Quote:Serfdom is unchanged but is now available from Animal Husbandry. As it is now Serfdom would be good early game civic but it comes so late that its effect is overplayed.
I like the sound of that. Would need to think about the details for balance, but the idea seems good.
Lumber mills do need a buff. With the change flat grass lumber mills are now 2/2/1 which is good in the medieval era. The others are 1/3/1 or 0/4/1 which is basically mines with an extra commerce. That is Okish. However they do drop off later in the game compared to windmills/workshops as they are only boosted by railroad.
Max yields with all techs and civics:
Grass hill LM = 1/4/1
Grass hill mine = 1/4
Grass hill WM = 2/2/4
This feels slightly disappointing as there is a big alternative cost to building them. I predict that we will not see many lumber mills as the pay off is low and the alternative cost is high. We will see a few in cities with low production/health in the medieval era. Someone might try to keep a number of them around in a single city to try for a sweet national park later in the game. Overall it is a good change. It does not do anything drastic or game breaking and I support it. If we want them to be a viable option a small boost would be in order
Options: 1) Your proposed change: 1 hammer, 1 commerce, 1 commerce on rivers. + 1 hammer with rail road [see above] 2) My preferred suggestion: 1 hammer, 1 hammer on rivers. + 1 hammer with replaceable parts and rail road [worse in medieval but better in renaissance and beyond, more focused on hammers]
3) A slight increase to your suggestion: 1 hammer, 1 commerce, 1 commerce on rivers. + 1 hammer with rail road, 1 commerce with electricity [a small late game boost that keeps the hybrid hammer/commerce nature. Interacts with financial in the late game]
4) A curveball: Make forest preserves slightly better so that lumber mills are more of a transitional improvement. +1 commerce on medicine for instance.
Drafting: Important. Right balance IMO.
AP Resolutions: A must
Fail-gold: Important.
Toroidal Maintenance: Good
Inflation: I really like the idea. Numbers will need to be tweaked ofc.
War Weariness: Skeptical. Afraid it might help the stronger player too much in a war against a weaker neighbor. It incentivizes taking land from weaker players rather than stronger players.
Religion spread: Small but positive change.
Global warming: No opinion.
Espionage: Best solution I have seen yet.
Techs
Cost changes: I like all except fishing and masonry.
Fishing should be cheap to not make coastal starts even worse. The more expensive fishing is the harder it is to play a coastal starts.
Masonry increase is not needed as I see it.
Hunting: With cheaper agriculture it is maybe not necessary.
Naval changes: this is a big topic that can easily get out of hand for a smaller mod. I think there is a need for some change that makes astro less obvious and galleon less dominant on water maps. Making that tech paath harder is one way. Allowing counter play is another. My suggestion is the following: Trireme strength 3 no bonus against galley. Caravel strength 4. That way the defender can at least trade cost efficiently against galleon until the attacker gets chemistry.
Lumber mills do need a buff. With the change flat grass lumber mills are now 2/2/1 which is good in the medieval era. The others are 1/3/1 or 0/4/1 which is basically mines with an extra commerce. That is Okish. However they do drop off later in the game compared to windmills/workshops as they are only boosted by railroad.
Max yields with all techs and civics:
Grass hill LM = 1/4/1
Grass hill mine = 1/4
Grass hill WM = 2/2/4
This feels slightly disappointing as there is a big alternative cost to building them. I predict that we will not see many lumber mills as the pay off is low and the alternative cost is high. We will see a few in cities with low production/health in the medieval era. Someone might try to keep a number of them around in a single city to try for a sweet national park later in the game. Overall it is a good change. It does not do anything drastic or game breaking and I support it. If we want them to be a viable option a small boost would be in order
Options: 1) Your proposed change: 1 hammer, 1 commerce, 1 commerce on rivers. + 1 hammer with rail road [see above] 2) My preferred suggestion: 1 hammer, 1 hammer on rivers. + 1 hammer with replaceable parts and rail road [worse in medieval but better in renaissance and beyond, more focused on hammers]
3) A slight increase to your suggestion: 1 hammer, 1 commerce, 1 commerce on rivers. + 1 hammer with rail road, 1 commerce with electricity [a small late game boost that keeps the hybrid hammer/commerce nature. Interacts with financial in the late game]
4) A curveball: Make forest preserves slightly better so that lumber mills are more of a transitional improvement. +1 commerce on medicine for instance.
