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Civs in RtR: Thread 2

Don't look beyond the framework at this point. Does this method work? Is Inca acceptable in this form? Will China and Vikings be OK with these changes? Is Russia a good "Final civ" and what buffs will it need to fill that roll? Are there any weaknesses. Let's make sure this system works first before we go any further.
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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Also Zulu is currently at 10% maintenance reduction.
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 method will work. Russia or Germany as the "final civ" would be fine. Is a straight 18 str cav too strong for russia to have anymore? Dont normally use russia so no idea if it needs any buffs/ect.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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Strength 15, will always have access to double promotions for C1/pinch, and has an innate 50% against mounted...what gets odds on it? C2 rifle? It's pretty strong as it is, make it much stronger and small groups of Cossacks would be uncounterable, but if necessary could have buffs like starting with leadership for +100% XP gain from combat [edit: or free strikes via drill promotions or innate]. The rest of the power needs to go on the UB, but how much power I don't know. Definitely not what it is plus a free specialist level power though.
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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OK, you've had long enough. Sometimes the only way to make people post is by doing something to annoy them:


Quote:Ancient era civ, and ultimate comparison tool:

Inca: Agri/Myst; UB: Granary replacement: Terrace, +1 culture, cost 45 hammers. UU: Warrior replacement: +100% against archery units.


Second ancient era civ baseline:

Zulu: Agri/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves


Classical era civ power point:

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Starts with C1.

Rome: start Fishing/Mining. UB: Market replacement: Forum+35% GPP. UU: Sword replacement. Strength 7, cost 40 hammers.


Medieval era civ powerpoint:

China: Agri/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Causes Collateral Damage (max 60%), +2 free strikes.

Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.


Final Civ power end point:

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. +50% against Mounted units.

I am not sure that Russia is quite right, but to me, Inca feels about right and everything has to move from there.

My gut feeling is that most civs are going to needs some sort of tweak. Babylon to a granary UB, other ancient era civs need the power prolonging into the classical era, the civs that fall between Knights and Russia need redeveloping as a group to give similar boosts in power on the UB.
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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Well good luck with annoying people, because I'm not annoyed. Here my feedback:

(February 18th, 2019, 11:18)Krill Wrote: Ancient era civ, and ultimate comparison tool:

Inca: Agri/Myst; UB: Granary replacement: Terrace, +1 culture, cost 45 hammers. UU: Warrior replacement: +100% against archery units.

I'm fine with this change. Some pages ago I wrote the following about the Inca:

(January 29th, 2019, 05:33)Charriu Wrote: Inca:
  • UB stays the same but requires a mountain or hill in the city vicinity or
  • UB stays the same but looses the trait multiplier, instead it gains a multiplier if there is a mountain or hill in the city vicinity.

I now think that this strengthens the Inca more then it should. But out of curiousity are these "city vicinity" checks for resources or terrain features possible?

(February 18th, 2019, 11:18)Krill Wrote: Second ancient era civ baseline:

Zulu: Agri/Hunting. UB: Barracks replacement: Ikhanda: -20% city maintenance. +100% production with iron. No production modifier from trait. UU: Spear replacement: Impi: -40% against archers, 2 moves

That's actually quite a nice change. It delays using the Ikhanda for border pops from the beginning better, but does not totally denies it.

(February 18th, 2019, 11:18)Krill Wrote: Classical era civ power point:

Carthage: Fishing/Mining. UB: Harbour replacement: Cothon. +1 trade route. UU: Horse Archer replacement. Starts with C1.

Rome: start Fishing/Mining. UB: Market replacement: Forum+35% GPP. UU: Sword replacement. Strength 7, cost 40 hammers.

Am right that the only change here is a little bit cheaper praetorians? Fine with me.

(February 18th, 2019, 11:18)Krill Wrote: Medieval era civ powerpoint:

China: Agri/Mining. UB: Theatre replacement: Pavilion. Available at Aesthetics. UU: Crossbow replacement. Causes Collateral Damage (max 60%), +2 free strikes.

An earlier Pavilion is ok I think. Still not super powerful, but a bit more useful. The additional free strike on the CKN is fine with me.

(February 18th, 2019, 11:18)Krill Wrote: Vikings: Hunting/Fishing. UB: Lighthouse replacement: Trading Post. Builds water units +25% faster. UU: Maceman replacement: Berserker. Starts with Amphibious.

That the berserker did not have the same city attack bonus as the maceman always bothered me.

(February 18th, 2019, 11:18)Krill Wrote: Final Civ power end point:

Russia: Hunting/Mining. UB: University replacement: Research Institute. Cost 120 hammers. Free Scientist. UU: Cavalry replacement. +50% against Mounted units.

I still feel that Russia needs one of his bonuses a little bit earlier. The UU can stay, but I think the UB what ever it will be should be available a little bit earlier. Maybe in the medieval age (grocer replacement?). It also doesn't need to be super powerful. Just something to make it a little bit easier to get to their UU.
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My understanding is that the CKN has always had 1 free strike more than the basic Xbow, nor can I justify why the Preat should be 45 hammers either.

Russia though, I do not believe bringing anything earlier helps. That only gives a new relative power spike between when RI become available to build until Education, which is not what I believe it needs. It needs an actually increase in total power until the end of the game, or for a significantly longer period. I toyed with giving Cossacks Leadership, or +50% attack against infantry but I'm not sure if that does the job. Probably better than dropping the price of the RI though.

The city vicinity for resource checks are not possible without SDK modding. I think there is a very narrow band for the terrace: 60 hammers for a granary that gives 1 culture is pretty naff, 30 hammers is too much. 45 seems like it's quite good, but how valuable are the 5 hammers off compared to a 50 hammer granary, which delays swapping to a food resource by 2-3 turns, and/or delays improving food in second ring by the same in every city? The UU is close to nil except you can build quechua after you hook copper for cheap garrisons (but they are still junk if you actually need them). This is the one that has to be decided because every other change relates to it, and I think 45 makes it much easier to discern how valuable other civs effects are compared to 50.
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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Yes, my bad. You are right about the CKN.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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I'm not great at evaluating this stuff, but it feels odd to be buffing (non-pro) Inca. The rest of the framework sounds logical enough.

Is it worth a test game pitting these early civs against the late civs to prove the concept? Perhaps taking a mid-game save state from an old game where some civs have the level of advantage you'd expect from an early uu/ub, swap the selected civs in with worldbuilder then load it with the new mod to see if the late civs can triumph?
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What is the value of +1 culture on a 60 hammer building? Serious question. What is the value in the early game when the happy cap is stuck at 4 or 5?
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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