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Rebalancing Civ4: RtR Mod

Make the swords upgrade to maces AND muskets maybe ?
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Krill, are you sure that you haven't messed religion free spread mechanics somehow? I mean, check religion advisor in PB27. Something is definitely wrong.
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Confucianism is spreading like a Russian through Turkey, seems okay to me.
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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I could make Swords upgrade to muskets. That's not a problem at all. I also have thought about giving maces a city attack bonus. I was thinking 35%. Same logic as the sword: it has the same problems as before but if you can get it to the city it's gonna wreck face. You get to face better collateral though.

The main reason I didn't do it before is that I thought it was possibly a step too far. If people like the sword changes, then I feel like this change is much of the same but keeps those slowmover SoD tactics more available until the Ren era. Fuck CR3 Mace would still do work against a rifle with sufficient collateral.

I'll check the religious spread numbers in XML, but I don't believe I made any edits though. One thing to draw from PB27 is that due to the trade route availabilities religion spread is usually slower in maps with fewer islands as there is less naval exploration and fewer routes for religion to spread. Oh my spoiler alert (who the fuck cares).

2H capitals are fine, just place less food on the map.
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 the Swordman obsoleting at Macemen is fine actually, I like the tradeoff that there's an actual downside to racing towards Bureau and Guilds, in that the beautifully cheap and effective specialist city-killer unit becomes obsoleted as soon as you'd really want to spam them. (especially with Vassalage unlocking 5XP units) It's more the Maceman that I have a problem with... there just feels like there's little point to this unit, other than the Viking UU. I don't think I'm in the minority here as I can't ever recall anyone building lots of macemen other than a few notable instances of players drafting them to incredible failure.

It's like, they're not better city attackers than Swords despite costing almost twice as much, they're not better defenders than Longbows, they're slower and weaker than Knights, they're not a knight-counter like Pikes, and they're weaker anti-Melee than Crossbows, and the Musket quickly replaces them as a Jack-Of-All-Trades unit. So what's the point? If it was possible, I think one fix would be to give them +25% against melee (instead of +50%) and then give them C1. (Agg civs get C1+C2). That would make them a much more interesting because of their flexibility. Well, just an idea...

The 2h capitals... please please please, that needs to fucking go. That is a very very bad "feature." I absolutely refuse to make another RtR mod map with that in, as it is simply far too exhausting to deal with. It's so awful. I spent like, I don't know, 7 or 8 hours? maybe more? on top of whatever time Brick spent checking the same thing, trying to clamp down on super-capital moves for the PB27 map, and that was just trying to prevent someone getting a super-capital while only wasting at most 1 turn. One player still got a free food, and another got a super capital by burning 2 turns, and I felt awful about both.

High-food isn't necessarily the problem, but more about where the food is. It's like, instead of just checking to see if one 21-tile area is balanced for each player, now the mapmaker has to check to make sure to check that what, 37? 21-tile areas are balanced for each player... and yet still make sure nobody gets screwed with a Copper/Horse without food, or whatever else. The problem of balancing a map just snowballs when you have to worry about capitals being off-kilter from T0. Just fucking request that the mapmaker give everyone a PH cap (or better), it is really effortless. If you don't actually get the PH under your settler, tell them to fix it and restart the game. I am so baffled why this is a problem for you. Or make it a selectable option or something like goody huts. As it stands this bullshit is just pissing in the face of anyone who would put effort in towards making a good map.
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For the record, I strongly doslike +50% against cities for swords. Much better is to give them 7 str, -20% against mounted and 50 hammers cost. Worked excellently in my SP tests.
And don't touch maces, they are fine.
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Who builds maces?
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(December 4th, 2015, 05:35)GermanJoey Wrote: Who builds maces?

I do, sometimes. Also, all (or almost all) people I played against had an occasional mace or two in their armies. Maces absolutely have a niche use as a universal support unit, definitely more so than swords pre-buff. When you say that no one builds them you mean that no one spams them like we do with knights, or Horse Archers. But this is fine. I don't think we can realistically aim at making all units similary useful.
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Besides, who rushes Civil Service any more? Metagame, particularly in the New World of KTB, says Vassalage >>> Bureau.

...but I'm off the RtR bus, do what you will with your post-2.7.0.4 world.
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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I think another factor in taking vassalage over bureau is the maps. As long as you play on very lush maps you'll get at least 5 great cities, that are as good if not better than your capital. Then the +50%c and h in one city means a lower increase in relative output than if your land is crap and your only truly useful city is the cap. And this gets worse as your empire grows after conquering other civs.
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