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RtR mod 4.1.0.11 Download Thread

So I was curious and put this in the trait xml:


Code:
            <TradeYieldModifiers>
               <iYield>0</iYield>
               <iYield>100</iYield>
               <iYield>0</iYield>
            </TradeYieldModifiers>

For those who don't know, these three values are per cent bonus on trade (from top, food, production, commerce). As we all know you don't get any food or production from trade. But if you put 100% into production like I did above, you actually get hammers the same way you get commerce.
This certainly is too strong for Industrious, but it's at least intersting to know.
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(July 13th, 2019, 10:56)Krill Wrote:
(July 13th, 2019, 10:29)Charriu Wrote: Also with the changes to India, there would be the option to give Industrious the fast workers from India (not the actual unit, just the mobility promotion for workers)
But I can certainly understand if this change would be too strong for Ind or would devalue Exp.

Truth be told I have no idea how you would value that, but I suspect it might be a little bit broken on occasion.

It's actually not as strong as I first thought. It basically helps improving hills and cutting trees. But as soon as you put roads onto those tiles, the bonus does nothing on these tiles.

I also looked at T-Hawks Financial implementation. It's in the DLL as I thought and controlled via the flag "ENABLE_FINANCIAL_RIVERSIDE_PENALTY". Feel free to think up anything else for Industrious. I would love to do any change in the DLL if it avoids another trait with maintenance bonus.
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Samurai right now can only be built with iron (a la BtS).

Edit: Nevermind. Very obvious that Krill and Charriu were being hypothetical re: Ind.
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While thinking about traits I wanted to mention one thing I really like: The synergy between traits.
So right now Cre, Fin and Cha have synergy in the library build bonus. I really like those as they give some consideration of combining traits. Maybe you could add +35% to observatory to Industrious. Or even better introduce some more of these synergies to other traits.
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Right now I'm focused on making sure the civs are balanced and there aren't undocumented changes.

The IND stuff, naval movement is all on the back burner, but at the same time I'm posting it for people to mull over. I expect to move straight onto this test mod once the stable release is sorted.

The only civ that I think is inherently unfun is Byz, but I don't see a way to make the knight UU work because it will drastically distort gameplay somewhere.
Current games (All): RtR: PB80 Civ 6: PBEM23

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Ok then I stop posting Ind ideas for now. Just one last thing: What about a production bonus for mechanical units (ships, siege and armored units)


About Byz being unfun. First of all I think we can live with one unfun civ for now. I also have to agree with mackoti about adding Combat 1 to the UU.

EDIT: If you think about a new UU for Byz then maybe it could be something around the famous greek fire which they invented.
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Looking through Civilopedia I noticed the following bugs:
  • American Minuteman still requires Rifling instead of Gunpowder
  • The Mayan Holcan requires Bronze Working and Hunting. Should only be Hunting.
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The new holkan is supposed to require copper or iron. I asked to make sure in the other thread, because otherwise it would be straight up broken.
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Yes it still does require copper or iron. I'm talking about the tech not the resource.

EDIT: Krill for your convinience I adjusted the XMLs. I've also changed the German UU from "Strosstrupper" to "Stosstrupp", which is the correct german word, if you wanted to use the german word. You can download them here:

TextXML

UnitXML
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OK, those changes are done. I'm going to make two executive decisions:

I'm going to implement the Circumnavigation for all. I wanted it implemented now for a test mod, but I can't justify not implementing it. Not every player has a fair chance to get it as a first two bonus.

The second is Byz. I'm not going to give C1 to Cataphracts. Some smart bastard would pick Charismatic and find a way to build Commando Cataphracts by T130 and no one is going to counter them. They will get a new UU, and like it.

Quote:Byzantium: Fishing/Mysticism. UB: Barracks replacement. Hippodrome. +1 happy from horse, Stables. UU: Trebuchet replacement. Counterweight Trebuchet. Strength 7. +40% city attack. Starts with Accuracy.

It's stronger in city attacks than the base Treb, by a bit: Longbows don't quite stand up to them without culture OR hills (they need one or the other, but once collateral starts hitting frankly swords get odds anyway). In fact most things will just straight up die to these units if they can attack a city, it's an expensive sword without the ability to kill, can get flanked, but there isn't a counter that can sit on a tile to hold it. But it's a strength 7 siege unit: it replaces the catapult on all levels except cost.
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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