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

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RtR mod 4.1.0.1 Discussion Thread

So here is an option. This is the basic idea, there can be a little rebalancing with tech costs, but there are two fundamental changes:

Philosophy requires [Drama OR Code of Laws] as optional prerequisites, and [Priesthood AND Monotheism] as mandatory prerequisites.

Temple moved from Priesthood to pretty much any other tech (Meditation, Polytheism, even Mysticism).

This means that Priesthood gives Oracle, and a path to CoL, Monarchy and Writing. So long as you research only one of Priesthood or Monotheism, Philo does not interfere with the Astro bulb path. The Temple has to be moved somewhere just so players can shrine the religion without having to consider Astro.

There are variations on a double lock system like this. Does everyone remember that Paper used to be locked behind three techs to stop Education bulbs breaking everything, in the early days of the mod? This lock forces players to choose between Oracle and a straight push to multiple core techs, and the religious civics.
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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Charriu, a question: can you change circumnavigation to have an XML tag, with a binary setting, that allows it to apply to every player? So if that tag is set to 0, then only th first person to meet the conditions gets it, if it is set to 1 then as each player meets the conditions then each player will get the bonus?
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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I can do it as an XML tag or in-game option. But I assume you really want the XML tag, right?
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

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Yeah, XML tag please.
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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So right now this is where I'm at for the 4.1.0.1 version of the mod:

Quote:RtR mod 4.1.0.1 proposed changelog (Compared to RtR 4.0.8.5)

Traits:
IMP: -10% city maintenance.
PRO: Remove free CD1, give free Drill 3 (+2 free strike chances) to Archery and Gunpowder Units.
FIN: +35% production of Library.


Tile improvements:
1: Villages, Towns, are permanent and cannot be pillaged or improved over. Also provide access and tile yields to Oil, Coal, Aluminium and Uranium (Originally from 3.x line, this is actually necessary IMO, it stops the tiles be pillaged and it also solves the air bombing turn order problem).
Workshops: Now +1 hammer from Guilds moved to Engineering.

Techs: Fishing, Agriculture, The Wheel, Hunting, Mysticism and Mining: base cost changed to 45.
Philosophy now requires Drama Or Code of Laws as option prerequisites, and Priesthood and Monotheism as mandatory prerequisites.
Meditation base tech cost increased to 100


Units:
Caravel, strength 4, -30% against galleys and triremes, 1 capacity (can transport any units), remove ability to enter cultural borders [Other stats unchanged, 60 hammers, requires Optics, 3 moves]
Carrack: Increase to strength 4, -30% against galleys and triremes, 4 moves, 2 capacity, remove ability to enter cultural borders.
EIM: Lower to 3 capacity, remove ability to enter culture without OB.
Privateer: Requires Optics and Paper, +65% attack against Ships of the Line, removed ability [to attack without war declartion] and [hidden nationality].
Ship of the Line: iCollateraldamage = 75, iCollateraldamagelimit = 70 (ie 30% hp max damage from collateral), iCollateralDamageLimit = 5
Ironclad: Decrease to 1 movement point. Starts with Navigation 1 and Flanking 1 promotions, 1 free strike strength 12, no defensive bonus, requires iron, coal, Steel and Steampower, costs 120.

War Elephant: Now requires Iron, Horseback Riding, Iron Working and Construction


Barbarians: Barbarian Animals: Wolf: unchanged.
Lion: Strength 1, 1 move. +100% against Melee.
Panther: Strength 1, 2 move, starts with woodsman 2 promotion.
Bear: Strength 1, 1 move, +200% against Melee.
Scout: +200% against barbarian animals. Require no tech. Every player starts with a scout instead of a warrior.
All difficulty levels adjusted so human barbarian units and barb cities do not spawn before turn 40; barb animals span from turn 5 onwards.


Buildings: Castle: Obsolete at Corporation (Except defensive bonus). Requires Walls. No trait or resource production bonus. Cost reduced to 80 hammers.
Temple: now requires Meditation (plus religion in city, no longer requires Priesthood)

Promotions: Drill 4 requires Drill 2 and Drill 3. (Fix for PRO, no functional change in game).

Game option:
  • Remove wonder production bonus from resources added
  • No City trading
  • No Map trading

Civ changes: Discussion to be found here

I'm working on a test mod version that will have a couple of changes to naval movement and I'm trying to put something together for another test of IND changes. I hope to have that up in a couple of days (definitely before Thursday when I go back to work).

Anyone got any questions or comments?
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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There should be two more new game options with the DLL I gave you:
  • No City trading
  • No Map trading
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
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Edited.
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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I can comment since pb42 is done, but the current IND allowing for double various national wonders... doesnt factor whipping at all. For example, i saw that i could "whip" the industrial heroic epic in one of my cities in pb42. Clicking on whip, slaved a population point, but didnt complete the production. I believe that it is broken for IND.
"Superdeath seems to have acquired a rep for aggression somehow. [Image: noidea.gif] In this game that's going to help us because he's going to go to the negotiating table with twitchy eyes and slightly too wide a grin and terrify the neighbors into favorable border agreements, one-sided tech deals and staggered NAPs."
-Old Harry. PB48.
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The implementation of Ind from PB42 is not being included here.
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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So here is the proposal for the test mod version. [b]THIS IS NOT TO BE IMPLEMENTED INTO THE BASE MOD WITHOUT A TESTGAME![/quote]

Quote:Circumnavigation: Now an individual achievement for each civ. Provides +1 movement to naval units.

Terrain changes:
Ocean: Now costs 3 movement points to enter.

Buildings:
Harbour: +2XP to naval units.
Lighthouse: +1XP to naval units.
Customshouse: +2XP to naval units.
Drydock: +5XP to naval units.

Promotions:
Navigation 1: Has no prerequisite promotion
New promotion: Powered Engines. iMoveDiscountChange=1 (same as mobility). Requires Mobility (not available to be chosen), only available to naval units.

Units: movement changes.
Caravel: Base movement 2. Starts with Navigation 1.
Carrack: Base movement 3.
Galleon: Base movement 3.
East Indiaman: Base movement 3.
Privateer: Base movement 4.
Frigate: Base movement 4.
Ship of the Line: Base movement 3.
Ironclad: Base movement 1. Starts withn Navigation 1
Transport: Base movement 4. Starts with Powered Engines.
Destroyer: Base movement 6. Starts with Powered Engines.
Battleship: Base movement 4. Starts with Navigation 1, Powered Engines.
Carrier: Base movement 5. Starts with Powered Engines.
Submarine: Base movement 4. Ignores terrain movement costs.
Attack Submarine: Base movement 5. Ignores terrain movement costs.
Missle cruiser: Base movement 5. Starts with Navigation 1, Powered Engines.
Stealth Destroyer: Base movement 7. Starts with Powered Engines.
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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