RB mod is finished, here are the proposed settings:
RB mod, with TT enabled
Change log for RB mod here:
[/spoiler]
Change log for additional changes to enable TT:
Mod location: http://dl.dropbox.com/u/24745121/RB%20mod%201.5TTf.zip
In addition to this there needs to be a no diplomacy rule. No chatting. No email. No messages as unit names. No chats in the diplomacy screen. You can propose deals in the diplomacy screen, eg offering Rifling for 1600 gold, but with no message attached.
I'd envision this game to be about 6 players maximum, and to be played at a turn a day pace.
Players:
RB mod, with TT enabled
Change log for RB mod here:
Change log 1.5
Traits:
Financial: Require 3 commerce on land to receive the bonus commerce. Water tiles still only require 2 commerce to receive the bonus, though. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, for +2 culture per city, half price theatres, Colluseums
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.
Civs:
Inca: Terraces now give +1 culture, Quechua loses combat 1
Byzantium: Cataphracts are 11 strength
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights)
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation
Persia: Immortal is now a S5 spear
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist
America: Mall: Now replaces the Grocer. Provides +1 happy for Deer, Sugar, Hit Singles, Hit Movies, and Hit Musicals, Seal changed to Minuteman, replaces the Rifleman, starts with Gureilla I and Woodsman I
Japan: Shale Plant changed to Pagoda: Replaces the Observatory. +10% hammers.
Germany: Assembly Plant: Normal factory, but enabled at Steam Power, Panzer changed to Kanone: Replaces the Cannon, costs 80h instead of 120h
Russia: Research Institute: Replaces the university, +1 free scientist
Civics:
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
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 at Liberalism
Free Speech: Now High Upkeep, swapped with Environmentalism. Now at Scientific Method
Wonders:
Red Cross: 200h
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Cha)
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)
Base unit changes:
War Elephants are now 7 str, +50% vs. Mounted units, and +25% vs. Knights
Technology:
Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps, and scouts. No longer enables pastures.
Archery: tech cost decreased 2/3, from 60 to 40
Espionage:
Switch Civic and Switch Religion now require Future Tech
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:
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
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 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
Barracks: increased cost to 60 hammers, +1 culture
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), 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 two rows of the tech screen
[spoiler]Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working.
Traits:
Financial: Require 3 commerce on land to receive the bonus commerce. Water tiles still only require 2 commerce to receive the bonus, though. Remember: A Golden Age cannot trigger Financial's bonus yield (as in the base game).
Expansive: No longer gets double-speed granaries, but gets double-speed grocers. +35% Worker Production, +35% work boat production.
Creative: Loses cheap Libs, for +2 culture per city, half price theatres, Colluseums
Charismatic: +2 happiness, but no longer gets +1 happy from Monuments
Protective: Plus double-speed granaries, but loses double speed castles and drill 1 on archery and gunpowder units.
Imperialistic: Double-speed Custom Houses (At least this gives Imp something on water maps. For flavor, Custom Houses are very mercantile, which is what 17th century Imperialism was). +60% Settler Production.
Organized: Gains double speed libraries.
Civs:
Inca: Terraces now give +1 culture, Quechua loses combat 1
Byzantium: Cataphracts are 11 strength
Khmer: Ballista Elephants are 8 str, +50% vs. Mounted units, +25% vs. Knights, and still target Mounteds outside of a city (this buff was to make them better than regular WE against their nemesis, Knights)
Sumeria: Vultures now get +30% vs. Melee.
India: The Fast Worker is now 2 moves, but starts with Mobility (-1 Terrain Movement Costs), and now starts with Mysticism/Wheel, instead of Mysticism/Mining (slower start).
Celts: Dun now gives G2, not G1.
Portugal: Feitoria now costs 120h, from 180h.
Rome: Preat S7. Forum increased to +35% GPP generation
Persia: Immortal is now a S5 spear
Carthage: Cothon decreased to 80 hammers. Numidian cav increased to S6, C1, loses melee bonus and F1 (and innate retreat chance).
France: Salon +1 free spec, -1 artist
America: Mall: Now replaces the Grocer. Provides +1 happy for Deer, Sugar, Hit Singles, Hit Movies, and Hit Musicals, Seal changed to Minuteman, replaces the Rifleman, starts with Gureilla I and Woodsman I
Japan: Shale Plant changed to Pagoda: Replaces the Observatory. +10% hammers.