Your numbers are a bit off, but they don't change the argument (watermill has another food with State Property for example). My intention with this change is not to turn the whole world into a lumbermill paradies. If the lumbermill just gets built a bit more often then now I'm already happy. I still need to think about the actual implementation, but increasing the bonus in the late game sounds like a good idea.
Game Mechanics
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Toroidal Maintenance: Now return city maintenance as if the map were Cylindrical. Necessary: 5 Closeness: 5
Why the emphasis on this? I've seen this as a feature rather than oversight, but perhaps I am very much wrong.
I see quite a lot of people in the broader civ community and in RBs past complaining about the maintenance cost on toroidal maps. Some players already have a harder time to wrap their head around this type, so this changes eases the headaches a bit. To be honest I don't have a problem with toroidal, it's just something I observed in the community. If I'm wrong here I'm happy to remove the change or if possible make it into a game option, if that is possible.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Inflation: Inflation rate now increases with global tech state.
Do you mean era, basically?
Like I mentioned I'm taking this change from K-mod. There instead of turns the amount of researched techs by all players is taken as a measurement for the inflation. There's an additional weighting based on total population of a player, so that weaker players don't suffer as much by inflation caused by player teching faster. Looking at the actual implementation I would change this a little bit. Instead of taking the researched techs by all players as a measurement I would consider the amount of researched techs for each individual player as a measurment for the inflation calculation. Even better would be to take the overall invested beakers as a measurment, but I would need to investigate the code to see if that is feasable.
So basically what you need to know for now is that instead of turns raising the inflation of a player, it would be researched techs raising the inflation.
(April 26th, 2020, 16:21)DaveV Wrote: After a quick read through: some good changes.
Speaking of war weariness, I'm always annoyed by the "We long to rejoin our homeland" unhappiness in conquered cities (or however it's phrased; I always call it "Pining for the fjords"). The only way to eliminate it is complete genocide, which seems a little off. I'd advocate for this, too, to be proportional to the ratio of culture in the city. Once you've assimilated the city, it's part of your empire and doesn't care about its former owners.
I need to look up the actual implementation to make any meaningful commentary on that. I will come back to you.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: War Weariness: You no longer accumulate war weariness if you are winning battles.
This part is controversial I would say. The rest I agree with, but I believe a conqueror should not go without penalty, even when winning battles on foreign lands.
(April 28th, 2020, 06:49)chumchu Wrote: War Weariness: Skeptical. Afraid it might help the stronger player too much in a war against a weaker neighbor. It incentivizes taking land from weaker players rather than stronger players.
So to have any meaningful discussion about this I need to explain the actual implementation. These are the ways you accumulate war weariness:
Your unit attacks their unit=+3 if you lose, +1 if you win
Their unit attacks your unit =+2 (win or lose)
You capture a unit=+1
Your unit is captured=+2
You capture a city=+6
All of the above values are multiplied by a the ratio of attacker and defender culture. That way fighting in your 100% culture never leads to increases of WW for you. The following values are not modified by this ratio.
You launch a nuke=+12 (WW regardless of culture)
You are hit with a Nuke=+3 (WW regardless of culture... this is for All players hit by the nuke)
Each turn =-1
Each turn at Peace= Current WW x 99% (rounded down)
The things I want to change are:
Your unit attacks their unit=+3 if you lose, +0 if you win
Their unit attacks your unit =+0 win or +2 lose
You capture a unit=+0
You capture a city with your culture being in the minority =+6
Each turn at Peace= Current WW x 95% (rounded down)
If I understand you correctly, you are fine with the change to "Each turn at Peace" and I would guess you are also fine with the change to "capture a city", correct? This leaves only the other three changes. I think the "capture a unit" change is not as necessary as the other changes as this event happens not as often as the others. I think the reduction of "Your unit attacks their unit" is necessary and the most annoying and illogical. Not that this is only a change from +1 to +0 and you acquire the most WW by losing in enemy territory like for example by sacrificing your collateral in an attack. On the other end I can see a valid point to decrease the "Their unit attacks your unit" from +2 to +1, but honestly I would rather keep it at +0.
Overall the most important change is to increase the reduction during peace time.
Starting balance
(April 26th, 2020, 16:40)superdeath Wrote: Slavery: Available at Masonry instead of Bronze Working Necessary: 4 Closeness: 3
Cant say i understand why this is made....
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Moving slavery to masonry I believe is very game changing. If I was to point to "where is this mod exceeding its stated goals" I would point here. The closeness is 1/2, not 3.
