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Rebalancing Civ4: RtR Mod

What about the keeping the water bonus and instead give the ability to make cottages mature 20-50% faster?

You have the same end gold cap, you just get to it faster.
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“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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If the tile bonus is simply too overpowered, maybe +1 trade routes per city would be a good alternative? I'm sure the static gold modifier would be a good balance fix but it seems a bit "boring" to me. smile
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I don't think you can split the water/land commerce without a DLL fix? Maybe the python can do it, but I'm 99.9% certain the XML can't handle it.
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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What about just having faster cottages and cheaper markets and banks then?

I dunno, I just prefer making a solution that plays similar to the original. Wish there was a way to keep the hydra train going.

@zakalwe
I actually was thinking about that for Protective since it fits the theme of holding cities.
In Soviet Russia, Civilization Micros You!

"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
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Protective already gets cheaper castles which provide +1 trade route.

For financial, how about:

+2 commerce per city
X% faster cottage growth
double speed banks

Could this be balanced, and for what value of X?
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I know that the civics allow you to change the rate of cottage growth, but can you move that piece of XML over to hte traits and it still work?
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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What about only +1 to commerce on water tiles (not land), and putting it with double speed to banks? It doesn't break riverside cottages, boosts the coast (and sea i guess...), and adds the double speed to bank to compensate a bit.

(If that's a bit weak combining it with +10% to gold seems good).

Edit: Oh, we can't put it that way. But if it's possible it might be a good solution.
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Krill Wrote:I know that the civics allow you to change the rate of cottage growth, but can you move that piece of XML over to hte traits and it still work?

Doubtful. I don't think the Schema files, which determine what the XML fields are, can be changed without doing other edits to the game.

The slower cottages that were used in the Dan Quayle mod seem to have been done through the civ/unique unit. Which doesn't work for us, because we're expecting unrestricted leaders.
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zakalwe Wrote:If you tie the commerce bonus to a building that only financial civs can build (or that only they can build cheaply), it could become available later in the game.
You can do this. There is a wonder that affects tile yields so the building XML has that option.
Krill Wrote:I don't think you can split the water/land commerce without a DLL fix? Maybe the python can do it, but I'm 99.9% certain the XML can't handle it.
Python can not do it. DLL or nothing.
Krill Wrote:I know that the civics allow you to change the rate of cottage growth, but can you move that piece of XML over to hte traits and it still work?
I'm pretty sure the answer is no. You might be able to back into it by adding it to all civics that only FIN can use - that might be a bit messy. One way of doing that would be to create a FIN only tech that enabled the FIN civics. The normal civics would be available if you didn't have that tech. Then you just give the FIN leaders that tech at the start of the game. I seem to remember a WWII mod having something like that (techs that only 1 side could get and that influencing the civics).

Cyneheard Wrote:The slower cottages that were used in the Dan Quayle mod seem to have been done through the civ/unique unit. Which doesn't work for us, because we're expecting unrestricted leaders.
True - we added a UU and also added unique improvements (the whole shanty -> slum thing).
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(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Serdoa Wrote:Why not simply giving it +1 commerce on tiles with 2 commerce and only 2 commerce. If it has 1 commerce you do not get the bonus, if it has 3 commerce you do not get it as well.

Not possible through just the XML. Interesting idea, though.

I'm not sure that civic-based methods would even work. Civilizations can be given starting civics, but not leaders. An easy solution would be that Fin leaders only got Civic Y from a new column of civics, and non-Fin leaders only got Civic X, and neither civic was possible to unlock.
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