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This is gonna be good: von Adlercreutz and Taotao

There isn't one, but I made one for you. smile I was curious about this myself.

RtR Changes from 2.0.7.1 to 3.0.0.5
Full changelog from BTS is here: http://realmsbeyond.net/forums/showthread.php?tid=7703

Traits:
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.

Civs:
(civs with Colosseum UB are unchanged, but those are included here since the Colosseum got a big buff)

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Armoury: American Unique Building: Barracks replacement. +2XP to mounted units, +3XP to land units. +1 culture. Cost 60 hammers. +100% production by Aggressive.

Arabia: Starts with Mysticism/Agriculture, instead of Mysticism/The Wheel. Madrassa cost decreased to 70 hammers from 90.

Babylon: 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.

Byzantium: Starts with Mysticism/Fishing, instead of Mysticism/The Wheel. Cataphracts are 11 strength instead of 12, and are first strike immune (like normal knights). 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.

Ethiopia: Stele: Ethiopian Unique Building: Monument replacement. Free Drill 2. +1 culture. Cost 30 hammers. Requires Mysticism. Obsoletes at Gunpowder. Oromo Warrior: Starts with D1, 2 free strikes. Cost 80 hammers. Requires Gunpowder

Eygpt: War chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.

Germany: UU is now the Kanone, a Cannon that costs 80 hammers instead of 100. Assembly Plant now available at Steam Power.

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

India: Starts with Mysticism/Wheel instead of Mysticism/Mining. The Fast Worker now has Mobility (-1 Terrain Movement Costs), but does not get an extra movement point compared to normal workers.

Maya: 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.

Mongolia: 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.

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

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining. Seowan: Korea Unique Building: University replacement: +40% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

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

Rome: Praetorian changed to a Swordsman replacement with +1 strength. Forum increased to +35% GPP generation from +25%.

Russia: Research Institute: Russian Unique Building: Univeristy replacement :+25% research, 3 culture, 1 scientist. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical

Vikings: Trading Post: Lighthouse replacement, +25% production of naval units, cost 60 hammers, requires Sailing.

Zulu: 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.

Civics:
Police State: Available at Military Science. Medium cost. +25% production of Military Units. -50% War Weariness.

Serfdom: +1 hammer from mines, +75% worker speed, +2 artist, scientist, merchant specialist slots. Medium cost, requires 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, requires Liberalism.

Environmentalism: +3 health, +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves. Legal Colum civic. Low cost, requires Economics

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. Econmy column civic. Medium cost, requires Constitution.

Wonders, Projects:
Palace: +9 commerce
Red Cross: Units built in this city gain a free march promotion, cost 200 hammers, requires Medicine.
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.
Heroic Epic: +100% military production. Cost 150 hammers, +50% production with marble, requires Literature, Colosseum, Barracks in city.
Colossus: +2c to water tiles only in that city.
Moai: Due to a bug, now costs 100h and gives +4 culture.

Base Unit Changes:
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, +100% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
Work boat: cost 25, food hammer unit. Creates fishing net. Suicide on use. Does not require tech.
Paratrooper: Starts with Blitz

Buildings:
University: +25% research, 3 culture. Cost 150 hammers. Requires Library, Education. +100% production with Philosophical
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.
New Building: Quay: +1 commerce on sea tiles. Cost 80 hammers. Requires Compass. +100% production with Charismatic.

Great People:
Settled Great Generals: now give +3 XP instead of +2.

Promotions:
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.

Technology:
The Wheel, Agriculture, Hunting, Fishing, Mining, Mysticism: cost reduced to 35 base beakers.
Archery: cost 60.
Divine Right: Cost lowered to 800
Fascism: Require [Military Science] AND [Assembly Line OR Communism]
Corporation: Requires [Constitution] AND [Liberalism OR Economics]
Electricity: Requires [Liberalism] AND [Physics]
Industrialism: Requires [Electricity AND Economics] And [Assembly Line]
Radio: Requires [Democracy] AND [Electricity]

Tech cost Scaling (like ToW) is implemented.

Espionage:
Active missions removed.

Tile Changes:
Lumber Mill: Available at Metal Casting. Requires forest. +1 hammer. +1 hammer with Chemistry. +1 hammer from rail road. +1 commerce from river tiles (not corner plots). Requires 5 worker turns.

Mines: +1h at Chemistry.
Quarry: +1h at Chemistry.
Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access to Oil, Coal, Aluminium and Uranium

Aluminium: Revealed by Scientific Method

Additional Bug Fixes
Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.
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(October 19th, 2015, 14:22)reddog Wrote: i dont think whiping granary was the right move now(i could be wrong) as we whip from food and comerce and bar food is more then half , from how i understand was beter to grow to size 3 and whp then and have the granary completed when the bar food was at half.

Actually, since my grasp of granary mechanics isn't perfect I did sim this and whipping the granary last turn comes out 4f ahead compared to growing to size 3.

