Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
[SPOILERS] Dazed and scooter play Stalin of Vikings and make a big mess

If you are hovering over our thread right now, you suck.

Space filler:

[Image: justin_doctor.gif]


In this comic analogy, think of us as the doctor and this Pitboss as the patient. Yep. IT'S GONNA BE FUN. smokelol


Edit: Here is the final changelog so we don't have to go hunting for it each time:

RB Mod 2.0 is up!

I'll let Krill defend the final changes, since they were his decisions, when he gets a chance. Here's the file, and the changelog.

RB Mod v2.0

Change log 2.0

Traits:

Financial: +1 commerce on all non-river tiles that have 2+ commerce. +100% production of banks. 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, regains +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:

Rebalancing:
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 replacement.
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.


Civics:

Police State: Now Medium Cost (down from High).
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 available at Liberalism.
Free Speech: Now High Upkeep, swapped with Environmentalism. Now available at Scientific Method.


Wonders:

Rushmore: Now -50% WW, (from -25%).
Red Cross: 200h.
West Point: 550h, +5XP. Now requires a lvl 5 unit (17XP/13XP for Charismatic).
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).
SoZ: no WW effect. Now +3XP, 200 hammers, no building prerequisites.
Cristo: +200% SPI production, -50% Anarchy instead of -100%.
The Internet: now a wonder. 2k cost, +15% beakers in every city. No longer a project
SDI: No longer intercepts nukes (irrelevant as nukes no longer).


Base unit changes:

War Elephants: now 7 str, +50% vs. Mounted units, and +25% vs. Knights.
SAM Infantry: 75% interception chance (up form 40%)
Destroyer: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Transport: now enabled at Artillery (not Combustion) (requires Oil OR Uranium)
Mobile Artillery: can now load guided Missiles and Tac Nukes (as Submarines and Missile Cruisers do). No longer require oil.
Gunships decreased to 3 moves.

ICBM: No longer unlimited range, but long enough so that they will out distance your army and navy easily, and they can be rebased. Loses the nuke tag. Does not need Manhattern project to be built.
  • iCost: 900h
  • iAirCombatLimit: 75
  • iAirCombat: 160
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 12
  • iAirRange: 36

Tactical Nukes: no longer nukes according to the code, now S80 1shot units that can bombard units, cause collateral damage to 5 units, cannot be intercepted. Cost 300 hammers. Loses the nuke tag. Does not need Manhattern project to be built. Full list of changes:
  • iCost: 300h
  • iAirCombatLimit: 75
  • iAirCombat: 80
  • iCollateralDamageLimit: 75%
  • iCollateralDamageMaxUnits: 5
  • iAirRange: 4

Guided Missiles: can bombard units, tiles and cultural defence, cause collateral damage to 2 units, cannot be intercepted. Cost 75 hammers. Full list of changes (underline means original stat, for comparison):
  • iCost: 75h
  • iBombRate: 16
  • iAirCombatLimit: 75
  • iAirCombat: 40
  • iCollateralDamage: 100
  • iCollateralDamageLimit: 50%
  • iCollateralDamageMaxUnits: 1
  • iAirRange: 4

Flanking:
Horse Archer (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Knight (and replacements): do 50% flanking damage to Catapults and Trebuchet.
Cuirassier (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Cavalry (and replacements): do 50% flanking damage to Catapults and Trebuchet and Cannon.
Gunships: do 50% flanking damage to Cannon, Artillery and Trebuchet.

Buildings:

Jails: now -50% War Weariness.
Castles (and replacement UB): no longer decrease bombardment rate of catapults or trebuchets.

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: base tech cost decreased by two thirds, 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.
Culture Victory: 33K, 50K, 75K, 150K on Quick/Normal/Epic/Marathon.


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.

Addendum: These changes are only present in the Tech Trading version of the mod.

Tech Trading:
Known Tech Bonus changed to 50 (up from 30), enabled by Tech Trading (so there is no Known Tech Bonus until you research Paper)
Alphabet no longer enables tech trading, allows Open Borders
Writing enables Map trading, no longer enables OB
Paper enables Tech trading, no longer enables Map Trading. Requires Metal Casting, Literature and Code of Laws as mandatory prerequisites.
Corporation enables Tech Trading (and increases Known Tech Bonus by 50%)
Scientific Method enables Tech Trading (and increases Known Tech Bonus by 50%)
Cost of Education, Gunpowder, Printing Press and Nationalism increased by 50%
Cost of all subsequent techs increased by 100%
Techs prior to Paper in the tech tree can no longer be traded:
The untradeable techs are as follows: Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining, Sailing, Pottery, Animal Husbandry, Archery, Meditation, Polytheism, Masonry, Horseback Riding, Priesthood, Monotheism, Bronze Working, Writing, Metal Casting, Iron Working, Aesthetics, Mathematics, Alphabet, Monarchy, Compass, Literature, Calendar, Construction, Currency, Machinery, Drama, Engineering, Code of Laws, Feudalism, Optics, Music, Philosophy, Civil Service, Theology, Divine Right, Paper, Guilds, Banking

