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EARLY ALPHA - Name TBD

Making a modmod of 2.0.7.4 (currently being used in Pitboss 25) -> The mod that is, not my modmod lol tongue

First off, very VERY much a work in progress.

UPDATE: Alpha Mod 0.0001 -> New list of Changes (new version isn't yet available for download, however)

Implemented

Anti-Tank increased to 18 str +50% vs Armor, moved to Rocketry
Machine Gun interception removed, Destroyer interception reduced to 15%
Fascism and Interventionism -> two separate (cheaper) techs. (Police State moved back to Fascism, req Rifling n Mil Trad)
Communism's GreatSpy + Intelligence Agency moved to Interventionism
Mt.Rushmore + Pentagon require Democracy AND Interventionism
Interventionism requires either Automatic Weapons or Communism
Automatic Weapons and Assembly Line -> two separate techs. (Paratroop,Marine,Inf +Machine Gun @ Automatic)
Factory and Coal Plant at Assembly Line, AsmblyLine req Steel + Corporation. Automatic Wpns no longer requires Corporation.
Keshik -> Knight UU (loses terrain ignore, gains Morale)
Keshik -> 10 str, 25% withdrawal (2 base move, +1 w/Morale), 90 hammers, +25% prod w/ Iron. Req Guilds/Archery/HBR, and horses

Keshik -> 9 str, 50% withdrawal, 1 first strike, 2 moves, 80 hammers. (Guilds/HBR + horses)
Impi (Pikeman UU) ---> 5 str, 2 move, free Pinch, +50% vs Gunpowder, +50% attack vs Rifleman/Grenadier, no war weariness (50 hammers)
Impi (continued) No resource requirement
Skirmisher -> Archer UU, 4 str 1-2 FS, +50% attack vs War Elephant
Skirmisher upgrades into Longbow 'and' Musketman (AKA, doesn't auto-obsolete @ Feudalism, req. Feud n Gunpowder)
Feitoria changed to +3 naval XP, now a Harbor UB, free Sentry promotion, 100% route bonus (instead of harbor's 50%)
Portuguese Carrack reduced cost from 60 hammers to 48 hammers. Can now build 5 Carracks with same hammers for 3 Galleons. (10 cargo vs 9 cargo)
Trading Post (viking) gives free Amphibious Promotion
ADD: Viking get two UUs instead of 1 UU/ 1 UB
Viking UU #1) longship replaces Tririme (3 str, 2 move, 2 cargo, 25% vs Naval units)-> Upgrades into Galleon
Viking UU #2) Berserker replaces Maceman (8 str, 1 move, +40% city attack, +50% vs melee)
Customs house +1 commerce on water tiles.
Space Elevator +50% w/Aluminum and +50% w/Uranium
Dogfighter promotion (+25% vs Air units) -> Available to Air units with Combat 1 promotion
Marine -> Automatic Wpns + Radio + Rifling
Infantry -> Automatic Wpns + Rifling
Paratrooper -> Automatic Wpns + Fascism + Flight (Oversight; needs to req rifling as well)
Machine Gun -> Automatic Wpns
Airship from 4 aircombat -> 8 aircombat


Planned

Great Wall -> No barbs, +100% local GG points, + free walls in every city
Space Elevator -> +100% Spaceship parts production
Chichen Itza -> +2 free priests
Russian UB -> Streltsy (Bank)+50% gold/ +50% land unit production
Coal Plant moving to Elecricity, no longer requires factory (plants no longer req factories)
Forge +15% prod w/ Power, Factory +35% prod w/ Power (factory -25 hammer cost, Coal Plant +25 hammer cost)
Minuteman removed, new American UU PIONEER -> 3 move Settler w/ Sentry + Mobility promotion, 4 strength, 'mounted', defend only.
Add -100% local War Weariness to Statue of Zeus
+2 melee XP @ Colosseum, +2 archer XP @ walls
+2 castle happiness w/ Vassalage Civic
Spanish Citadel gives +1 cargo to ships (new promo)
Add Poland (protective/Commonwealth) -> Winged Hussar (Curassier), Parade Grounds (Stable) -Free 'Formation' promo, +1 TR
Horselord Promotion (+25%vs mounted, +10% withdrawal) Poland Only
Winged Hussar -> 14 13 str, free combat 1, +1 FS, 25% withdrawal, 2 move (Mil Trad + Engineering)
Add Hungary (protective/Agrarian) -> Black Knight/Uhlan (Knight), Hapsburg Castle (+3 melee/archer/mounted XP)
Black Knight -> 10 str, +25% vs Melee, free Drill 1, two base movement (Guilds + Horsebackriding)
Add Austria (Imperialist/Diplomatic) -> Hapsburg Palace (Castle that doesn't Obsolete, +2 culture, +50% espionage) and Diplomat(Spy) -> a Spy w/o the 'secretive' promotion (aka 'more vision') and that has 2 base movement.
Diplomatic -> Double production of Spy/Courthouse/Castle/Palace/Forbidden Palace
Taj Mahal -> Moved to Divine Right
ArcD'Triomphe (National Wonder) -> Military Tradition, triggers Golden Age, +50% land unit production (no level requirement)
Heroic Epic (National Wonder) -> Literature, req. Barracks. +50% Military Production, +2 melee XP, +50% Great General Production also no level requirement.
Mercantilism -> Moved to Constitution
Brandenburg Gate (WONDER) -> Military Science, +150% Great General points, +3 gunpowder XP
Military Academy @ Military Tradition, West Point @ (Military Science w/ Nationalism)-> No level requirement
coordination +1 movement (gunpowder/siege only) ->normally bought after RADIO tech w/ Drill 4 or Combat 4
Mechanized Infantry/Mobile Artillery given 1 movement, and free 'coordination' promo.

