Is that character a variant? (I just love getting asked that in channel.) - Charis

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New Balance Mod

TBS,

thanks for feedback. Some quick comments:

1) State Property is powerful because of corps which it can't use.

2) Salon is an invention of my own (+1 Artist base).

3) HRE change is because city maintenance bonus is distributed between Courthouses and Barracks. With Barracks HRE will be able to achieve the same 75% total cost reduction. Most probably irrelevant as Barracks/Courthouses will be reverted back in the next version.

4) Bombard is here to make a Reneissance siege unit. Rifles + Catapults stacks seem quite bizzare.

5) Refrigeration change is to nerf Sushi and make late-game boats slightly slower.
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About Swords - if no malus against mounted it would most likely make spears completely useless.
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I'm just afraid that's a lot of free gpp from the Salon. It does increase artist chances but I guess in the majority of cases that would work out ok and Salon was really good, in a small percentage of cases you might get screwed over.

Spears are still 2/3 of the cost, come a lot earlier and are better in some situations. I'd still expect to see more spears than swords.
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(August 14th, 2015, 10:29)The Black Sword Wrote: Double all SS parts? I guess that would make the Space Elevator worth it. Seems a bit excessive though.

Well, you have just personally shown that SS parts hammer costs is a joke - even without corps. I'm actually considering tripling them...
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I wonder - is it possible to make Christo Redentor kill a pop in every single city upon completion using the same value which is used by Hanging Gardens?
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Preliminary changelog for 1.1. (not final, not exhaustive):

1) Mercantilism: low upkeep, 1 free spec, no foreign trade routes, Banking, +15% food in capital.

2) Emancipation: commerce bonuses to hamlets/villages/towns reverted. Gives -75% number of cities maintenance instead.

3) Welfare State now gives 1 additional gold per specialist instead of 2.

4) Barracks and Courthouses (including respective UBs): reverted to BTS values.

5) Aggressive: gains double production speed of Courthouses.

6) Organized: loses double production speed of Courthouses, gains double production speed of Markets.

7) Financial: loses double production speed of Markets, Quays, gains double production speed of Bank.

8) Imperialistic: loses double production speed of Bank.

9) Expansive: gains double production speed of Quay.

10) Creative: gives 1 cpt instead of 2.

11) Swords: strength 7, 50 hammers, -25% against mounted; Praetorian is 50 hammers, strength 8; Jaguar is 40 hammers, strength 6; Gallic is 7 str, 50 hammers, -25% against mounted, G1.

12) Drill line: unlocks commando and amphibious promos.

13) Hunting: 50 cost.

14) Pentagon: moved to Industrialism.

15) Christo Redentor: [some kind of malus].
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Alternative effect for Christo Redentor: removes all kind of unhappiness and unhealthiness in the city.
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(August 14th, 2015, 20:05)Gavagai Wrote: I wonder - is it possible to make Christo Redentor kill a pop in every single city upon completion using the same value which is used by Hanging Gardens?
Yes, do that--I want to see how badly the game breaks if you get a 0 pop city! popcorn
(I don't know if that's balanced or not; I just want to see the world burn)
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Check the River of Blood coding.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Guys, killing population WORKS!
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