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Super Massive Enhanced Gameplay Mod 1.0.1.3 - Beta

(March 7th, 2015, 14:10)spacetyrantxenu Wrote: 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.

I think its so that Pottery can give +1 food to farms, like how AH gives +1 food to farms and BW gives +1 hammer to mines.
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Essentially yes.
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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OK, so aside from the bug fixes and actually giving Persia a UB, here's what I'm thinking:
  • PHI: Nerf it a bit. Lower it to +35% gpp, but give it cheap temples that have a gpp effect (like they already have). Potentially give it cheap conservatories after a couple of test games as well but I do doubt that is needed.
  • Religious civics: Drop all of the gold from OR building effects. I want to keep OR as a civic that helps with production, so I think the hammers need to stay although the amount of hammers given can vary.
  • Temples, remove the culture.
  • lumbermills: Thinking of changing these to give straight +1 hammer, then changing the growth timetable to be the same as cottages: 10/20/40 from 10/10/20 and gains 1 commerce>1 hammer>1 food rather than going commerce>food>hammer. But if that happens, then I want to give it +1 hammer at Paper to the 3rd and 4th mills, and remove the railroad hammer.
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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One other point. I've done most of the work to figure out how to set up a civ rebalance using an additional trait on a civ.

This is how it would work:

Civs: remove both starting techs, and add the trait that provides the production bonus to the UB. Civs therefore give 1 trait, a UU and a UB.
Leaders: Give 2 traits.

So below is how the traits would be allocated to the civs:

Quote:EXP - Market, Grocer, Aqueduct, Customs House. Rome, Persia, Ottomans, Khmer.

IMP - Harbour. Carthage, [Spain, NA]

CRE - Lib@50%, Theatre, Observatory. Arabia, Byzantines, France, Japan

PRO - Granary, Walls, Shipyard. Inca, Celts, Portugal

AGG - Barracks, Stables, Drydock. America, Zulu, Mongolia

CHM - Colosseum, Quay. Maya, Babylon, Greece.

FIN - Bank, Breakwater. England, Netherlands, [India]

PHI - University. Korea, Russia, [Ethiopia, Egypt]

ORG - Lighthouse, Courthouse, Factory. Vikings, HRE, Aztecs, Sumeria

IND - Forge. Mali, Germany [China]

Some civs have UB that are not affected by doublers, so these can be allocated to even out the amount of traits available on civs.

Quote:Obelisk - Egypt, NA, Ethiopia

Jail - India

Castle - Spain

India is given FIN because Egypt and Ethiopia fit PHI better, and the only other trait that would need additional civs allocated to it is IND, and I would not want to see India shoe-horned into IND even though Fast worker is changed in SMEG to only be available at Machinery.

The other, IMO huge, advantage of this system is that by removing start techs from civs, it opens up a lot more choice. I think that hte lower costs of techs does increase the options of what civs are available but this change would kill that issue off completely.
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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Spain makes sense with Pro though, maybe give Egypt Ind China Imp and Spain Pro ?
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Yeah, that'd work fine.
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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updated first post with the 1.0.0.8 change log and mod link.
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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I think these are good changes, right now the first-row techs are so cheap that starting techs don't really make a difference at all.

Do you have any plans to make religion actually do anything? It seems like needing a state religion of some sort should be a prerequisite for building a temple/monastery/etc.
Reply

Originally the religious civics were supposed to have 2 effects, one without a religion present and then a second effect if state religion was present.

Turns out that needs more coding than it's worth. So no, not really. It still gives culture, happiness and happiness again with a temple plus then their's the shrine which at present is not capped.

Quote:I think these are good changes, right now the first-row techs are so cheap that starting techs don't really make a difference at all.

The civ/trait stuff? or the 1.0.0.8 change log?
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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1.0.0.7

I can't build piers in my offshore cities.

[Image: NO%20PIER%20MOTHERFUCKER_zpsv2vwj2hh.jpg]
fnord
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