Modding some K mod values, Opinions?

Charles555nc

Prince
Joined
May 3, 2010
Messages
522
Hi,

I started making some changes to Kmod (and in no way can compete with almighty Karadoc). But I wanted to post some of my changes and see what others think...

Went through all naval units and tried to "bridge the gap", power wise, from ship of the lines/Iron clads to Destroyers. Also buffed submarines, which I hardly ever see.

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Galley movement 3, Trireme same, Caravel power 5, Carrack power 6, Galleon power 5,

Netherland Galleon power 7, Privateer power 8 movement 5, Frigate 12 movement 5,

Ship Of Line power 14 movement 4, Ironclad power 17 movement 3, Transport power 16

Destroyer power 25 movement 7, Battleship power 35, MissleCruiser power 38,

StealthDestroyer power 33, Submarine power 22 +25% ocean attack,

Attack Sub power 26, +20% vs submarine (down from +50%), +25% ocean attack

Carrier power 19
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Im thinking of adding +15% on attack, for the Privateer. Thoughts?

Edit: Also, Up'ed Grenadiers to +20% city attack. Increased some specialists, great specialists bonuses a small amount. Gave the ai a small production bonus but increased the cost of the ai upgrading its units, so the ai cant mass transmute upgraded units out of no where.

Balanced out the civilization traits a bit that I will go into further in my next post. Decreased the production cost of most buildings by 10% and made marble/stone/copper building bonuses +50% from +100%. Slightly increased cost of castles.
 
I haven't played that many games of Civ4 altogether (and I'm still working on finishing my first game of K-Mod), but these changes sound interesting and I'm looking forward to hearing more.
 
I lowered industrious to +40% wonder production, I buffed forges and factories to have 3 base production on top of their other qualities (-5%, 20% forge production). I gave creative two free beakers and one commerce per city to go with its +2 culture. I maxed anarchy at two turns for all civ traits (except spiritual), so you can switch 3 civics for 2 turns. I gave philosophic trait +120% great people points from +100%.

I might minorly buff spiritual and protective civ traits. How I would do this might be to increase the buildings that spiritual gets a discount on and provide protective with one or two free espionage points per city.

-Gave priest specialists 1 hammer 2 gold (from 1 hammer 1 gold), merchant specialist gives 3 commerce, 1 beaker, scientist gives 3 beakers 1 commerce.

-Basically using the logic of 1 hammer/food= 2 commerce or two beakers, I gave every specialist a total value of 4. Engineer has 2 hammer=4 total value points, priest 1 hammer+ 2 commerce= 4 points, merchant with 3 commerce and one beaker=4 points, etc etc.

Adding a super specialist to cities now gives slightly more rewards. Great prophet is 2 hammers 6 gold (10 value), great merchant is 1 food and 8 gold (10), great scientist is 1 hammer and 8 beakers (10), great engineer is 3 hammers 4 research (10).
 
Next things Im gonna change:

1. I'd like to lower the upgrade cost for units by 15% for the human. (done)

2. I'd like to increase certain espionage mission costs. Mostly the destroy building mission.

3. I'd like Angkor Wat to provide +1 hammer for priests AND great prophets (done).

4. Creative double production of laboratory and observatory but no longer collosseum.

5. Industrious +50% production for Iron works

6. Expansive is +3 health to start (done) and +100% building for custom house

7. Protective recevies 2 espionage points per city after civil service. I might try to implement a +15% cost increase in foreign spy missions after civil service for protective instead, if its possible. Lower +100% castle production to +50% (last part done).

8. Charismatic receives +50% production monument, colloseum, and broadcast tower.

9. Spiritual double cathedral/missionary production.

10. Imperialistic +50% stables/levees

11. Philosophical +50% Oxford University.

12. Research Institute building +3 free scientists from +2 (done). +35% research, 15% commerce bonus, and +55% spaceship production (from +50%)

13. Stele +1 happiness and 20% culture boost from 25% culture previously.

14. Salon +40% research and a free artist and a free scientist from just a free artist (done)

15. Double great people points on wonders around and after rifling.

16. Financial gets +50% production toward Wall Street.
 
Wow, why would you want to buff creative and expansive? They are among the best traits already.
 
I uped the 2nd and 3rd drill upgrade to include a +5% vs mounted and the 4th drill upgrade to +15% vs mounted (from+10%). So well upgraded drill machine guns wont lose to cavalry as much.

Im also gonna give the grenadier a free first strike and a free combat 1 (strength) upgrade.
 
These values are in epic game speed so they are higher than normal. Not sure how the hell the tech costs of these super important techs were decided. Tech increases in cost then reaches the time period around rifling and alot of the techs actually drop in cost...no wonder this time period seems to fly by.

Changes:

Gunpowder 2520 to 2700 (1.07%)
Economics 2940 to 3300 (1.12%)
Liberalism 2940 to 3450 (1.17%)
Replaceable Parts 3780 to 4300 (1.16%)
Military Tradition 4200 to 4450 (1.06%)
Printing Press 3360 to 3560 (1.06%)
Rifling 5040 to 5750 (1.14%)
Corporation 3360 to 3800 (1.13%)
Chemistry 3780 to 4500 (1.21%)
Fascism 5040 to 5100 (1.21%) (now increases great general points by 20%)
Combustion 7560 to 9000 (1.19%)
Biology 7560 to 8300 (1.10%)
Artillery 8400 to 9500 (1.13%)

(Increased almost all of these techs another 10% recently)

increased battleship cost from 337 to 400 (1.18%) was only 37 hammers more than destroyers and they do collateral damage.
Paper +1.16%
Banking +1.19%
Free first strike to camel archer
+15% vs catapult for samurai
first strike chance given to phalanx, vulture gets +30% vs melee ( up from 25%)
60 hammer cost (from 70) for ballista elephant and +60% vs mounted from +50%
15% city attack/defense and 15% hill defense/attack given to musketeer
25 power for navy seal, 2 first strikes and one first strike chance, 10% city attack.
10 power for oromo, first strike removed, drill upgrades remain.
+15% vs archers given to dog soldiers, vs melee reduced to +75%, +1 power (from 4 to 5).
Baray given +1 food. (may drop the +1 health and try and create a free city supply of ivory, so they will always be able to produce their Unique unit)
 
Police State- +30% unit production, +20% great general production, 20% war weariness reduction

+1 trade route for mercantilism.

Representation- medium upkeep, specialists +2 beakers (down from 3) +1 happiness in all cities, 15 free military units.
 
Feel free to link me to your contributions to the civ4 community. Im sorry I dont have experience in c++ or python. Goodluck.
 
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