The two reasons for this change were:
Increase Mysticisms value as a starting tech (access to slavery)
Make room for more interesting choices (Do I go for slavery first or for the chops)
It's also noteworthy that Mining still leads to masonry. This change is not so diffcult to comprehend as a newcomer to the mod, but I see your argument that this is a game changing alteration. I would like to know how more players feel about this. I know that Chumchu did change this to masonry too in his mod. Chumchu also made an interesting argument for serfdom, which might solve this problem too, but I will come back to it later.
(April 28th, 2020, 06:49)chumchu Wrote: Masonry increase is not needed as I see it.
This is only to compensate for moving Slavery to Masonry.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: I feel like swapping pastures/camps as done in RTR, keeping AH just as expensive, making fishing/hunting/agri both 50 beakers, keeping myst/mining as is would be closer to vanilla. Wheel would remain a bit more expensive.
I feel like the swapping of pastures/camps is also a rather deep cut into the original starting gameplay. I understand why Krill did it, but it's definitly a bigger change then reducing the tech costs. Speaking of those, I think reducing the tech cost of all starting techs to 40 in RtR was a change for the worse. That way you are always able to tech two starting techs before your first worker pops with a plains hill city. With this change starting techs mattered way less in RtR, which hurts overall uniqueness and power of some civs. Changing all starting techs to 50 except for The Wheel as you proposed leads to a similar devaluation of starting techs. I would like to go with these changes.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: I dislike the idea of giving scouts an extra movement point with hunting, it just seems like a overly engineered mechanic. The fact that hunting is still necessary for spears to counter that lone chariot which is now easier to get (AH is cheaper, de-prioritization of bronze working makes chariots a far more likely rush unit, yet another reason I dislike the new change) makes hunting fine as it is.
To clarify I don't plan to give the scout an extra movement. The scout will start with 1 movement and with Hunting he will be back to his usual 2 movement. Looking at scouting in BtS you had the following two scenarios:
Non-Hunting civs started with a 1 movement unit with strength 3 against animals as well as barbs
Hunting civs started with a 2 movement unit with strength 2 vs animals and strength 1 vs barbs
With my changes we come to this:
Non-Hunting civs start with a 1 movement unit with strength 3 against animals and strength 1 vs barbs. Therefore a small nerf, but they can at least increase the movement.
Hunting civs start with a 2 movement unit with strength 3 against animals and strength 1 vs barbs. A slight buff because the scout is a little bit better against animals.
With these changes I aim to keep everything mostly as with BtS, while also giving nobody an advantage with a starting warrior.
(April 28th, 2020, 06:49)chumchu Wrote: Fishing should be cheap to not make coastal starts even worse. The more expensive fishing is the harder it is to play a coastal starts.
Making work boats available right from the start should already solve a lot of problems for coastal starts. Teching Fishing while building a work boat first shouldn't be a problem. One additional reason for increasing the cost is to buff civs, which have Fishing as a starting tech, by giving them a little beaker heads-up compared to Agriculture and Hunting.
(April 28th, 2020, 06:49)chumchu Wrote: Hunting: With cheaper agriculture it is maybe not necessary.
What exactly do you mean by that? Do mean to change something here or to tech Hunting?
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Additionally, with how you are buffing lumbermills, machinery becomes that much better and more essential, making MC so drastically cheaper is something to think about. Perhaps 350 beakers is a bit more tempered.
Actually RtR buffs lumbermills even more then I do, but your argument is still valid. For now I would like to keep it at 300 and if it turns out to be a problem I can still push it to 350.
Buildings
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Colosseum - why this specific change? +1 commerce seems like one of those arbitrary things modders tack on when they don't know what to do with a building (I am guilty of doing this in my own balance mod). The +1 unit exp from RtR perhaps makes more sense, and would have some synergy with a chm player?
I agree that my change is a poor change. I was thinking about something to buff colosseums a bit, while also staying true to the flavor of the building. My thinking was that the theme of the colosseum is "bread and circuses" which is a great explanation for the happiness, but it could also fit as an explanation to make some money from it. I'm very hesitant to give out more XP on general buildings. I think there is an intenional balance in BtS to keep CHM always a few XP short of the next promotion at least with the first three promotions. Then again they managed to unbalance everything with the stable. The stable alone is one reason why mounted units are great as it is much easier to get to two promotions on mounted units for everybody, while you need at least a great general to do the same for other land units. Maybe it is worth to give archery and melee units some extra XP to get them on equal footing vs mounted units. This might be worth investigating further.