Quote:
Quote:I believe you're intending to have the worker that is finishing in Lapua next turn chop out settlers in the same city.
One alternative here would be to send it to the roaded forest hill near Oravainen and have it chop into a settler there. That way we'll have two finished settlers on t67 (and we can let a little bit of the whip anger fade away).

I think for now is beter to chop no forest in capitol, perhaps will consider buildin OU at some point. Anyway after some math i think will slowbuild a setler in lapau cause will not have the worker suport which we need to get the roads and everything ready for settling.
We will probably build Oxford in Oravainen yes. But saving all forests for it? Oxford is 600h. Say that we have a forge, org.rel., and stone hooked up, that's still 300 base hammers. Currently we have 4 forests left. 1 will go when we improve silk. So max 90h, or 210 hammers left to get Oxford that needs to be built by mostly normal production. As long as those forests stand we don't have much normal production (as they cover 3 of our hills). Personally I don't mind at all building a mine on that roaded forest to get a nice riverside mine to use whenever we want to emphasize production. The ideal use of the forest-hammers in my mind, would probably be chopping into a market (for happiness), but speeding up settlers/workers is fine too.
Played in PB27
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(October 19th, 2015, 19:36)GermanJoey Wrote: There isn't one, but I made one for you. smile I was curious about this myself.

RtR Changes from 2.0.7.1 to 3.0.0.5
Full changelog from BTS is here: http://realmsbeyond.net/forums/showthread.php?tid=7703
...

Thank you GJ!

I always get a bit confused though. We're playing with 3.0.0.4 right, so why is there only a change log to 3.0.0.5?
One thing that I was worried about for instance is that there's no mention of the Serfdoms GP-slots in game, but I just did a test on it and they should be available if we choose to go with that civic (which has gotten one of the biggest buffs).

Worth noting might be that it's now harder to combine guilds workshops with mercantilism (and caste) as merc now requires liberalism instead of banking.

Other "bugs" include Moai now being only 100h and it might be that settled great generals now give 3xp instead of 2.
Played in PB27
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Quote:Actually, since my grasp of granary mechanics isn't perfect I did sim this and whipping the granary last turn comes out 4f ahead compared to growing to siz3

OK, but we loose some comerce ,but is fine as i wnat there to stat a library , chop a forest into worker grow to size 3 and after whip the worker.Afetr my estimate by 1000 bc we should do like 80-90 beakers turn if not 100. I prefer to not move workers backwar as we need them forward so for no no worker will go back to capitol tiles(if you aagree with this of course).The vas majority here at rb is with making workers to be very efective to work every turn something even you dont need that improvemet or finish it for next 50 turns my way of thinking is even i need more workers to do what i need sooner, not calculating so much vworkers turns(of course i try all the time to improve that but gettin what i need ready is more important than saving few workers turns).

I think we get curency at end of 69, and iron working at end of 75 till then we will have the population to work the gems in both cities which is perfect.
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Man you dont have yahoo messanger or google hangouts so we can chat i hate writing here and always forget what i want to say....
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(October 20th, 2015, 02:17)taotao Wrote: Thank you GJ!

I always get a bit confused though. We're playing with 3.0.0.4 right, so why is there only a change log to 3.0.0.5?

3.0.0.5 is the same as 3.0.0.4 except the observer mode is disabled.
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Thanks alot GJ.
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(October 20th, 2015, 02:20)reddog Wrote: I prefer to not move workers backwar as we need them forward so for now no worker will go back to capitol tiles (if you agree with this of course).The vas majority here at rb is with making workers to be very efective to work every turn something even you dont need that improvemet or finish it for next 50 turns my way of thinking is even i need more workers to do what i need sooner, not calculating so much vworkers turns(of course i try all the time to improve that but gettin what i need ready is more important than saving few workers turns).

Heh, yeah I've noticed crazyeye
In general we do want workers towards our north, but I'm not sure it means that we can't have the occasional worker going "backwards", especially if he can do so without wasting worker turns neenerneener
Anyhow, the workers are moved now, so no point in thinking further about it.
One thing I was debating doing (but didn't) was switching Oravainen from the plains mine to a cottage. It won't delay the settler, so it would basically only be a matter of less overflow...
Played in PB27
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Some general consideration about neighbours and how we need to move and get units in position.

REM: from his graphs he got IW and from my experience pn ladder and playing with him he already has or will have soon (graphs are delayed 2 turns i think) HBR, why i say that? cause on ladder hbr is a tech even before writing so we have to move our spear towards north so show him we have might need to get another one there, another rease to get one there he might scout with chariots (luckily for us the land between nus and him has many hill so a chariot will be slow).I realy doubt we will get the pink dot point but we keep that option if apear anyway after the spear gets to the front 6-7 turns we will send the warior out to tell us what REM is doing.Luckily for us he is a very calculate guy so he will not rush us with Ha just to rush so we need 2 spears up there to show him we are prepared and that HA will not surprise us.


