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Rebalancing Civ4: RtR Mod

luddite Wrote:it's really irritating how random the religious spreading is.

Absolutely agreed (see this post). How about adapting the great people mechanic? Every turn you get one religion point (2 with the shrine) in the holy city. You can spend the points on any city, needing something like distance * 2 * (number of other religions+1) points to spread the religion.
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DaveV Wrote:Absolutely agreed (see this post). How about adapting the great people mechanic? Every turn you get one religion point (2 with the shrine) in the holy city. You can spend the points on any city, needing something like distance * 2 * (number of other religions+1) points to spread the religion.

Interesting but sadly uncodable.

Religion spreading is clunky. What about changing the missionary spread so that the missionary still has a 100% chance of success in adding religion #2 into a city? That removes some of the random obnoxiousness of trying to intentionally spread a religion once you've had one randomly spread into your city.

I'm afraid to mess with the random-spread aspect of religion, because obviously any slower is a bad idea, and any faster merely makes the first two religions that much more valuable, especially in an Archi game.

PBEM10 Spoiler:

I've had all 5 religions that have existed for a reasonable length of time auto-spread to my cities. I founded none of these religions.
Out of 13 cities, I got:
1 Hindu city (other 12 Hindu cities were missionaries. God, that was painful)
2 Jewish cities
3 Buddhist cities
1 Christian City
1 Confucian City

I spread Hinduism too all of those cities on T102, having started the spreading in the mid-80s. So I'm not so sure that random spread was a problem in that game, where trade access was essentially a given. The big religions are all fairly well-spread (Christianity is Mackoti's 2nd religion, so he hasn't cared about that. The other 4? All have decent coverage. Taoism was just recently founded, I doubt it's going to go anywhere. And Islam, same thing.)
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Quote:(2:43:00 PM) Krill: btw
(2:43:14 PM) Krill: thought of a tweak for RB mod for FM
(2:43:23 PM) Cyneheard: oh?
(2:43:28 PM) Krill: is it possible to add a %modifier to inland cities?
(2:43:40 PM) Krill: ie make it work as a harbour for inland cities? I doubt it, but not sure
(2:44:43 PM) Cyneheard: not under the XML
(2:44:47 PM) Krill: damnit
(2:44:50 PM) Krill: oh well
(2:44:55 PM) Cyneheard: there's a general TR Yield, though
(2:45:26 PM) Cyneheard: and a +25% boost to TR Yield WILL make standard foreign routes (+25% Capital connection, +150% peace) 3-commerce
(2:45:48 PM) Cyneheard: with it usually getting rounded off on foreign-water maps
(2:45:53 PM) Krill: and won;t do much to the highlevel ones, right?
(2:46:01 PM) Krill: hmm, sounds decent
(2:46:32 PM) Cyneheard: and if a city's already built a harbor, I think it'll only boost the weird routes
(2:46:40 PM) Cyneheard: like size 13 city connected to size 14 and the like
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Summing that up, you want to increase trade routes by a flat 25%, so that a foreign trade route gives 1+25%+25%+150% for 3 commerce, reducing the differential between inland and coastal cities and making a harbor's effect get lost to rounding truncation.

I can see that working. But of course you've transferred more power onto trade routes as a whole. Making open border negotiations and diplomatic embargoes more important. I don't know if that's a plus or minus for the overall MP experience.

BTW, obviously I didn't get to any No Espionage coding this past week, will try to soon.
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T-hawk Wrote:Summing that up, you want to increase trade routes by a flat 25%, so that a foreign trade route gives 1+25%+25%+150% for 3 commerce, reducing the differential between inland and coastal cities and making a harbor's effect get lost to rounding truncation.

I can see that working. But of course you've transferred more power onto trade routes as a whole. Making open border negotiations and diplomatic embargoes more important. I don't know if that's a plus or minus for the overall MP experience.

BTW, obviously I didn't get to any No Espionage coding this past week, will try to soon.

No worries T-hawk. smile

Yes and no, though. FM is only available after Merc is available, and Merc giving +2 gold/spec, +1 free spec starts allowing you to stack up per city boni that aren't really to be sniffed at, if you are pushing specs. however, I do wonder if Merc should give +2 free specs and not just 1 free spec.
Current games (All): RtR: PB83

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 PBEM23Games ded lurked: PB18
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Just one punctual request : please make a mod in which Lumbermills to be available with Metal Casting ... or another early tech in order to allow an alternative to massive forest chops !! bow
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Ioan76 Wrote:Just one punctual request : please make a mod in which Lumbermills to be available with Metal Casting ... or another early tech in order to allow an alternative to massive forest chops !! bow

Would that even make a difference? By the time of metal casting, most forests are already chopped. Even if they weren't, I'd still want to chop them, if only to make room for cottages.
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luddite Wrote:By the time of metal casting, most forests are already chopped. Even if they weren't, I'd still want to chop them, if only to make room for cottages.

You will do this even for cities which are planned to develop/maximize production ?
I'll say it will be a very good thing - at least for forests which are on plains ... smile

Anyway - the main ideea is to have something to choose against "massive-chop strategy" - as you know ... is always better to have at least two option ASAP ... and lumbermills are available soooo late in the game. frown
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Ioan76 Wrote:Anyway - the main ideea is to have something to choose against "massive-chop strategy" - as you know ... is always better to have at least two option ASAP ... and lumbermills are available soooo late in the game. frown

I've always thought that the Bronze Working tech was a bit too powerful. If I had my druthers I'd move slavery to masonry and forest chopping to metal casting. This might leave a few more forests around for later.

Of course, on my mac I can't use mods, so it's academic.
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Can we remind me exactly what we wanted to do with No Espionage? Going back to here in this thread, I think the only needed DLL changes are:

- remove the espionage-to-culture conversion
- lose the doubled culture thresholds

You can remove spy specialist slots and all ways to generate Great Spy points in the XML, right?
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