By the way, were can I find a changelog for your balance mod. I would like to have a look at it.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Castle - make it come earlier as well, perhaps with construction.
I think for it is fine to obsolete it at corporation. Thinking about it, it is weird that Economics obsoletes them, but I bet the reason to do that there is to get rid of that additonal trade route from castles right when you can get another one. But on Economics you only get the next trade route with a civic change, while with corporation you permanently get the trade route. So going with that I think it's right to obsolete at Corporation.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Customs house - move to banking - provides a counterbalance to adopting mercantilism?
I think reducing the hammer cost is fine for now. I also don't think the "later" introduction of Customs Houses is the reason why mercantilism is adopted. The main reason why mercantilism is adopted when it is available is that this is the first economic civic you get and it's hard to counter that.
Naval Mechanics
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: +1 trade route on circumnavigation? Not a fan, this feels like a civ5 mechanic.
The main purpose of this change is to get rid of another +1 sea movement. At the same time the circumnavigation always was a nice mini-goal during the game. By giving it +1 trade route instead of +1 movement I try to keep this mini-goal. I would like to know how others feel about this.
(April 28th, 2020, 06:49)chumchu Wrote: Naval changes: this is a big topic that can easily get out of hand for a smaller mod. I think there is a need for some change that makes astro less obvious and galleon less dominant on water maps. Making that tech paath harder is one way. Allowing counter play is another. My suggestion is the following: Trireme strength 3 no bonus against galley. Caravel strength 4. That way the defender can at least trade cost efficiently against galleon until the attacker gets chemistry.
I would not like to go the way of counter play here for two reasons. It creates more changes compared to BtS and if you look at the techtree and the beaker cost of Astronomy it becomes apparent that the original developers intended this to be discovered later then possible with the astro-bulb.
Corporations
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Have they been extensively used in MP? I've attempted to replicate the infamous wonderbread strategies from the civfanatics forums, but SP is a whole different story. Would not a race-to-the-bottom state property mass adoption in similar fashion to race-to-the-bottom mercantilism adoption against a GL or heavily expanded opponent occur? Point is - do they need the extensive nerfs proposed for our MP-oriented community?
They haven't been used here extensively. Mainly because RtR removed them and before RtR they still came in late. I think giving everybody an executive is the right choice, because that way everybody gets the change to play with them. But I think you are making a valid point about State Property and the nerfs being to hard. I probably lift the nerfs on Creative and Cereal as well as the HQ, but I think the nerf for Sushi and maybe Mining is necessary. I will have a closer look at the numbers.
I have extensive testing with this option from the xml in an iteration of my own balancing mod. It is absolutely disadvantageous when compared to slavery. The most efficient food -> hammer conversion is when whipping size 2->1, and later on when you need to whip maces, 4->2. You want to be whipping small cities for maximum production. In any case, cities not growing is a huge disadvantage. This prevents the development of a proper specialist economy or a cottage spam, while not being very effective with whipping as a specialist economy is, and not offsetting the need to grow pop with cottages.
You are absolutely right about slavery being more efficient with smaller pop numbers. While doing some tests with the military food production, I found that around pop 12 this military food production becomes somewhat equal or sometimes better then slavery. I see the following advantages between slavery and military food production:
Slavery:
Smaller cities with food excess are more productive in unit building
Smaller cities with food excess are more efficient in getting up basic infrastructure
Emergency whips in a defensive situation.
Make excess food in any city useful
Synergies are great with cottage economy
Military food production:
Bigger cities with food excess can turn that into units
Cities at the happiness limit can still use the great food tiles without going into unhappiness
Enable low hammer cities to build units during wars
Synergies with the farm bonus.
I want to clarify for the others that the city only stops growing when you build a unit in it, but I expect that you, GKC, already knew. It's also worth pointing out that slavery also limits growth, but manageable by the player and indirectly. Still you are right that this is a disadvantage. What would be your opinion about this if you could toggle this food production per city? Maybe even toggling it for settlers and workers, too? I would like to collect some more thoughts by other players before I make another decision here.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Serfdom - Don't implement the food mechanic it will be bad. Instead, give it 50% bonus to cottage growth (this requires a DLL change due to stupid nasty rounding - giving 50% in the XML doesn't work for quite a few mechanics) as a counter to the specialist economy of caste system. Maybe give caste unlimited priests as well, to synergize a tiny bit with angkor and make it just a bit more op, now that serfdom has a major buff? Or, perhaps remove the worker speed buff from serfdom instead.