Germany: Assembly Plant: Normal factory, but enabled at Steam Power, Panzer changed to Kanone: Replaces the Cannon, costs 80h instead of 120h
Russia: Research Institute: Replaces the university, +1 free scientist
Civics:
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
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 at Liberalism
Free Speech: Now High Upkeep, swapped with Environmentalism. Now at Scientific Method
Wonders:
Red Cross: 200h
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Cha)
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)
Base unit changes:
War Elephants are now 7 str, +50% vs. Mounted units, and +25% vs. Knights
Technology:
Hunting: enables pastures, cost increased by 50% from 40 to 60. No longer enables camps.
Animal Husbandry: enables camps, and scouts. No longer enables pastures.
Archery: tech cost decreased 2/3, from 60 to 40
Espionage:
Switch Civic and Switch Religion now require Future Tech
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:
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
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 7 instead of size 5 (So size 9 to draft a rifle, size 8 to draft a musket).
Corporations: Completely removed from the game.
Miscellaneous:
Coastal Blockade now has a range of 1 square around the blockader, instead of 3 squares
Barracks: increased cost to 60 hammers, +1 culture
AP Resolutions: Declare War (on a non-member), Force Peace (between two members), 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 two rows of the tech screen
[spoiler]Fishing, Sailing, Wheel, Pottery, Agriculture, Animal Husbandry, Hunting, Archery, Mysticism, Mining, Bronze Working.
Change log for additional changes to enable TT:
RB mod + TT adustments change log
Techs:
Writing - Enables Map trades. No longer enables Open Borders.
Alphabet - Enables Open Borders. No longer enables Tech trading.
Paper - Enables Tech trading. No longer enables Map trading. Requires Metal Casting, Literature and Code of Laws.
Education - tech cost increased by 25%.
Printing Press - tech cost increased by 50%.
Nationalism - tech cost increased by 50%.
Gunpowder - tech cost increased by 50%.
All techs after this - increased by 100% of base cost.
All techs prior to paper cannot be traded.
Misc:
Known civ tech bonus - increased to 150 from 30, turned on at Paper.
Culture Victory now requires 100k culture in 3 cities on quick, 150k on Normal speed.
Note: Note, I've asked T-hawk if it is possible stagger the known tech bonus on multiple techs. If it is possible, then the known tech bonus can get dropped back to between 30 and 50 and added to multiple techs through out the tech tree (Alphabet, Paper, Corporation) for a more gradual progression, and (most of) the techs that have been added to the Paper requirements can be dropped.
Techs:
Writing - Enables Map trades. No longer enables Open Borders.
Alphabet - Enables Open Borders. No longer enables Tech trading.
Paper - Enables Tech trading. No longer enables Map trading. Requires Metal Casting, Literature and Code of Laws.
Education - tech cost increased by 25%.
Printing Press - tech cost increased by 50%.
Nationalism - tech cost increased by 50%.
Gunpowder - tech cost increased by 50%.
All techs after this - increased by 100% of base cost.
All techs prior to paper cannot be traded.
Misc:
Known civ tech bonus - increased to 150 from 30, turned on at Paper.
Culture Victory now requires 100k culture in 3 cities on quick, 150k on Normal speed.
Note: Note, I've asked T-hawk if it is possible stagger the known tech bonus on multiple techs. If it is possible, then the known tech bonus can get dropped back to between 30 and 50 and added to multiple techs through out the tech tree (Alphabet, Paper, Corporation) for a more gradual progression, and (most of) the techs that have been added to the Paper requirements can be dropped.
Mod location: http://dl.dropbox.com/u/24745121/RB%20mod%201.5TTf.zip
In addition to this there needs to be a no diplomacy rule. No chatting. No email. No messages as unit names. No chats in the diplomacy screen. You can propose deals in the diplomacy screen, eg offering Rifling for 1600 gold, but with no message attached.
I'd envision this game to be about 6 players maximum, and to be played at a turn a day pace.
Players:
- Krill/GES
- TT
- Dazed
- Yuris
- mackoti
- mostly-harmless
