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2.0.8.3 RtR mod Download Thread

Download RtR 2.0.8.3 here


Changelog relative to 2.0.7.4

Civics

Emancipation: Reverted to Base BtS Values
Mercantilism: +1 free specialist, Medium Cost, requires Banking.
Free Market: +1 Trade route, +25% Trade route Yield, High Cost, requires Economics
Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics


Traits

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.
Charismatic: Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.
Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses.


Buildings

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction
Babylonian Garden: +2 health, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction
Mayan Ball Court:  +3 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction
Greek Odeon: +3 culture, +2 artist slots, +2 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction


Wonders

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn. Cost 700 hammers. Requires Nationalism (No production bonus from marble)
Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)


Units

Crossbow (and unique units): +25% defence against macemen
Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].
Samurai: Japanese Unique Unit: strength 8, starts with Drill 1, 2 free strikes, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, iron. J
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.
War Chariot: Egyptian Unique Unit: chariot replacement: Strength 5. +100% attack against axemen, -25% attack against archers. Cost 30 hammers, require horse, Wheel.


Era

Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 40% tech cost
Industrial: 35% tech cost
Modern: 30% tech cost
Future: No changes


Attached Files
.zip   RtR Mod 2.0.8.3.zip (Size: 1.79 MB / Downloads: 209)
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

Full change log found below:

Change log: Change log 2.0.8.3

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of Bank.

Expansive: +2 health per city. +35% production of Worker, Work Boat. +100% production of Market, Aqueduct, Grocer, Harbor.

Creative: +2 culture per city. +100% production of Theatre. +35% production of Library, Observatory.

Charismatic: +2 happiness. +1 happiness from Broadcast Tower. -25% XP needed for promotions. +100% production of Colosseum, +35% production of Library.

Protective: Free City Garrison 1, Drill 1 promo for archery and gunpowder units. +100 production of Granary, Walls.

Imperialistic: +50% production of Settlers. +100% Great General points. +100% production of Custom Houses.

Aggressive: Free C1 promo for melee and gunpowder units. -25% city maintenance [Not shown in trait description. Bonus not shown in interface. Bonus is multiplicative with other maintenance modifiers. Final displayed city maintenance value is correct and includes this bonus.] +100% production of Barracks, Stable, Drydock.

Philosophical: +150% Great Person production, +100% production of University

Organized, Industrious, Spiritual: No change from BtS


Civs:

America: UU is now Minuteman a Rifleman replacement with free Guerilla 1 and Woodsman 1. Mall is now a Grocer replacement that gives +1 happy from Deer, Sugar, Hit Musicals, Hit Movies, Hit Singles.

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

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).

Carthage: Cothon cost decreased to 80 hammers from 100 (now costs same as Harbor). Numidian Cavalry changed to a HA replacement with free C1.

Celts: Dun now gives G2, not G1. Dun civilopedia updated to list unit classes that recieve G2 promotion.

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

France: Salon +1 free specialist, -1 free artist.

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

Inca: Terraces now give +1 culture instead of +2. Quechua loses combat 1.

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.

Japan: UB is now Pagoda, an Observatory replacement with +10% hammers. Samurai: Japanese Unique Unit: strength 8, starts with Drill 1, 2 free strikes, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, iron.

Korea: Starts with Agriculture/Minging, instead of Mysticism/Mining.

Portugal: Feitoria now costs 120h, from 180h.

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

Russia: UB is now Research Institute, a university replacement with +1 scientist specialist.

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.


Leaders:

Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative.


Civics:

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

Vassalage: Now provides free support for military units as well (meaning Pacifism is cheaper), and is Medium Upkeep.

Slavery: 30h for the 1st pop, 20h for the 2nd pop and subsequent pops. So, 30/50/70/90. On Quick speed, that's 20/33/46/60.

Serfdom: +75% Worker Speed, +1h for Watermills and Windmills.

Mercantilism: +1 free specialist, Medium Cost, requires Banking.

Free Market: No longer provides -25% Corporate Costs. Now provides +25% Trade Route Yield.

Environmentalism: No longer provides +25% Corporate Costs, or +2 commerce to windmills. Provides +1 gold per specialist, +1c to farms and pastures, +2c to forest preserves, and Low upkeep. Swapped with Free Speech. Now available at Liberalism.

Free Speech: +1 commerce from villages, +3 commerce from towns, +100% Culture, Low cost, requires Economics

State property: Now Medium upkeep


Wonders, Projects:

Wonder Resource Doublers: All wonders that had +100% production with a specific resource now only have +50% production with that resource.

Rushmore: Now -50% WW, (from -25%).

Red Cross: 200h.

West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).

Great Lighthouse: Now +1 trade route instead of +2 trade routes, enabled at Masonry, but needs lighthouse and Sailing (no functional change in the tech requirements but makes F6 look less cluttered).

SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites. No longer gets +100% production from Ivory.

Taj Mahal: Triggers Golden Age, +2 Great Artist points/turn, requires Nationalism (No production bonus from marble)

Mausoleum of Maussollos: +50% Golden Age length. Cost 450 hammers. Requires Calendar. Obsoletes at Nationalism (No production bonus from marble)

The Internet: Now a wonder. 2k cost, +15% beakers in every city, +2 scientist gpp, double production speed with copper. No longer a project.

Cristo Redentur: +100% SPI production, -50% Anarchy instead of -100%.

SDI: Removed from the game


Base unit changes:

Scouts: Require no tech. Every player starts with a scout instead of a warrior.

Swordsman (and all replacements): +50% city attack

Archer (and all replacements): +30% defence against Swordsmen.

War Elephants: Now 7 str, +50% vs. Mounted units.

Trebuchet: Now requires Machinery, instead of Engineering.

Crossbow (and unique units): +25% defence against macemen

Maceman: Melee unit, strength 8, +50% against melee, +25% against cities, cost 70 hammers, requires Civil Service, Machinery, [copper or iron].

SAM Infantry: 75% interception chance (up form 40%)

Destroyer: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Transport: Now enabled at Artillery (not Combustion) (requires Oil OR Uranium)

Mobile Artillery: Can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.

Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 450h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: Now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 200h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: Can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Full list of changes (underline means original stat, for comparison):
  • iCost: 60h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4


Flanking: Flanking strength (used to calculate damage from flanking strikes) or all units reduced by 50%.


Buildings:

Barracks: increased cost to 60 hammers, +1 culture.

Colosseum: +1 happy, +1 happy per 20% culture slider, +1XP to melee, archery, mounted and seige units. Cost 80 hammers, requires Construction. Bonus XP applies to all Colosseum UB.

Jails: now -50% War Weariness.

Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.


Technology:

Known tech bonus no longer scales with total player number. Scales depending on the tech era of the most advanced player in the game:

Ancient: No bonus
Classical: +2% per met player with tech, max +60% (no further bonus after 30 players)
Medieval: +4% per met player with tech, max +60% (no further bonus after 15 players)
Rennaissance: +6% per met player with tech, max +60% (no further bonus after 10 players)
Industrial: +8% per met player with tech, max +80% (no further bonus after 10 players)
Modern: +8% per met player with tech, max +80% (no further bonus after 10 players)
Future: +8% per met player with tech, max +80% (no further bonus after 10 players)

Hunting: Enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.

Animal Husbandry: Enables camps. No longer enables pastures.

Archery: Base tech cost decreased by two thirds, from 60 to 40.

Astronomy: Requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. No longer requires Paper.

Metal Casting: Cost reduced to 300.

Alphabet: No longer enables tech trading, allows Open Borders. Cost reduced to 250.

Writing: Enables Map trading, no longer enables OB.

Paper enables Tech Trading. Requires Metal Casting as mandatory prerequisite.


Renaissance era technology prices increased by a percentage of base BtS tech cost as follows:

  • Education: +25%
  • PP: +25%
  • Nationalism: +25%
  • Gunpowder: +25%
  • Astronomy: +25%
  • Economics: +50%
  • Liberalism: +50%
  • Replaceable Parts: +50%
  • Military Tradition: +50%
  • Constitution: +50%
  • Chemistry: +50%
  • Democracy: +75%
  • Rifling: +75%
  • Corporation: +75%
  • Military Science: +75%
  • Steel: +75%
  • Steam Power: +75%
  • Artillery: +100%
  • Assembly Line: +100%
  • Scientific Method: +100%
  • Railroad: +100%

Cost of all subsequent techs increased by 100%

All medieval and earlier techs are untradeable:

The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking


Espionage:

Active missions removed.

Spies now spawn with "Secretive", and cannot see tiles except the one they're standing on.

The No Espionage game option now works properly:
  • GSpy points are converted into Great Merchant points.
  • Espionage no longer gets converted into culture.
  • Cultural expansion now happens at normal values.
  • Spies cannot be built.
  • Graphs are always visible on contact.


Tile Changes:

Lumber Mills: Available at Machinery. +1 hammer, +1 commerce, +1 commerce from river (not corner plots)
Watermills: +1 base hammers, no longer receives +1h at Rep Parts.
Workshops: +1 base hammers, no longer receives +1h at Chemistry.
Mines: +1h at Rep Parts.
Quarry: +1h at Rep Parts.
Whaling Boats: Enabled at Sailing, not Optics. Otherwise unchanged.


Game Mechanics:

The Draft: Rifles now cost 2 pop to draft. A city must now end a draft at size 6 instead of size 5 (So size 8 to draft a rifle, size 7 to draft a musket).

Corporations: Completely removed from the game.