I think the cottage economy is already strong enough, possible too strong, which is why it does not need another earlier boost to it then emancipation. Giving unlimited priests to caste is interesting. It might be a problem though if people can get a shrine faster that way. Still something worth looking at if Caste needs a boost.
(April 27th, 2020, 07:49)chumchu Wrote: About serfdom.
I would propose the change that I play with in my single player mod taht is close to bts: Serfdom is unchanged but is now available from Animal Husbandry. As it is now Serfdom would be good early game civic but it comes so late that its effect is overplayed.
This has a number of good effects in my opinion:
1) Gives a valid alternative to slavery in the early game.
2) Easy to learn change.
3) Animal Husbandry becomes a more critical tech which makes early game tech choices more interesting
4) Less obvious best opening
5) A slight buff to spiritual
6) Less eurocentric view of history. Corvée labor was used all over the world by the Incas, Egyptians, Mesopotamians, Indians, Chinese etc.
The big downside is that it will not be used much later in the game except occasionally by spiritual leaders. I think that is okay as more interesting early gameplay compensates for that.
Like The Black Sword I find this very interesting. It's a simple comprehend-able change. If slavery really does not go towards masonry I would probably put serfdom on masonry, mainly because there is already enough going for Animal Husbandry and that way Mysticism is buffed. I still think it would needs something that makes it interesting in later stages, like Caste improving Workshops for example. I really like this idea, but I also see the following problems:
It alters the early game quite a lot, maybe too much.
It is a huge buff to Spiritual
It also deforests the world faster which is working against my lumbermill change.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Emancipation - Swap bonuses with Univ. Suffrage. In effect, make Emancipation give +1 hammers on towns, and gold rushing, and have Univ. suffrage give the unhappiness of Emancipation, or perhaps some other, more creative bonus. The universal unhappiness is a terrible mechanic and should be avoided. Maybe give it 100% GPP boost? It would help carry specialist economies further.
Swapping late game civics around was only a thought experiment and if I ever would do it, I certainly would just swap the benefits around. Still this would be a huge new balancing issue, which I don't want to do. You also mentioned that "civics are not about what category they're in". I would say it is both synergy between civics and the theme of the civic tree, with bigger emphasis on synergy. You mentioned that the unhappiness bonus of Emancipation is totally broken. I totally agree with you. At first I thought changing that to just +1 happiness across your empire, but I find moving the +10% hammer bonus from State Propety to Emancipation very attractive. I will think some more about that.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Vassalage: either make it give more extra free units or make the costs significantly less.
In that case it would be better to decrease the costs as free units don't scale with map size and only work situational, while the civic cost is always there.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Bureaucracy: Set cost to medium.
I would like to hear more opinions from other players about that.
Traits
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Financial - the nerf is effectively for early game only - you're losing out only on a small dole of the commerce. The bank +50% is totally unnecessary.
You are correct that this nerf is mostly for early game, but that's not the whole picture as there's also this:
Windmills along a river no longer receive the bonus, only with Enviromentalism.
Same for Forest Preserves and Lumbermills along a river
Non-river tiles will always activate the benefit after 30 instead of the 10 turns in BtS, which is a noticable difference
This change was actually used in RtR before the current implementation of giving the bonus at "2 commerce, but not on river tiles" was implemented. This is definitly a harder nerf and led to some players saying that FIN is now one of the worst traits in RtR. This may not be true, but I think the nerf in RtR is to hard and at the same time a bit further away from BtS then this one. The nerf on the bank bonus is certainly debatable.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Agg - sure, that's not a bad change, but I would swap the jail/stable bonus between imp and agg. Buff jails as well, make them come earlier, they're not that amazing anyhow, and it would give players some ability to leverage espionage. Give one of the two drydock bonus.
Like I already that in my initial explanation I think giving Stable to AGG is too strong as bonus. Giving it to IMP is in my opinion better as it balances the three militaristic trait better. I wanted to mention that the drydrock bonus still remains at AGG. But moving jails to an earlier position might be valid, the only question is where to. My initial thought is not to go any further then Divine Right, Paper or Guilds. Maybe Banking is a good spot. Also a nice addition when it comes to flavor. Moving jails to an earlier position also might help against Statue of Zeus. Only downside is that Constitution is left with only the Representation civic.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Ind - now the "hanging gardens" trait. I don't disapprove, however. Though, since the resource bonus is less, is Ind not better now?
