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

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A new mod enters the ring - Introducing "Close to Home"

Barracks has always given 3 xp.

If you want a small change that enables extra possibilities for everyone, then the RtR change of +1 xp from colloseums is well tested and works perfectly fine. It enables both Cha players and others to hit that threshold at a cost.
My singleplayer balance mod of BTS: https://dl.dropbox.com/s/3u6g4b2nfa74qhm...%20mod.odt?
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Baracks was 4 xp in Vanilla, and bumped down to 3 in Warlords when CHA was first added. The huge problem with 4 xp barracks and CHA is that units get two promos out of the gate.
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I have been thinking about the nuke problem. I don't know if I have a good solution. My increase the cost to the moon to somewhat "soft" ish ban is an easier path than to try to fiddle with a whole redo (IE effect for cost). They will still be there if game state demands, but will be so costly you will have to really choose what you use them on.

I think exp situation is fine. Cha is still a good trait. Pentagon is still really good.
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Whatever the nukes current cost is, x10 i would say for price. Makes them less whippable, and more of a Manhattan project style "im going to build this specifically for X" And of course, make it so GP dont die. Also.. ill still want them banned in basically any game i play in :P
"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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When Mjmd plans the next game with CtH, I think I should start finishing the new CtH version.

The planned patch log:
- Remove (parts of) Charrius log functions (if I interpret the code correct). Nobody uses it, and it creates python errors in German (and maybe other languages) - see #1436
- America UB reduce to +1 [Image: Civ4GroPers.png] - I think this should be a good compromise
- Submarine Rework 2.0
- - Add new unit category "Submarine" for Submarine and Attack submarine (and rename both)
- - - Add "Attacks Submarine (unit class) (outside of cities) first" to the Attack submarine - would allow better counterplay against mobile nukes on the high sea.
- - Add Combustion as requirement to the Submarine and revert the previous changes. This means missiles back to the submarine and [Image: Civ4GroPers.png] to the attack submarine. - To should be better at reaching the state goal of the previous change, later availability of mobile nukes - see #1441
- Increase the cost of the Sumerian Ziggurat from 90 [Image: Civ4Produktion.png] to 100 [Image: Civ4Produktion.png]
- Increase Nuke costs (again)
- - Tactical Nukes from 750 [Image: Civ4Produktion.png] to 1000 [Image: Civ4Produktion.png]
- - ICBM from 1500 [Image: Civ4Produktion.png] to 2000 [Image: Civ4Produktion.png]
- Increase Manhattan Cost from 1500 [Image: Civ4Produktion.png] to 3000 [Image: Civ4Produktion.png]


Further ideas to discuss:
- Reduce the XP bonus from dry docks from 4 to 3. - This would make it more difficult to get to Navigation 2 promotion and changes the dry dock to be more inline with barrack/airport. - Mostly a nerf to CHA players.
- - Add the missing XP back with the Hospital. - This would allow CHA to get 3 Promotions units in every city (with Theocracy and Vassalage) and non-CHA with Pentagon (and Theocracy and Vassalage). - Hospital because this building gets almost never build (and researched). The RtR option of colosseums already got the war wariness boost.
- - Alternative increase the pentagon from 2 XP to 3 XP.

And I don't know if this is possible, but as idea:
Invert the UN Nuke resolution.
Some needs to pass this resolution to build nukes - this also would allow one player to Never! nukes ingame.
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I wouldn't touch dry docks. I don't think hospitals ever had any kind of exp boost? At least not in CtH. I also think pentagon is fine. Its popular enough I've lost every race for it when game has gone on that long. And I've regretted losing it every time.

I like the sub change idea you proposed (only if you want to do it).

People can just express they don't want to play with nukes and a vote can be taken before the game. However, the increase in cost along with more sub counter play should make them pretty rare. I think we had also agreed on getting rid of stone bonus to build Kremlin.

I know it was discussed before, but I specifically like decreasing the income on the production corps by another gold from 3 to 2.
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I didn't find the point where we agree about the stone and Kremlin. I think that the Kremlin is late enough, that everybody should have stone.
Anyway, not real argument to why not. Allow more option for a GE snipe ?
I can add that.

I would like to get more feedback on the submarine unit category.

More on the XP later.
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(February 17th, 2025, 15:05)xist10 Wrote: I agree a bit on the Kremlin. Stone bonus should be easy. Still, any more thoughts ?

Removing stone bonus was just about nerfing it a bit. Kremlin is really really good.
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I would advise against increasing the cost of nukes. Nukes are supposed to be powerful and against intelligent opponents it is tricky to make them pay for themselves already, especially with submarine changes (which I fully support btw). Of course, against players who are stacking units in the nuclear age nukes are OP but this mod should be balanced for MP, not for playing against AIs (and AI-like humans).
(On a more philosophical note, I believe that the function of nukes should be to make late-game wars impossible, just like it happened in real life and would prefer to make them more powerful, not less. For example, it would be great to increase ICBM splash zone to the entire BFC. But I do not expect to find much support for this)
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Also, if players want to avoid nukes, they have an in-game option already: build the UN and ban them.
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