Culture required to achieve legendary border pop on Quick Speed changed from 25000 to 33000

Events:

The following events have been removed from the game:

Negative Events:
1. Forest Fire
5. Washed out
10 Careless apprentice
11. Famine
12. Slave revolt
15. Farm Bandits
18. Fugitive
19. Pestilence
21. Faux Pas
22. Joyous Wedding
23. Wedding Feud
24. Left at the Altar
26. Tornado
29. Looters
30. Brothers in need
31. Hurricane
32. Cyclone
33. Tsunami
34. Monsoon
35. Blizzard
36. Volcano
37. Dust Bowl
42. Clunker Coal
43. Sour crude
50. Mining accident
52. SetbackS
54. Great depression
55. Bermuda triangle
70. Influenza
71. Solo Flight
77. Ancient olympics
78. Modern olympics
80. Earth day
92. Cigarette Smoker
93. Heroic Gesture
94. Great Mediator
99. The Huns
100. The Vandals
101. the Goths
102. The Philistines
103. The Vedic Aryans
104. Holy ritual
132. Spoiled grain
135. Industrial fire
155. Slave revolt warning
160. Defecting agent
161. Jail
162. Spy discovered
163. Nuclear protests
165. Broken Dam
169. Toxcatl
170. Dissident Priest
172. Rogue station
174. Impeachment

Remove (Too good):
9. Hymns and sculptures
20. Marathon
28. Bards tale
64. Federal reserve
139. Partisans
167. Golden Buddha

Quests (Too good):
13. Blessed sea
121. Harbomaster
125. Sports league
149. Guns Butter
151. Overwhelm
152. Corporate expansion
153. Hostile takeover

Late Era start games:

Era starts: (Changes from base BtS, found in CIV4EraInfos.xml)

Classical: 2 settlers, 100% tech cost
Medi: 80% tech cost
Ren: 40% tech cost
Industrial: 35% tech cost
Modern: 30% tech cost
Future: No changes


Miscellaneous:

Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares.

AP Resolutions: Declare War (on a non-member), Force Peace (between two members), Religious victory, and Assign City are no longer eligible resolution actions.

Fail-gold: You never get fail-gold if you also completed the wonder somewhere else (so no National Wonder fail-gold, or doubling up on a wonder to guarantee yourself a paycheck. The game still informs you that you received "0 gold" from your hammers).

Hut techs: Can only gain techs from the first three rows of the tech screen:

Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Masonry, Priesthood, Mining, Bronze Working, Writing.

Toroidal maps: Now return city maintenance as if the map were Cylindrical.

Maximum number of players is now 40, up from 18.

Circumnavigation requires 55% water on the map, otherwise it is disabled.


Included additional bug fixes:

Trade route turn order bug.

Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch).

Build culture double production.

Build wealth/research/culture + production automation double production.

Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug).

Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch).

Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed.

Diplomacy Pausing: Diplomacy windows do not occur on game login whilst the game is paused.

Autosaves: Autosaves are generated at login and log out; log out saves are saved to a folder specified within the global defines XML file. Default location is C:\temp.

Observer mode

Observer mode is enabled and functional. Requires pitboss logging enabled, and for the host to run the observer program. Observer mode is then accessible at a preset web address. Only available in Pitboss, additional server side applications required for functionality, available from teh following links.

Pitboss Observer: https://github.com/novice-rb/observer
Pitboss Portal: https://github.com/novice-rb/pitboss-portal
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 this mod still being worked on? For Civ4? If so, I'll finish up my interface mods and send you some code snippets (some time before June 30th).
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.

(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.

I think this (2.0.8.1) was intended to be the last version for Civ4, barring any unforseen bugfixes or whatnot.

(January 10th, 2017, 13:18)GermanJoey Wrote: I think this (2.0.8.1) was intended to be the last version for Civ4, barring any unforseen bugfixes or whatnot.

I think it's just the end of the 2 line--the 3 line (and SMEG experiments there-of) were still going AFAIK.

2 line is basically done minus bug fixes. 3 line is theoretically still in development but that'll only happen if people actually want to play pb games with it. I'm more likely to watch civil 6 mod development and pester people from the sidelines.
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

Hi,

after years away from here, I am currently binging on old classics and have reinstalled CIVBtS.
So this is the "old" RBmod from the past?
Would you recommend it for single player?
Edit: Or will the AI fail to cope with these changes?

Regards
mh
"You have been struck down!" - Tales of Dwarf Fortress
---
"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"

Yes, RBMod was renamed to RtR some years ago. I've used it to play single player games before, and the AI handles it just fine.

This is supposed to be an end point mod for the 2.X, stable changes version. 3.X may continue to be developed but I doubt it. it'd probably make me a day to make hte alterations necessary to it but why spend a day doing that when no one will play a game with it?
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

Updated to version 2.0.8.3 due to bug fixes.
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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