Thanks for mentioning the hanging gardens. That's certainly a good reason to remove the aqueduct again. IND already got strong enough with Metal Casting reduction and the resource bonuses.
Civs
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: America - what? The UB description confused me. If I get it correctly, it seems kind of op, maybe +2 is fine instead.
To elaborate a bit more about it. Normally when you add GPP points to a building in civ4 you need to assign to which Great Person the points go. But interestingly it is possible to assign neutral Great Person Points. That's exactly what I did here. The numbers of course as you have mentioned need tweaking.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Arabia - tbh Camel archers can just get a 25% withdrawl chance instead. Tune instead of changing should be the tune of a mod like this.
This is very hard for me to admit, because I really liked the flavor of the change, but you are most certainly right, that tuning should be the tone of the mod. 25% withdrawl sounds good so far. At the same time the change to Mongolia might be reverted as I only made it in response to this change.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Babylon - I don't believe in messing around with food too much. Anyways, it looks a lot like the Baray.
You are absolutely right, that it looks like the Baray and it bothered me too. I will think some more about a better change to the UB.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Byzantium - I guess?
What turned you off or is it just a "I don't care"?
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: UU - keep musketeer as is? I don't see the point of the change, they're a good unit. The fact you give a similar bonus to germany doesn't really seem exclusive - you didn't have the same problem with giving a food bonus to an aqueduct.
You make a valid point especially with the comparison to the aqueduct. I will think some more about the German UU, as it was the reason for this change.
(April 26th, 2020, 22:33)Superdeath Wrote: UU cost too high, 70 cost ok with Granary bonus
(April 26th, 2020, 22:33)Superdeath Wrote: I feel like for each of the civs that you said "am i too hard on them" ... you were. Otherwise, id love to try out most of these changes.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: should be fine, but given the unpopularity of early rushes in our meta, keep quechuas at 15.
First yes the granary bonus still applies to the 70 cost. That way it is not an immediate 1 pop whip for EXP. You two of course may be certainly right that I'm a bit too hard here, so quechua back to 15 is valid.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: I guess, Nanban Harbor I liked a lot because few harbor UB's
It's certainly interesting. I need to think some more about it.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Mali - does it really need a nerf
You be right that I'm to hard, but then it's a archer with higher strength and more free strikes. At least bringing it down to the archers usual 1 free strike should be fine.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Native America - give dog warriors woody + guerilla, keep at strength 4.
I fear that it might be too strong as a unit for rushs and at the same time it doubles with the Aztec Jaguar. Maybe removing Guerilla is needed.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Portugal UB is fine. No need to change this, given changes to imp - we need some renaissance civs as well, but perhaps make it give bonuses to domestic trade routes as well. This would make portugal a premier mercantalism civ, with the ability to offset foreign trade route losses. The nerf to astro makes portugal much better.
Good and valid arguments, but I feel the domestic trade bonus would too much, after all you improve every water tile with it.
(April 26th, 2020, 22:33)Superdeath Wrote: I would say Rome doesnt need nerfed for a "close to home" bts. RTR Rome i would say has stronger UU than BTS Rome in most situations. +50% attack vs cities beats an extra strength point... IMO, and no im not saying that because i happen to be playing them ;p
How do others think about the praetorian? You may be right, but I would like to hear more opinions.
(April 26th, 2020, 22:33)Superdeath Wrote: I feel like for each of the civs that you said "am i too hard on them" ... you were. Otherwise, id love to try out most of these changes.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: Zulu - don't nerf, fine as is...
I'm not so sure. Zulus are chosen quite often. But you are right that I'm possible to hard on them, so of the two nerfs will go. Right now most likely the maintenance nerf on their UB.
(April 26th, 2020, 22:33)GeneralKilCavalry Wrote: War Weariness: You no longer accumulate war weariness if you are winning battles.
This part is controversial I would say. The rest I agree with, but I believe a conqueror should not go without penalty, even when winning battles on foreign lands.
(April 28th, 2020, 06:49)chumchu Wrote: War Weariness: Skeptical. Afraid it might help the stronger player too much in a war against a weaker neighbor. It incentivizes taking land from weaker players rather than stronger players.
So to have any meaningful discussion about this I need to explain the actual implementation. These are the ways you accumulate war weariness:
Your unit attacks their unit=+3 if you lose, +1 if you win
Their unit attacks your unit =+2 (win or lose)
You capture a unit=+1
Your unit is captured=+2
You capture a city=+6
All of the above values are multiplied by a the ratio of attacker and defender culture. That way fighting in your 100% culture never leads to increases of WW for you. The following values are not modified by this ratio.