[/spoiler]

Edit: This post contains important ramification of RB Mod: http://realmsbeyond.net/forums/showpost....stcount=48
Reply

Brief FYI in case you're like me and was like "what Stalin? that guy exists in Civ4? and cmon, Vikings suck" here's the super brief details:

Stalin is Agg/Ind.
-Industrious has not changed at all in the mod
-Aggressive now gets +1 culture from barracks which makes it suck much less. These are still pretty uninspiring, but it's ok.

Vikings get Bersker, Trading Post, and Hunting/Myst:
-Berserker is Mace that gets Amphibious. Moderately cool.
-Trading Post is Lighthouse that gives all naval units Nav I (+1 movement). YES.
-Mysticism is a lousy starting tech - and quite a few people start with it too.
-Hunting used to be terrible, but no longer is. See:

Quote: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: base tech cost decreased by two thirds, from 60 to 40

So no scout start - good. Also Pastures > Camps.

So that's a super brief summary just as a reference point because several of these things I didn't know off the top of my head. More in-depth analysis will have to wait til later. Our leader is not great (2 other Ind civs FYI), but the slight Agg boost helps. Our civ is actually really solid because Big&Small means there'll be water and lots of it and we basically get free circumnav bonus.
Reply

scooter Wrote:Our civ is actually really solid because Big&Small means there'll be water and lots of it and we basically get free circumnav bonus.

Even better when we get the circumnav bonus as well!
Reply

dazedroyalty Wrote:Even better when we get the circumnav bonus as well!

Let's hope! FYI I edited the final RB Mod changelog into the first post as a reference so we don't have to go searching for it every time.
Reply

scooter Wrote:Let's hope! FYI I edited the final RB Mod changelog into the first post as a reference so we don't have to go searching for it every time.

That looks like 2.0 but I think we're using 2.01 or 2.1 or whatever it's being called.
Reply

Alright briefly, here's an example of the kind of map we might be looking at here. The settings are Big&Small, low sea level, Islands mixed in. Not specified was continent size - whether it's normal, massive, or snaky, so I chose normal and rolled a 10 player map. Here's what it looked like:

[Image: big_and_small_sample.JPG]

All 10 are in the picture. So a couple players will likely start on an island of some sort. I'd kind of like that to not be us. That said, there's a high chance we'll have a coastal site which might not be the worst thing ever because of duh Vikings. Overall, fingers crossed for some good luck here.

Seven, what are the odds we can talk you into giving us our starting screenshot while we wait? smile
Reply

dazedroyalty Wrote:That looks like 2.0 but I think we're using 2.01 or 2.1 or whatever it's being called.

2.1 is just a bugfix on SAM units apparently and a change so that oil wells can be built with far less worker turns. Other than that, no difference.
Reply

Let's be blunt, GLH is a no brainer on this map even with the reduction of TRs from 2 to 1. One extra 2 gold trade route per city? Yes please!

Also, to really get circumnavigation, we'll need to start on it very soon. If we're on the coast of the main continent, that's ideal. We could go one direction on land and only need 1 WB to go the other direction.
Reply

dazedroyalty Wrote:Let's be blunt, GLH is a no brainer on this map even with the reduction of TRs from 2 to 1. One extra 2 gold trade route per city? Yes please!

Also, to really get circumnavigation, we'll need to start on it very soon. If we're on the coast of the main continent, that's ideal. We could go one direction on land and only need 1 WB to go the other direction.

Yeah it's pretty much easily worth it despite the nerf. And if we happen to score some open borders with other people, all the better.

One thing - I don't think the Nav1 bonus applies for work boats. Not that we'd wait for a Trading Post to be built anyways, but just a note. But yeah, nailing circumnav would be amazing. If the map requires ocean traversal for circumnav (pretty good chance at that), then our Caravels would be Nav1 powered so we'd just have to make sure no one blows past us in tech to get there first.
Reply

I've played a fair number of Big and Small maps for SP and it is true that there is often a need for Caravels but not always. To be honest, I would guess that the civs on the islands to start will be most likely to get it simply because exploring the seas will have added significance and value for them. We'll see.

Also, something to remember for this game: double whipping is not as powerful so High food, low hammer cities will have a less production capability through the whip. This will especially be hard for the small islands that -- hopefully -- have seafood.
Reply



Forum Jump: