broken, yeah" and if this were in RtR mod, I'd still say that. However, I have no idea if its broken in this mod. I thought it was, but now I'm playing Qin of Germany and like almost every one of my cities has like 50 base production. It turns out that the new lumbermills are like, totally fucking awesome, who knew ?!?? I basically tried an experiment where I never chopped, Oracled MC, and then just built lumbermills on every tile I could, and it was amazing. You need like a billion workers per city but goddamn do they pay off well:




So, I dunno, SMEGmod is so different that I need to play it more to get a feel for what's a lot stronger than other stuff.

That said, the religious buildings do feel crazy strong, ridiculously strong maybe. It might be best to beeline OR->Monarchy->Vassalage every game, I'm not sure I see a path that's stronger. I haven't tried any religious civic but OR, which seems like the strongest just because of the raw hammer bonus. IMHO you need to be careful about buildings giving straight-up bonuses, like +2 hammers or +2 gold or whatever, not only because that can drown out the yields of the tiles, making every city feel same-ish, but that shit starts to add up quick. Like in my capital above, I'm getting 16 gold (+25% = 20g), 11 beakers (+75% = 19b), and 12 raw hammers (+70% = 20h) just from civics. That's not a super big deal compared to all those fourth lumbermills, but that's still pretty nuts. I also just realized that I hit break-even slider at 100%... I'm getting too much raw gold income somehow.

A couple bugs I found:

1.) I think there's some sort of typo in the Parthenon. Right now it gives +15% GPP and +35% Great General Emergence inside Cultural Borders... for 300 hammers. There's no way this is right, right? That's the worst wonder I've ever heard of, especially considering TGW is unchanged...
2.) The two national wonders for Ind doesn't work right... I just built a second Moai, and when I built the second one the first one disappeared. frown
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Religious civics are easy to nerf downwards. Party is typo should be 35% gpp not ggp. Ind I'll have to look at.
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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LOL, the AI is impressed with me too... this is another bug, I think every civ needs to have at least 1 city with the AP religion for this vote to come up, and it also didn't actually bring me a victory screen!


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AP victory was removed a while back in RtR, I expect the change continued here.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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Yeah that'll need fixing. In fact the whole AP thing not needs sorting.
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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Need to update Civil Service to also allow meadows to spread irrigation, or allow farms to be built on non-resource tiles. Otherwise chain irrigating will only be possible pre-Biology if your grains happen to line up where you need to irrigation to go. Unless I've missed something here.

What was the reason for changing the original farms tile improvement into separate farms (resources) and meadows (non-resources)? They don't appear to be functionally different.

Edit: I see, it's the civics bonuses that are different, so you needed two improvements to accommodate that. So I think the easy fix is to just let meadows spread irrigation as well.

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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