Maniac
Apolyton Sage
http://forums.civfanatics.com/uploads/53302/FfHtestmod.zip
This download contains a bunch of edited XML and python files for Fall from Heaven version 15j. They’re meant for me to try out a couple changes and see if they improve gameplay and balance. Several of the changes are regarding issues that have been mentioned repeatedly on this forum, so I thought I’d post it here too. Perhaps some of you are interested in trying it out as well. If you are, place the zip file in FfH\Assets and extract it there.
Here’s the change list:
Leader Traits
Organized
Production speed of the Dungeon instead of Lighthouse is now doubled.
Lighthouse production doubling really falls out of tone compared to the rest of the trait. Since FfH has added a second maintenance reducing building, why not change this trait?
Expansive
Production speed of the Smokehouse instead of Harbor is now doubled.
Same reasoning as with Organized.
Aggressive
Production speed of the Training Yard instead of Drydock is now doubled.
Mounted units now get the Combat I promotion for free.
You hardly need to build drydocks in all your cities, so double production speed for that building means little. A Training Yard production boost also has a nice synergy with the Nationhood civic.
Regarding Combat I for mounted units, the cavalry branch could use a boost. As does the Aggressive trait. It seemed rather weak to me compared to the Raider trait. That one gives a better promotion for free to three unit categories, one more XP per combat (so it’s rather easy to get Combat I quickly with the Raider trait as well), and in addition also extra gold from pillaging.
Spiritual
Production speed of the Pagan Temple, Basilica, Weaponsmith, Grove, Asylum and Demons’ Altar is now doubled. No longer so for the production of the five religious temples.
Have a look at the leaders who have the Spiritual trait. Most of them have a clear connection to one religion. Yet due to Spiritual trait giving production boosts for all temples, it’s most beneficial to try and have as many religions as possible in your cities. IMO this seems rather ridiculous. So what did I do instead? The Pagan Temple production boost stays, and besides that there are five buildings included that are only beneficial to build everywhere for one religion. Basilica, Asylum and Demons’ Altar (boosted with +15% science) can only be built if you are following Order, Runes or Veil. Runes and Leaves don’t have a unique building, so I had to be a bit more creative there. For non-Leaves or –Runes civs, it’s sufficient to build only one Grove or Weaponsmith, so the effect of doubled production speed is minimal. But if you’re following the correct religion and civic, Grove and Weaponsmith give +2 happiness at a cost of 150 hammers. Note here I changed the Arete civic to let Weaponsmithies provide happiness. Better idea for the Runes is always appreciated!
Civics
Aristocracy
It now grants +3 instead of +2 commerce on farms.
Arete
Weaponsmithies provide +2 happiness when running this civic.
Guilds
Specialists produce one extra gold.
I’m a little worried this change might be unbalanced, but there’s only one way to find out. If it is overpowered, I’ll probably let workshops produce one extra food with this civic. Though this kinda duplicates the heavy-hammer strategy of the Serfdom civic. Not ideal.
Fend for Themselves
Units receive +1 free XP.
Organized Religion, Theocracy, Pacifism, Crusade
Free Religion
The first four civics receive one unhappy citizen per non-state religion in a city.
Free Religion loses its +1 happiness per religion present in a city.
Having multiple religions in your cities is way too beneficial in Civ4 IMO. This is even more the case in FfH, where temples provide even more benefits, and where the theme is one of good versus evil, not one of let’s get all along despite our differences. While each non-state religion gives +1 unhappiness, this is cancelled out by the incense/gems/reagents happiness of the religion’s temple. As Temples provide other benefits as well, I’d say it’s STILL beneficial to have multiple religions in your cities, but hopefully no longer so beneficial that you actively go spreading it around as much as you can.
There’s a strange bug in the civics screen. The religious civics info says something like “+12411240 per religion in a city”. Still, the effect of extra unhappiness works as intended as far as I can tell.
Terrain Improvements
Watermill
Watermills produce two extra commerce.
In vanilla civ watermills produce two extra commerce with some tech IIRC. This effect hasn’t been taken over by FfH and as a consequence watermills were rather useless.
Workshop
Workshops produce one extra hammer.
Even in vanilla civ I’ve never built workshops, but there there’s at least a civic that increases their production, so I assume they’re useful there at least in some niche circumstances. FfH doesn’t have this, so let’s try out giving them an extra hammer from the start. I think this might be too powerful. If it is, I’ll change the Guilds civic to increase workshop production. Though actually if it were up to me, I’d just remove this terrain improvement altogether. But I guess I shouldn’t make too extreme changes to FfH.
Mines and Dwarven Mines
Mines produce one extra hammer upon discovery of Mithril Working.
In vanilla civ mines are boosted by railroads. Those don’t exist in FfH, leaving a gap and unbalancing the terrain improvements towards each other IMO.
Various boosts for the Horseback Riding tech
Buildings
Mentioned before:
Also:
Python
That’s it!
Maniac
This download contains a bunch of edited XML and python files for Fall from Heaven version 15j. They’re meant for me to try out a couple changes and see if they improve gameplay and balance. Several of the changes are regarding issues that have been mentioned repeatedly on this forum, so I thought I’d post it here too. Perhaps some of you are interested in trying it out as well. If you are, place the zip file in FfH\Assets and extract it there.
Here’s the change list:
Leader Traits
Organized
Production speed of the Dungeon instead of Lighthouse is now doubled.
