[Religion and Revolution]: Feedback and Questions

Btw, got a question about Great Tool Factory and Great Arsenal: I know the req is 8 palaces. Does that mean that having 16 palaces would allow you to build 6 Great Arsenal tho? It seems like the cap right now, out of 8 palaces, is 3 GA and 3 GTF.

I just finished a game where all my towns were riverside to maximize the usage of some buildings, GTF being 1, but noticed I could only build 3 of them. I tried building more but couldnt.

I think a notice regarding this limit should be added in the description in the pedia. Its minor, but tought I'd throw this in as it had me confused and I'm still not sure if you're limited to 3 GTF and 3 GA per civilization or if its 3 of each buildings for each sets of 8 palaces. I'm asking because I'm thinking about building 16 palaces for 6 GTF and 6 GA in my next game and I wanna know if this'll work before doing so ;)

Also, from what I saw, the only possibility to get the Central Custom is by building 3 coastal cities, correct? The extra 400 storage you get by getting the Central Custom over the reg one isnt worth the strategical edge you give up from having 1 coastal city compared to 3 vs the REF. There should be a bigger incentive there to get 3 costal cities to get the Central Custom. The 400 extra storage and extra 10% arent worth it compared to what you lose vs the REF.

Another thing, I saw the option of being able to cut down the REF to 2/3 or something (custom game). I was wondering if there's a way (besides bells) for the REF to be much bigger. I just finished a game on the hardest and I removed any REF forces as they landed basically (the same strategy from 1994 Col). I was able to get the REF forces bigger in the late game by getting my rebel % count before declaring Independance up to 94$ (then got it down to 74-75% as I bought tons of colonists in Europe to make them cuirassiers), giving the REF 720+ soldiers, 340+ cuir, 350+ hess, 180+ drag hoping this'd be hard to wipe, but that wasnt the case.

Any other way to make the REF forces bigger besides the rebel % ? Thats the only 1 I found so far. I'd like to know if there are other ways to improve the REF forces besides that way.

Am still wondering about those points. I'd like to know if anyone has any awnsers for those.
 
You dont need that much. I built over 500 cuirassiers last game and slapped the King easily on the hardest. I declared on 1694 and finished on 1700. I'd have been quicker but had to deal with Sioux declaring out of the blue (really out of the blue) so I disbanded 2 towns (my 2nd and 3rd), cleared the area, then got back to normal.

I easily fought off 722 soldiers, 344 cuir, 185 drags, 358 hess, 572 or 546 artilleries (the other was MoW).

I had 8 towns, fully built, with blacksmiths, gunsmiths, ranchers, carpenters, elders, lumbers, farmers/fishermen, miners and prospectors (pearl if available). Thats all you need.

3 ranchers per town is plenty in late-game to equip a huge army that wont give the King a change to even attack you after he lands. And thats on the hardest.

Horses are overpowered big time, especially early/mid-game. As far as cattle, dunno, I never produced any as it serves no point based on the returns. Horses are much more profitable. Its the most profitable good besides gold. Gem isnt too bad and silver is behind.

Instead of wasting tiles on sugar/tobacco/red pepper/whatever else there is planters and waste more food on colonists converting those raw materials in finished goods only to then sell them with a flat tax of 10% or 20% in Europe, you're better off focusing on what I said earlier than selling horses to indians without paying taxes.

You'll still sell guns (cannons early on, if you pop any cannonsmiths in Europe do work) in Europe + silver/gold/pearl. You'll have way more gold than you can spend. I mean, well past 100k.

The food you save also not having distillers/tobaconnists/whatever also means more colonists popping.

While equipping 500+ cuirassiers, I still had extra horses and I had to buy new tools/guns or sell horses to make room. My issue was having too many horses. I never had a shortage.

Btw, consider this also: on top of wasting food/tiles producing less profitable goods like rum/tobacco/cloth/whatever, you also drive up your tax rate quicker by selling less profitable goods. The way the system is designed currently, it favors selling high priced goods. This means you can get more gold before switching to privs/smug. This also means you can delay that transition and keep selling goods in Europe (silver/gold/gem/guns) at a very low tax rate, not pay a penny of tax while selling horses to indians and invest all that gold in more colonists and keep using those galleons longer instead of investing in privs/smug.

Also, by spamming scouts early on, you can make this strategy a cakewalk. Its not mandatory but if done right, its extremely powerful.

There's not 1 single negative to this strategy compare to what you mentionned.


It is not a question if you need that much - it is fun just building big cities and having that much! :D

I would never declare WOI at that early stage since my motivation is building a lot of colonies (at least 13) with a lot of different goods - a new nation, not just only a few cities for WOI. But everyone can play his own game.

However, I understand your view. We will have a look at this, too. Maybe it will make sense to adjust horse breeding a little bit.
 
Am still wondering about those points. I'd like to know if anyone has any awnsers for those.

You will have to wait until Friday/next weekend to get an answer. ray isn't here within the week and will then hopefully answer your questions.
 
@Camio:

About your questions:

1. Great Arsenals and Great Tool Factories:

There is no cap for buildings except for National Wonders.
So if you keep building required buildings you will be able to build more and more high level buildings.
In some of my games (with 30+ cities) I had much more than 3 Great Arsenals / Great Tool Factories already.

2. Central Customs Authority:

Well, if it isn't valuable for you, that is because your style of playing.
For me, the building is quite valuable and I always try to build it.
I usually also have several Custom Houses.
But everybody got different strategies and style of playing.

3. Size of REF:

Formulas / Computations for REF are quite complex in RaR (and TAC) - far more complex than in Vanilla.
There are lots of direct influences (and even more indirect).

Military Power (incl. Weapons stored), Rebellious Attitude, Max Tax Rate, Population, Map Size, ...