You launch a nuke=+12 (WW regardless of culture)
You are hit with a Nuke=+3 (WW regardless of culture... this is for All players hit by the nuke)
Each turn =-1
Each turn at Peace= Current WW x 99% (rounded down)
The things I want to change are:
Your unit attacks their unit=+3 if you lose, +0 if you win
Their unit attacks your unit =+0 win or +2 lose
You capture a unit=+0
You capture a city with your culture being in the minority =+6
Each turn at Peace= Current WW x 95% (rounded down)
If I understand you correctly, you are fine with the change to "Each turn at Peace" and I would guess you are also fine with the change to "capture a city", correct? This leaves only the other three changes. I think the "capture a unit" change is not as necessary as the other changes as this event happens not as often as the others. I think the reduction of "Your unit attacks their unit" is necessary and the most annoying and illogical. Not that this is only a change from +1 to +0 and you acquire the most WW by losing in enemy territory like for example by sacrificing your collateral in an attack. On the other end I can see a valid point to decrease the "Their unit attacks your unit" from +2 to +1, but honestly I would rather keep it at +0.
Overall the most important change is to increase the reduction during peace time.
I agree with the need to significantly increase WW reduction, but I think that would be satisfactory. It will help the attacker significantly enough.
I deleted my post from November where I posted my own mod. There have been a few changes since, and our internal changelog is incomplete. I can make a post with the full changelog in the coming week, as well as attaching a completed (that is, one without my friend rapping about civ) version of the mod.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
I've often thought the best way to make protective more useful is to just make it so that walls and castles don't obsolete at all. Not exactly sure why they do, anyway. If they are still good, then protective is 1/2 price on what turns out to be a pretty expensive building.
I'm just going to throw my very much 2 cents into the ring. As someone who started a base BTS game because the RtR mod was too far from the base, just be aware of if a change is necessary which it sounds like you already are as its part of your scale. Also, it may be something just isn't worth the extra wall of text (looking at you Native Americans). I do agree with a lot of your changes, but as I'm sure your aware chasing perfect balance is almost impossible.
I'm leaving out changes to any civs because we mostly tried to play around with the game to the fullest rather than balance. (I think at one point, we introduced a unit that came with Construction or Metal Casting that allows you to load unit into it and had 3 movement points. It itself was a land unit with 4 strength. The current UU/UB changes in our mod are not that great either)
PHILOSOPHY: Buff things to make them as good as the best thing
Financial +1 commerce on tiles with 2 50% Cheaper Bank
15 turns to Smelter: -1 food, +3 hammers, +1 hammer caste, no SP bonus.
45 turns to Factory : -1 food, +4 hammers, +1 food from state property, +1 hammer caste
60 turns to Industrial Center: -1 food, +5 hammers, +1 food state property, NO caste bonus
Windmill
+1 Food, 2 Commerce, +2 commerce from electricity, +1 hammer replaceable parts
Farm
50 turns to Estate
Estate
+1 Commerce, 100 turns to latifundia
Latifundia
+1 hammer
Gulag - Tundra only, +1 food, +1 hammer, +1 commerce next to river, 12 turns to build.
CIVICS OVERHAUL: Government: Hereditary Rule
Medium Upkeep now
Police State
+1 gulag hammer
Legal: Vassalage:
No unit cost <iGoldPerMilitaryUnit>-1</iGoldPerMilitaryUnit>
Bureaucracy
Medium Upkeep
Labor: Serfdom:
100% growth for all improvement types (we couldn’t get 50% to work, because of DLL bug)
High Upkeep
This is offset by Caste System:
Unlimited priests/engineers
+1 hammer on first 3 levels of workshop
Emancipation:
+1 hammer, +1 commerce to all kinds of farm, low upkeep, small unhappiness penalty to all civs
Economy: Mercantilism
No foreign trade income
High Upkeep
No foreign cops
+100% hammer from trade routes. I forget the XML changes, but trade routes give +1 hammer. This bonus can become extremely significant based on customs house changes.