American Mall : Market UB, +1 free merchant, +1 happy w/ Hit Movies/ Hit Music/ Hit Plays
German Assembly Plant -> +2 Armor/Air XP
German Kanon -> 90 hammers, +25% attack vs Rifle, +10% attack vs Grenadier
Riesengarde (Grenadier UU) -> 100 hammers, 13 strength, 1 move, +25% vs gunpowder (loses attack bonus) + Morale Promotion
Machine Gun able to attack -> lose 50% vs Gunpowder, gain +50% defense vs Infantry, +100% defense vs Machine Gun, gain extra FS (+2 FS)

Heavy Water Facility (bldng), Hadron Collider (Bldng), Particle Acceleration (tech) -> all connected to Nuclear tech
A-Bomb @ Fission(tech) 500 hammers, req Uranium... like a 'Bomber' but sacrifices w/ Damage + Fallout like a nuke.
Hadron Collider req 2 Heavy Water Facilities each. +University in the City.
Plutonium Enrichment Center req 2 Hadron Colliders. Plutonium Enrichment center provides 3 sources of Enriched Plutonium (resource)
Tac Nukes require Particle Acceleration (tech) + enriched plutonium (resource) 180 hammers, Dbl prod w/ Aluminum
ICBM req Particle Accelaration (tech) + enriched plutonium (resource) 300 hammers, Dbl prod w/ Aluminum
ie: Once ppl get Enriched plutonium they can get LOTS of nukes, but its expensive to set up Nuclear Program.
Carelessly selling extra sources of enriched plutonium can lead to MAYHEM
(ICBM 160 strength/ 100% max collateral, Tac Nuke 80 strength/ 80% max collateral ... and the classic 'A-Bomb' will be 120 strength/ 90% max collateral, lethal flanking attack vs Inf/Marine/Para/MechInf can upgrade into ICBM)
New Impi tweaks (5 str, +100% mounted, 50% gunpowder, 25% melee)


Attached Files
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Thinking of Changing IMPI to 5 str, 2 move, mobility, +100% vs Mounted, +50% vs Gunpowder, +25% vs Melee

(as Pikeman UU) @ Feudalism + Metal Casting (50 hammers)



--> had considered between +0%, +25%, and +50% vs Melee for Impi (at 5 str). Impi started at 6 str pikeman replacer with +75% vs mounted as its 'weakness'. with +25% vs Melee/Gunpowder. However, seemed a bit too strong

--> then @5 str, +50% vs melee seemed a bit too strong (7.5 vs melee base), so +25% would bring it back to 'approximately on par' .... Main reason I dropped from 50% was that at 50 hammers, 2 move, +50% vs melee it looked too much like a Numidian Cavalry, and even though Axe/Mace get the same bonus, thus making this choice appear relatively weaker than a Numid (if looking at the vs melee aspect alone)

Therefore, @ Feudalism, a 5 str, 2 move +100% vs mounted, +50% vs gunpowder, +25% vs melee seems just strong enough to be buildable and plenty weak enough to no longer be considered OP (I had considered the 6 str, +25% melee/gunpowder, 2 move, 50 hammer to possibly be 'too strong'). That is at least what I'd like to try with this new 'Pike UU Impi' ... it doesn't require quite as much tech as the pike, is a bit more versatile, but in its primary function it is considerably weaker.
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On Vikings

-> I've made the Trading Post give 'free Amphibious' to units.