If you want to purposely have a huge REF:
Try to build a huge Empire with really high population, build a huge army and fleet, store lots of Weapons / Horses / Cannons, get your king as angry as possible, get your Rebel Rate as high as possible, trade as many goods as possible, ...
 
The encoding (for special characters in XML texts) should be HTML Number encoding.
(But I thought almost all current modders knew, so I did not bother to further explain.)

e.g. German "ö" should be encoded like this : " & # 2 4 6 ; " (needed to put spaces in between, otherwise the forum would directly replace)

Edit:
The best way to do this technically is:

1. Get a good text editor (I suggest Notepad ++)
2. Write the texts just normally (with Notepad++) still using special characters in the XML.
3. Then use "Search and Replace" (of Notepad++) to replace / encode the special characters in the XML.
4. Then test (in Colopedia or ingame) if all texts are displayed correctly.
I found an easier way to do it.

  1. Install Notepad++.
  2. Download Notepat++ plugin HTMLTag (Unicode) from http://sourceforge.net/apps/mediawiki/notepad-plus/index.php?title=Plugin_Central
  3. Follow the plugin install instructions from the top of that page
    NOTE: when instructions says dll, this plugin needs you to copy both the dll file and the ini file from the downloaded zip file
  4. Restart Notepad++ if it is running

Now if you did that correctly, you will be able to highlight text and convert format like this:
Encode: control+E
Decode: control+shift+E
This is also doable in a submenu of the plugin menu, but hotkeys are way faster.

This mean you can write the text normally and if you used non-English characters, you just highlight the whole line when you are done and hit encode. If you want to modify the line later, you highlight it and decode, edit and encode.

WARNING: don't encode the <> in the XML formatting code
 
One solution to the problem Camio has noted is to use a "flat fee" per turn per unit recruited. For instance, each soldier would cost 3 gold per turn. Cavalry, would cost something much higher, for instance 10 gold. Artillery could cost 5-7 gold per turn. That would hinder mass-cavalry spam. Similarly, we could have a "cost per 100 units of horses stored" since horses don't have any economic value and it costs to maintain them in real life(unlike cattle which provide milk for example and helps in agriculture, etc.).
 
The complete combat system (incl. AI selection of troops) is not really interesting.

If I find enough time (and motivation), I will try to rework it after we have finally published Release 2.0 (this weekend).
After (or let us better say "if") this has been done, we will see again, if we will need to take additional actions (e.g. further increase REF or maybe even "flat fee for troops".).
 
I'm kinda wondering why Renowned Medic, when it replaced Surgeon, doesn't start with Surgeon promotions. It makes little sense that medicine expert shouldn't be capable of battlefield surgery.
 
The surgeon was a unit which was only available in my sub-mod - so it has not been "replaced". However, it uses the same unit graphic.

The medic resp. the buildings have a similar effect (better healing of troops placed in the city).

Giving the surgeon the promotions caused some problems around the fact fact that the unit needed to be classified as "combat unit" in the corresponding XML-files - otherwise the promotions did not work. I have never put much effort into this. So it will not be possible to provide the medic with such promotions - as long as a modder will be able to solve this problems.
 
if you give the renknowned medic unit the promotions, wont they work as long as it is equipped as a scout, militia, etc. ?
 
if you give the renknowned medic unit the promotions, wont they work as long as it is equipped as a scout, militia, etc. ?

Maybe they will - but the issue is that the promotions must work when the unit is on the map as a doctor and not as a military unit...and that does not work.
 
Dont see why it has to, but it would be more elegant if it did, agreed

Is it possible to add another outdoor profession that is only available to a renknowned medic, does not use any equipment and is called field surgeon or something like that? The promotions should work fine then.
 
No, because there are further problems with the balancing of the units!

So please...let us tick off the issue with a surgeon...I think we will not implement such new unit...
 
Hello,
Just a question to ask:

I noticed an expanded tile space around colony, which is unusable at first. Can colonies be expanded now, like the regular civ4 cities, with additional 4 corner tiles?
 
I noticed an expanded tile space around colony, which is unusable at first. Can colonies be expanded now, like the regular civ4 cities, with additional 4 corner tiles?

Yes, they can.
 
Yes, they can.

Tiles becomes usable when culture points/liberty bells are high enough to expand the borders, I suppose?

Well, this adds a new dimension to the game, a small colony can now truly grow to a megapolis... Great work! :)
 
Tiles becomes usable when culture points/liberty bells are high enough to expand the borders, I suppose?

There is a new Yield Culture.
(Population and some Buildings.)
 
Is there a set time for the diplomatic interaction with the King where he says that you must stop fighting Europeans? That also gives you some neat bells production specialists?
 
Is there a set time for the diplomatic interaction with the King where he says that you must stop fighting Europeans ?

Almost all my DLL-Diplo-Events have specific conditions and formulas with timers and chances.
So for the player there is no way to really predict when one of these DLL-Diplo-Events will occur.

I hate to have too simple formulas and predictable events.
(It would not feel "natural".)

In this case however:
The more wars you will have and the longer they are lasting, the more likely this DLL-Diplo-Event will occur.
(I just don't believe that it is always a good choice to provoke such a situation.)

That also gives you some neat bells production specialists ?

Yes it does give some neat specialists.
 
In fact, I think that European Wars are a bit too OP (if you want help, that is): they give you a man-o-war (a ship that can tear apart any privateers that dare attack you), artillery regiment (Very, very OP if you're attacking, and can do a relatively decent job even if defending against Infantry) and Hessians. Then, peace gives you a Statesman and a Noble.

Of course, that is, if the war goes seamlessly and without wrecking your relationship by wanting forces from the King.
 
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