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RtR mod 3.0.0.1 proposed change log

RtR 3.0.0.1.d change log. Mod can be found here

(June 15th, 2015, 05:50)Krill Wrote: Misc changes:

Quote:Capital city tile output: minimum of 2 food, 2 hammers, 1 commerce
Versailles: Cost: 500
Colossus: +2c to water tiles only in that city.
Palace: +9 commerce
Quick speed improvement build time multiplier changed from 67% (round up) to 66% (round up). This also applies to chops, and means that actions taking 3t on normal speed now take 2t on quick speed as you might expect them to.
Jungle: No random growth
Global warming: removed from the game


Heroic Epic changes:

Quote:Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.

Colosseum: +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

Greek Odeon: +1XP to land units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

Mayan Ball Court: +1XP to Melee, Archery, Mounted, Siege units, +3 happy, +1 happy from incense, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.

Babylonian Garden: +2 health, +1XP to Melee, Archery, Mounted, Siege units, +2 happy, +1 happy per 20% culture slider. Cost 80 hammers, requires Construction. +100% production with Charismatic.


Red Cross changes:

Quote:Hospitals: Free Medic 1 to units built in this city. Units in this heal an extra 10% per turn. +3 health.

Red Cross: Units built in this city gain a free march promotion


Naval buildings changes:

Quote:New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.


Universities:

Quote:Oxford University: +100% research. +3 scientist slots. +4 culture. Cost 600 hammers, Education, requires University in city, map size dependent number of total Universities. +50% production with Stone.

University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Seowan: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Research Institute: +25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical


Unique Buildings changes:

Quote:Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder.

Hammam: Ottoman Unique Building: Aqueduct replacement. +2 happy, +2 health. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.

Baray: Khmer Unique Building: Aqueduct replacement. +2 health, +1 food. Requires Mathematics, Masonry, cost 80 hammers, +100% production with Expansive.

Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.

Ger: Mongolia Unique Building: Stable replacement. +2XP to Melee, Archery, Siege. +4XP to mounted units. Cost 60 hammers. Requires Horseback Riding. Obsoletes at Advanced Flight. +100% production with Aggressive.

Hippodrome: Byzantine Unique Building: Theatre. +2 artist slots. +1 happy from horse, dye. +2 happy faces per 10% culture slider. +3 culture. Cost 50 hammers, requires Drama.


Commando/Drill changes:

Quote:Amphibious: requires D2 or C2
Blitz: requires D3 or C3
Charge: requires D1 or C1
March: requires D3 or C3 or M1
Commando: requires Combat 4 OR Drill 4. Available on Mounted, Gunpowder, Armoured units.
Great General: When settled produces 2XP (no change).
Military Academy: Free Drill 1 promotion, +1XP, +50% military production. Requires Military Science, Great General.


Civic changes:

Quote:Representation: Requires Nationalism.

Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, Feudalism
Emancipation: +1 commerce from cottage/hamlet/village, +1 hammer from windmill/watermill, +1 commerce from mines, +2 artist, scientist, merchant specialist slots. Medium cost, Banking.

Mercantilism: +2 free specialists, High cost, Constitution.
Free Speech: +1 commerce from village, +3 commerce from Town, +15% gold in all cities, +100% culture in all cities, +100% improvement growth rate. Can cash rush. Medium cost, Liberalism.


Resource changes:

Quote:Aluminium: Revealed by Scientific Method


Tile changes:

Quote:Mine: +1 hammer from Chemistry. No longer gain +1 hammer from Replaceable Parts.
Quarry: +1 hammer from Chemistry. No longer gain +1 hammer from Replaceable Parts.
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles. Requires 5 worker turns.

Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium


Unit changes:

Quote:Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +50% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion
Bear: Strength 1, 1 move, +300% against Melee units
Scout: +200% against barbarian animals.
work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
SAM Infantry: Lower interception chance to 70%

War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.
Impi: Zulu unique unit: spearman replacement: Strength 4, 2 movement points. +100% against mounted units, -40% against archers. Cost 35 hammers, requires Hunting, copper or iron.
Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder


Tech changes:

Quote:The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.
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. Late game tech costs adjusted accordingly: check in game for alterations.
Starting techs are unchanged.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Representation] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]

Trait changes:

Quote:Financial: +1 commerce on tiles that produce 3 commerce. +100% production of Bank.
Charismatic: +2 happy in all cities. +1 happy from Broadcast Towers. -20% XP required for promotions. +100% production of Colosseum, Quay.
Creative: +1 culture per city. +100% production of Library, Theatre, Observatory.

Mod can be found here
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

RtR mod 3.0.0.1.e with corrected, up to date (or at least believed to be so) DLL. No additional changes.
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

Is there a full changelog from BTS somewhere?

Not quite what you're asking for, Haram, but here's at least the full changelog from BTS for 2.0.7.6, while the first post of this thread has the full changelog from 2.0.7.6.

http://realmsbeyond.net/forums/showthread.php?tid=7098

Thx, that will do.

Loaded the mod (.e) -- no extra commerce on river tiles. Is that an actual change?
DL: PB12 | Playing: PB13

No there are a ton of bugs I'm currently working through. That is a bug that is rectified in the version I'm working on now. I hope to put up another version tomorrow.
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

RtR mod 3.0.0.1.f for testing.

Bug fixes, and moved some of the Renaisance era civics around (see first post).
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

Bear mouseover tip reads "+100% against Melee".

[will edit this post if I see anything else]
DL: PB12 | Playing: PB13

(August 6th, 2015, 12:03)Bacchus Wrote: Bear mouseover tip reads "+100% against Melee".

[will edit this post if I see anything else]

makes sense :P

(if we are reducing all of the animal base strengths to 1 or 2 ...)



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