Now I've thought of making a few changes to its UU (currently Berserker 8 str, +10% city attack, +50% vs melee)

I've though of giving it +25% city attack instead (as an option for keeping that 'rad' unit art)

However I do have a different option available .... to make the UU into 'Longship'. Replacing Tririme, giving 3 str, 2 move, 2 cargo. Switching from +50% vs Galleys to +25% vs Naval, can upgrade into Galleon.
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I would particularly like feedback on the IMPI.

Most importantly, which parts are 'too OP', which parts are 'why bother' ... and if it would be FAR more reasonable to move it back to Engineering, as opposed to having it at Feudalism+Metal Casting.

I've thought about moving it back to Engineering (while adding a few more interesting traits to it), and I've almost completely abandoned the idea of simply giving it Morale Promo instead of 2 base moves (due to upgrade implications going beyond intended use).

I'd have a far easier time of things if I wasn't limited to 1 UU per civ ... and I suppose I could switch to 2UUs/0UBs like how Civ 5 does it, under certain circumtances, and 0UUs/2UBs in other instances, but I'd rather keep it at 1+UUs/1+UBs if at all possible. And while I do find the absolute 1UU/1UB severely limiting in certain instances, it also allows me to increase the Creativity in the limited choices I have, while not relying on a 'Add everything' mentality ... because at some point having too many UUs is going to lead to demand for more UUs for the other civs, and its going to make things into a chore ... so that is a large reason why I want to restrict myself to the 1UU/1UB mentality, because it limits kitchen sink mentality, and it limits other potential sources of cause for the modmod going 'off its rails' so to speak.

Current instance of IMPI (as I'm thinking of it at this time)

---> @ Engineering

5 str, +50% vs Melee/Gunpowder, 2 base moves, mobility promo, +25% attack vs Grenadier, +50% attack vs Rifleman. Upgrades into Infantry.
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Lots of changes, most of them are late game changes which I think don't change the meta game much, and the effects would vary a lot game to game depending on each game state. Below are some quick comments.

(July 17th, 2015, 03:13)Tasunke Wrote: Making a modmod of 2.0.7.4 (currently being used in Pitboss 25) -> The mod that is, not my modmod lol tongue

First off, very VERY much a work in progress.

Implemented

Anti-Tank increased to 18 str +50% vs Armor, moved to Rocketry

Pushing this back strengthens Tank beelines. AT is there to enable tech deficient players to have something to defend against a blitz at the cost of ignoring more economic focused techs.


Quote:Keshik -> Knight UU (loses terrain ignore, gains Morale)
Keshik -> 10 str, 25% withdrawal (2 base move, +1 w/Morale), 90 hammers, +25% prod w/ Iron. Req Guilds/Archery/HBR, and horses

WTF broken.


Quote:Impi -> Pikeman UU (6 str, +75% vs mounted, +25% vs melee, +25% vs gunpowder, @Feudalism)->still 2 move (50 hammers)

WTF.


Quote:Skirmisher -> Longbowman UU +25% attack vs War Elephant, 50% withdrawal, 1-2 FS

Bit of a nerf really.


Quote:Feitoria changed to +3 naval XP, now a Harbor UB, free Sentry promotion, 100% route bonus (instead of harbor's 50%)
Portuguese Carrack reduced cost from 60 hammers to 48 hammers. Can now build 5 Carracks with same hammers for 3 Galleons. (10 cargo vs 9 cargo)

Also changes caravel combat significantly, Portugal can win hammer trades (ignoring CHM effects).


Quote:Trading Post (viking) gives free Amphibious Promotion

Broken as fuck.


Quote:Customs house +1 commerce on water tiles.

Any further changes to the CH/Fin?


Quote:Space Elevator +50% w/Aluminum and +50% w/Uranium

Meh effect. Good example fo flavour change IMO.


Quote:Dogfighter promotion (+25% vs Air units) -> Available to Air units with Combat 1 promotion

This doesn't actually do anything.


Planned

Quote:Russian UB -> Streltsy (Bank)+50% gold/ +50% land unit production

Broken, that's a huge production increase at that stage of hte game.



Quote:+2 castle happiness w/ Vassalage Civic

Flavour change.



Quote:Add Poland (protective/Commonwealth) -> Winged Hussar (Curassier), Parade Grounds (Stable) -Free 'Formation' promo, +1 TR
Horselord Promotion (+25%vs mounted, +10% withdrawal) Poland Only

What traits are those?


