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Standard amount of land is plenty.
As far as the naval changes go: it seems counter productive to me to first limit ocean movement (which is fine I think) and then look for ways to make it easier to get the promotions needed to circumvent the movement restrictions (Mobility and to a lesser extent Nav 1/2).
fnord
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Thoth, I agree, hence the point about reducing the drydock from 6 to 5 xp and then putting that solitary xp onto the harbour.
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
July 12th, 2024, 15:05
(This post was last modified: July 12th, 2024, 15:06 by Krill.)
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RtR_6.0.1.2 for testing.
Changelog compared to RtR_6.0.0.1 ie PB71 mod:
- Christianity and Confucianism moved to ancient era techs so are founded during T1 (technically, religions are founded during the turn for player 0 on turn 1). ONly relevant for this game due to Classical start, lurkers don't read into this any further.
Traits:
- AGG reduced from -25% city maintenance to -20%
Civs:
- England: Stock Exchange: Cost 150 hammers, +65% gold, +15% beakers. Red Coat: Starts with Amphibious (remove +25% against gunpowder)
- Russia: Research Institute: Cost 120 hammers, +40% beakers, Cossask: +50% against mounted)
- Korea: Seowan: Cost 150 hammers, +1 free scientist, H'wacha: can kill, +50% against melee)
Wonders:
- Statue of Zeus: Remove WW effect. +3XP in city containing the wonder. Does not obsolete.
Naval changes
- Harbour provides +2XP
- Drydock reduced from +6XP to +4XP (ie reverted to vanilla)
- Ocean: Cost 2 movement points to enter.
- Mobility (-1 terrain movement cost) available to naval units, requires Flanking 2.
- Navigation 1: requires Education
- Navigation 2: Requires Military Tradition
So additional bug fixes were implemented (ie where XML was different from the RtR_6.0.0.1 mod change log XML was corrected to reflect change log.
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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So to confirm, we're doing advanced start with 467 points? Are we houseruling what must be purchased with these points, or is anything fair game?
Also, random thought, is it worth considering nor revealing everyone's leader/civ combo from the start? As long as it's possible to hide this info from PBSpy, don't think there's any way to see this info in game before contact? Just to add an extra layer of discovery. Although hiding it from PBSpy might be too much effort to be worth it
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And one more thing, I noticed that Moai is not buildable with classical start. This is base game behaviour, but something I wasn't aware of - are we happy with it?
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I'm embarrassed by how late my Moai was in 74 so maybe that's a happy accident?
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Moai isn't buildable on anything other than Ancient starts.
467 points + Monarch difficulty = 420 points to spend in total.
fnord
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As Thoth said, we actually only get 420 points to spend. House rule is buying 1 city, 1 worker, 1 archer, 1 scout, and 1 extra city or settler (but note that religions will auto found during T1 so if you do not have two cities you will get a holy city in your capital). That leaves 120 points minimum to spend on whatever you want.
Item costs take into account trait production modifiers: EXP workers cost 44, IMP settlers cost 66, EXP work boats cost 22. ORG lighthouse costs 30 points. The exception is cities always cost 100, so IMP does not get a benefit if placing cities but does buying settlers. So with the house rule, Shaka (AGG/EXP) would actually have 136 points to spend
Tile improvements cost varying amounts: 6 points per worker turn. Population cost scales: 3 points per food to grow.
Techs are too expensive to buy with the amount of points left but it's 1 point per beaker. You can also buy culture, but only enough to reach the next expansion level. You can buy visibility (8 points per tile).
Cards on table, the number of points left gives each player a basic choice of either a granary or worker per city, or a third settler but there are some other options available that are worth considering especially with trait devaluations Buying tile improvements is extremly hard to value effectively (but if you come up with a good way to do it I want to know, I think I can see a few pointers but not a general rule).
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 of note: Expansive leaders get 22h workboats but still pay 30 points for fishing nets.
fnord
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(July 13th, 2024, 17:06)Krill Wrote: Buying tile improvements is extremly hard to value effectively (but if you come up with a good way to do it I want to know, I think I can see a few pointers but not a general rule).
I think it would take something like the PB49 cow on a different continent.
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