Lighthouse production doubling really falls out of tone compared to the rest of the trait. Since FfH has added a second maintenance reducing building, why not change this trait?
Expansive
Production speed of the Smokehouse instead of Harbor is now doubled.
Same reasoning as with Organized.
Aggressive
Production speed of the Training Yard instead of Drydock is now doubled.
Mounted units now get the Combat I promotion for free.
You hardly need to build drydocks in all your cities, so double production speed for that building means little. A Training Yard production boost also has a nice synergy with the Nationhood civic.
Regarding Combat I for mounted units, the cavalry branch could use a boost. As does the Aggressive trait. It seemed rather weak to me compared to the Raider trait. That one gives a better promotion for free to three unit categories, one more XP per combat (so it’s rather easy to get Combat I quickly with the Raider trait as well), and in addition also extra gold from pillaging.
Spiritual
Production speed of the Pagan Temple, Basilica, Weaponsmith, Grove, Asylum and Demons’ Altar is now doubled. No longer so for the production of the five religious temples.
Have a look at the leaders who have the Spiritual trait. Most of them have a clear connection to one religion. Yet due to Spiritual trait giving production boosts for all temples, it’s most beneficial to try and have as many religions as possible in your cities. IMO this seems rather ridiculous. So what did I do instead? The Pagan Temple production boost stays, and besides that there are five buildings included that are only beneficial to build everywhere for one religion. Basilica, Asylum and Demons’ Altar (boosted with +15% science) can only be built if you are following Order, Runes or Veil. Runes and Leaves don’t have a unique building, so I had to be a bit more creative there. For non-Leaves or –Runes civs, it’s sufficient to build only one Grove or Weaponsmith, so the effect of doubled production speed is minimal. But if you’re following the correct religion and civic, Grove and Weaponsmith give +2 happiness at a cost of 150 hammers. Note here I changed the Arete civic to let Weaponsmithies provide happiness. Better idea for the Runes is always appreciated!
Civics
Aristocracy
It now grants +3 instead of +2 commerce on farms.
Arete
Weaponsmithies provide +2 happiness when running this civic.
Guilds
Specialists produce one extra gold.
I’m a little worried this change might be unbalanced, but there’s only one way to find out. If it is overpowered, I’ll probably let workshops produce one extra food with this civic. Though this kinda duplicates the heavy-hammer strategy of the Serfdom civic. Not ideal.
Fend for Themselves
Units receive +1 free XP.
Organized Religion, Theocracy, Pacifism, Crusade
Free Religion
The first four civics receive one unhappy citizen per non-state religion in a city.
Free Religion loses its +1 happiness per religion present in a city.
Having multiple religions in your cities is way too beneficial in Civ4 IMO. This is even more the case in FfH, where temples provide even more benefits, and where the theme is one of good versus evil, not one of let’s get all along despite our differences. While each non-state religion gives +1 unhappiness, this is cancelled out by the incense/gems/reagents happiness of the religion’s temple. As Temples provide other benefits as well, I’d say it’s STILL beneficial to have multiple religions in your cities, but hopefully no longer so beneficial that you actively go spreading it around as much as you can.
There’s a strange bug in the civics screen. The religious civics info says something like “+12411240 per religion in a city”. Still, the effect of extra unhappiness works as intended as far as I can tell.
Terrain Improvements
Watermill
Watermills produce two extra commerce.
In vanilla civ watermills produce two extra commerce with some tech IIRC. This effect hasn’t been taken over by FfH and as a consequence watermills were rather useless.
Workshop
Workshops produce one extra hammer.
Even in vanilla civ I’ve never built workshops, but there there’s at least a civic that increases their production, so I assume they’re useful there at least in some niche circumstances. FfH doesn’t have this, so let’s try out giving them an extra hammer from the start. I think this might be too powerful. If it is, I’ll change the Guilds civic to increase workshop production. Though actually if it were up to me, I’d just remove this terrain improvement altogether. But I guess I shouldn’t make too extreme changes to FfH.
Mines and Dwarven Mines
Mines produce one extra hammer upon discovery of Mithril Working.
In vanilla civ mines are boosted by railroads. Those don’t exist in FfH, leaving a gap and unbalancing the terrain improvements towards each other IMO.
Various boosts for the Horseback Riding tech
- Horseback Riding instead of the Trade tech now provides one extra trade route in all your cities.
- The Mobility II promotion requires Horseback Riding. Take that, recon lovers!
- The Post Office is available with Horseback Riding. It gives +50% trade yield and +1 health with Horses. The intention is to make this a building only for landlocked cities. To achieve this, you can only build either a harbour or a post office. For landlocked cities the choice thus defaults to a post office. For coastl cities both appear on the build list first, but since a harbour provides more health, you're better off constructing that building. Reason to make this landlocked only: there are already many buildings that boost trade yield.
Buildings
Mentioned before:
- Weaponsmith gives +2 happiness with the Arete civic.
- Demons’ Altar gives +15% science.
- Addition of the Post Office.
Also:
- Carnival gives +1 happiness with the Gunpowder resource. Fireworks!
Python
- Good AIs cannot run the Fend for Themselves civic.
- When running the Sacrifice the Weak civic, a diseased or plagued unit that dies in combat has 1/3 chance of spawning a Diseased Corpse.
That’s it!
Maniac