SErdoa: I just the white borders of him at the city of pagle, what i think we need to rush to plan the cooper, pig location so third setler will go there as we ahve workers in that area will get another one from gem city, so we can seal that location .City is good as it has forest hills and will gave us a city on the other coast.From there power graph i dont think they have Iron working and even more i Doubt they buided axes(this can be wrong of course, we will not count on that), I am 99% they got archery(well they are protective if i remember right) so theyr power is mostly from archers which are great for defence but not that good for offence.


DZ: he will build i think mostly imps so keeping axes towards him will be good an in 3 turns we can whip a spear if necesary.



I was thinking phiaj... after getting worker and library to grow to size 6 and work 2 scientist so we can have our GA near 1 AD.
Man with the 2 free specialists from mercantilism and without islands i think Mids will be very strong , to bad the land is so good and we cant afford to build them.


another thing to consider is that we wiil want to put our NE in the city by the cows pig gems wheat because can get 3 good food tiles an the lan for cottages is worst than jutas.
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(October 20th, 2015, 04:02)reddog Wrote: Some general consideration about neighbours and how we need to move and get units in position.

REM: from his graphs he got IW and from my experience pn ladder and playing with him he already has or will have soon (graphs are delayed 2 turns i think) HBR, why i say that? cause on ladder hbr is a tech even before writing so we have to move our spear towards north so show him we have might need to get another one there, another rease to get one there he might scout with chariots (luckily for us the land between nus and him has many hill so a chariot will be slow).I realy doubt we will get the pink dot point but we keep that option if apear anyway after the spear gets to the front 6-7 turns we will send the warior out to tell us what REM is doing.Luckily for us he is a very calculate guy so he will not rush us with Ha just to rush so we need 2 spears up there to show him we are prepared and that HA will not surprise us.

REM got IW early, but didn't build swords so I guess he saw it as an economic tech (probably jungled gold in Cap) and as a way to buff his soldier rating while rexing in peace. He is very close to Elkad so I do think that if he gets HBR Elkad would be his first target. If we settle for gold we need to be prepared for ha's/chariots though as REM do love his horse units. I agree that we should move the spear from Jutas up north towards the REM border. In my opinion this should be done as soon as we reach size 2 in Jutas (i.e. when it'd be possible to whip the spear in production).

Quote:SErdoa: I just the white borders of him at the city of pagle, what i think we need to rush to plan the copper, pig location so third setler will go there as we ahve workers in that area will get another one from gem city, so we can seal that location .City is good as it has forest hills and will gave us a city on the other coast.From there power graph i dont think they have Iron working and even more i Doubt they buided axes(this can be wrong of course, we will not count on that), I am 99% they got archery(well they are protective if i remember right) so theyr power is mostly from archers which are great for defence but not that good for offence.

Serdoa (and NobleHelium) had a fairly slow start, but built their 5th city last turn so seem to have gained a little bit of momentum.
They are too far away to be an immediate concern militarily, but as you say we could get touching borders fairly soon...
Which location is it that you want for our city towards them?
1S of Copper? If so, it's good if we get there soon, but I still see gold as more of a concern. If worst comes to worst then we can put a (Moai-worthy) city 1N of pigs instead and only lose out on the cows and some forests.
If you want to place the city 2S of pigs, however, then I can see the point in going for it as our third city, but then I also feel we might need a bit more of a military presence to feel safe...
As for the workers, there is so much to do next to gems city that I don't think we'll have any trouble keeping them occupied. And it won't take that much longer getting a settler from Jutas compared to the one we've just started in Oravainen...

Quote:DZ: he will build i think mostly impis so keeping axes towards him will be good an in 3 turns we can whip a spear if necessary.

In general I agree. Just a small reminder; DZ's agg and with one of the highest soldier counts, so shock axes are far from impossible. If he were to come probing at us at this minute with two axes and a couple impis we'd actually be in a bit of trouble...

Quote:I was thinking phiaj... after getting worker and library to grow to size 6 and work 2 scientist so we can have our GA near 1 AD.

You mean Pyhäjoki? Yeah, after those two first builds it could pretty quickly switch over to working specialists. I've got a feeling we'll be able to get the first scientist before we're ready for a GA though. I kind of want to time it so that we can switch into some good civics (and hopefully, but doubtfully looking at current status, religion) so that's something like HR, bureau (or possibly vassalage), serfdom/caste?? and OR? Have we managed that (and gotten cities to actually produce things and not just grow)? Generally I wouldn't be there yet at t100, but then again, generally I get currency in the 90s and not t70 so perhaps we might?

Quote:another thing to consider is that we wiil want to put our NE in the city by the cows pig gems wheat because can get 3 good food tiles an the lan for cottages is worst than jutas.

Ok, this one I didn't see coming lol The thing is, with 6 special resources and a fp this city can be good a anything it wants to. as a NE-city it actually has 5 tiles with 3 or more food without farming grasslands. As a commerce city it has gems and can cottage 9 tiles. And as a hammer city it has lots of single hammers here and there, 4 hills (1 copper), a plains cow and lots of workshop/watermill potential. I'd say that no matter what we do it'll remain somewhat of a hybrid, but personally I think I'd be inclined to set it up for hammers. After all, we do need to produce an army from somewhere...
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