Free Market
+100% Commerce from trade routes
Medium Upkep
State Property
+1 food on top 2 workshop levels, watermills, +10% hammers, no maintenance costs
Environmentalism:
Requires Biology
+10 health in all cities
+1 free specialist
+3 commerce from forest preserve
The Renaissance Overhaul Gunpowder - Comes after engineering, give pike and shot, 8 strength, 50% bonus vs. mounted, gunpowder unit, ignores first strikes Flintlocks - require either education OR guilds AND gunpowder, give musketmen, all of which will be upgraded to 10 strength, including the UU’s. No bonuses against longbows/knights will be given. Muskets get CG1 Riflemen - 25% defense against Cavalry. (Not cuirassiers) Cuirassiers - machinery and miltrad (not flintlocks), 2 movement, 12 strength Cavalry - require rifling and miltrad, 3 movement, 15 strength, not 1st strike immune. Ethics - requires philosophy, leads to constitution (alternate path instead of nationalism)
Jails -- MINUS 1 happiness, 15% production, decrease war weariness.
Gulag -- +1 food, +1 hammer on tundra tiles, +1 commerce next to river, +1 with police state
Other unit changes Machine Gun - now 150 hammers Swords - 20% city attack Grenadier - do up to 20% collateral
Buildings Changes: The Trade Route Revamp: Walls:
+25% trade route income
Castles
Now +2 trade routes
Come with Construction
Obsolete with corporation
Jails
MINUS 1 happiness, 15% production, decrease war weariness. Come with Ethics
Customs House
Now simply gives 100% trade route income, 150 hammers
Security Bureau
Replace with School
200 hammers
+1 hammer, +1 gold to engineers/scientists/merchants
Wonders: TGL
+1 trade route
Sistine
+2 beaker on specialists
Angkor
+1 food on priests
Hagia Sophia
+1 free engineer
Statue of Zeus
50% war weariness
Security Bureau replaced by
Comes with Democracy
Eiffel Tower:
50% GPP
Chichen Itza
Enables all Legal Civics
500 hammers
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman
(April 28th, 2020, 18:05)AutomatedTeller Wrote: I've often thought the best way to make protective more useful is to just make it so that walls and castles don't obsolete at all. Not exactly sure why they do, anyway. If they are still good, then protective is 1/2 price on what turns out to be a pretty expensive building.
I doubt that only not obsoleting is enough to make this useful or get chosen voluntarily by any player. The reason why those buildings are going obsolete is the following:
Walls: Both of its bonuses don't work against gunpowder units. If this building does not go obsolete it would work against air units, which is hilariously wrong and tanks, which might be debatable. By obsoleting the developers just avoided slapping those things onto the building too. But I need to investigate if this is really the case for air units and tanks, if I don't obsolete the celtic Dun.
Castle: This one is definitley. The defensive bonuses fall into the same trap as the ones on Walls. This leaves only the +1 culture, +25% espionage and +1 trade route. The developers intended to get rid of the +1 trade route, which is why the obsolete at Economics. Same thing happens with happy resources obsoleting when new happy bonuses arrive in the Modern era. I'm not sure if all three bonuses are enough to make PRO any more useful. You would also need to lift the Wall requirement.
(April 28th, 2020, 18:33)Mjmd Wrote: I'm just going to throw my very much 2 cents into the ring. As someone who started a base BTS game because the RtR mod was too far from the base, just be aware of if a change is necessary which it sounds like you already are as its part of your scale. Also, it may be something just isn't worth the extra wall of text (looking at you Native Americans). I do agree with a lot of your changes, but as I'm sure your aware chasing perfect balance is almost impossible.
I'm aware of the perfect balance chase and would leave that to RtR. When it comes to the Native Americans you probably refer to the UB and tech change. My reasoning for those is as follows:
In BtS you need to tech Mysticism (50 cost) to able to build the UB, but you then still need to tech Hunting (40 cost) and Archery (60 cost) to really get this bonus going. All in all 150 base beakers. With my changes to Mysticism and Archery the total base beaker cost is reduced to 140. A slight buff, but be aware that I'm not totally sure if I keep the Archery change. By giving them Hunting instead of Fishing and moving the UB to Archery you only need the cost of Archery to get the bonus rolling.
Giving an additional +1 XP to gunpowder units makes this UB and civ a little bit more useful in the later stages of the game.
Not obsoleting the UB is the same reason why I did not obsolete any UB, it hurts those civs unnecessarily. Especially because it now has a later bonus too.
I more or less kept the bonus intact, but only streamlined it.
(April 28th, 2020, 19:59)GeneralKilCavalry Wrote: Here's my mod Charriu.
Thanks I will look at it and maybe you will find some of your changes here, too. But judging by your philosophy I doubt it will be many.