Quote:Winged Hussar -> 14 str, free combat 1, +1 FS, 25% withdrawal, 2 move (Mil Trad + Engineering)

They nerfed Cavalry for a reason you know.


Quote:ArcD'Triomphe (WONDER) -> Military Tradition, +100% Great General points, +50% land unit production, +2 gunpowder XP

That's going to be abusable but probably on the right side of OK. Cost needed.


Quote:Brandenburg Gate (WONDER) -> Military Science, +50% Great General points, free 'coordination' promotion
coordination +1 movement (gunpowder/siege only) ->normally bought after RADIO tech w/ Drill 4 or Combat 4

This alone breaks late game alphastrikes in so many ways. Late game combat is already migraine inducinf with current movement limits, relaxing those limits is, subjectively, horrible to think about.



Quote:Heavy Water Facility (bldng), Hadron Collider (Bldng), Particle Acceleration (tech) -> all connected to Nuclear tech
A-Bomb @ Fission(tech) 500 hammers, req Uranium... like a 'Bomber' but sacrifices w/ Damage + Fallout like a nuke.
Hadron Collider req 2 Heavy Water Facilities each. +University in the City.
Plutonium Enrichment Center req 2 Hadron Colliders. Plutonium Enrichment center provides 3 sources of Enriched Plutonium (resource)
Tac Nukes require Particle Acceleration (tech) + enriched plutonium (resource) 180 hammers, Dbl prod w/ Aluminum
ICBM req Particle Accelaration (tech) + enriched plutonium (resource) 300 hammers, Dbl prod w/ Aluminum
ie: Once ppl get Enriched plutonium they can get LOTS of nukes, but its expensive to set up Nuclear Program.
Carelessly selling extra sources of enriched plutonium can lead to MAYHEM
(ICBM 160 strength/ 100% max collateral, Tac Nuke 80 strength/ 80% max collateral ... and the classic 'A-Bomb' will be 120 strength/ 90% max collateral, lethal flanking attack vs Inf/Marine/Para/MechInf can upgrade into ICBM)

I don't understand most of this but it looks like numbers which are balanceable.
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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@Krill, what is a late-game Alpha Strike?

Basically Coordinated works as such .... its basically 'Morale' but for Gunpowder/Siege only.

It is available at Radio w/ Combat 3, Brandenburg gate gives it 'for free' to new units in it's city.

---> The late game units with base move 2, have their base move reduced to 1, and get Coordination for free. As far as I know that is only Mech Inf and Mobile Artillery.

---> This allows for 'Mobility Flexibility' ... it allows for higher mobility in the WW2 before Cold War era, and it allows for one (Prussian) player to have a bit of mobility flexibility before WW2. Hence having it called the Brandenburg gate.

-------------------------------------------------------------------------------

My new Version of Impi is as follows ...

@ Engineering, 5 str, 2 move, + mobility. +100% vs Mounted, +50% vs Melee/Gunpowder, +50% attack vs Rifleman/Grenadier, upgrades into rifleman and grenadiers. 50 hammers
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There is a reason there are no 3 move units in the game, or that there are no promotion thaqt gives +1 moves: everything on the map becomes about getting that extra promotion or those 3 move units onto the map. If you put that mobility at the end of a long narrow tech tree you are de facto implementing a meta game that is going to revolve around accessing that specific promotion and reacting first.

I look forward to watching that play out, but to be brutally honest it's because I think that might end in some sort of train wreck in a close game or a total melt down with a runaway.

That impi basically acts as collateral absorber in knight stacks and as area defense that can't flank but get's defensive bonuses. It's different, weaker in probably the core area pikes need to be strong, and forces Zulu to play the production game to defend against knights with knight stacks. Meh probably 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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Now I just want to play a game with 3-move knights.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(July 21st, 2015, 17:08)Qgqqqqq Wrote: Now I just want to play a game with 3-move knights.
MECHA-BOAR-RIDER.

Let's see some heavy metal dwarven pig unit line.
If only you and me and dead people know hex, then only deaf people know hex.

I write RPG adventures, and blog about it, check it out.
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Yea, only the Keshik and units upgraded from Keshik would be 3 move .... nothing else would be 3 move. (so Curiassiers/ Cavalry would be 3 move additionally, if upgraded from Keshik, as well as 5 move Helicopters instead of 4 move helicopters)

But no need to panic, I've since reconsidered this option. I have a better idea for Keshik that does not include it having 3 moves.

But if there is enough of a desire to see a game with 3 move knights then we should talk about options :P
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