BeBear's fine-tuning mod v1.27 for RFC (latest is v1.07)
a few days hard works...
RFC is great, but not great enough ... Whats good for this fine_tune MOD?
- fine tune for buildings: better obsolete rules and conquest rules, balanced effects
- fine tune for techs: better trade rules, only "know how" tech could be trade
- fine tune for handicap: precise balanced for handicap rule, all 3 level reasonable and fun
- fine tune for RiseAndFall: AI not so easy to fall by conquests and suffer less by "betrayal"
- fine tune for Mercenary: precise method for cost and maintance calculation and some fine tunes
- fine tune for Plague: still deadly but not so hard, and city pop will not fall below 3
beware huge penalty of number of citis in this fine-tuning mod, it could up to 20+ cost per city!
And most important it's a FINE_TUNE MOD, can be play for saved game without starting a new game!!!
Usage: copy "XML" "Python" dir to \Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\ and overwrite, backup file already included and named with .rfc107
the 3 difficult level is about 10%, 25%, 40% total advantage for AI, suggest play on middle difficult.
------------------------------------------------------------------------------------
detail change logs:
CIV4BuildingInfos.xml
# Add obsolete tech for many wonders
# Change building conquest rate to almost fix (0% for advanced building 90% for bonus civic building and 100% for basic city building)
# Minor mod for colosseum to +2 exerpicence effect
# Minor mod for academy and factory power from 50% to 33% effect
# Minor mod for GRANARY to 40% storage and 5/6 costs
# Minor mod for walls to 50% effect and 1/2 costs
# Palace yield 6 save good 6 tech
CIV4TechInfos.xml
# Remark by DON: only "know how" tech could be trade
# techs related to cultures, religions, sciences(except alphabat and paper) and civics available can not by trade, nuke can't be trade too. total 42 of 92
CIV4HandicapInfo.xml
# all 3 level playable, hard to maintain huge empire and army
# level 1 is fair play rule for beginner
# level 2 is normal for normal player
# level 3 is somewhat hard
RiseAndFall.py
# CON barb conquest collapse change from 1/3 to 2/5
# CON lost cities collapse change from 1/2 to 3/5
# iBetrayalThreshold change from 66 to 80
# remove gunpower tech from Turk
# Give back alphabet to Greece
# Archer and bronze tech for 4 Civs when Greek and Persia show up
MercenaryUtils.py
# Change unit cost and maintence calculation method
# Change unit spawn city to palace and delay is 1 turn
# Change promotion rate to 4
# Handicap mod change
Plague.py
# less damage chance to small city and minium is pop 3
# less damage to unit (by -5% damage, plus combat rate/2)
# less damage before human player begin(by -5% damage)
Stability.py
# Change handicap level mod to 0, -5, -10
# CIV fall change from -40 to -50
CIV4GameSpeedInfo.xml
# slightly change tech speed to 80
a few days hard works...
RFC is great, but not great enough ... Whats good for this fine_tune MOD?
- fine tune for buildings: better obsolete rules and conquest rules, balanced effects
- fine tune for techs: better trade rules, only "know how" tech could be trade
- fine tune for handicap: precise balanced for handicap rule, all 3 level reasonable and fun
- fine tune for RiseAndFall: AI not so easy to fall by conquests and suffer less by "betrayal"
- fine tune for Mercenary: precise method for cost and maintance calculation and some fine tunes
- fine tune for Plague: still deadly but not so hard, and city pop will not fall below 3
beware huge penalty of number of citis in this fine-tuning mod, it could up to 20+ cost per city!
And most important it's a FINE_TUNE MOD, can be play for saved game without starting a new game!!!
Usage: copy "XML" "Python" dir to \Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\ and overwrite, backup file already included and named with .rfc107
the 3 difficult level is about 10%, 25%, 40% total advantage for AI, suggest play on middle difficult.
------------------------------------------------------------------------------------
detail change logs:
CIV4BuildingInfos.xml
# Add obsolete tech for many wonders
# Change building conquest rate to almost fix (0% for advanced building 90% for bonus civic building and 100% for basic city building)
# Minor mod for colosseum to +2 exerpicence effect
# Minor mod for academy and factory power from 50% to 33% effect
# Minor mod for GRANARY to 40% storage and 5/6 costs
# Minor mod for walls to 50% effect and 1/2 costs
# Palace yield 6 save good 6 tech
CIV4TechInfos.xml
# Remark by DON: only "know how" tech could be trade
# techs related to cultures, religions, sciences(except alphabat and paper) and civics available can not by trade, nuke can't be trade too. total 42 of 92
CIV4HandicapInfo.xml
# all 3 level playable, hard to maintain huge empire and army
# level 1 is fair play rule for beginner
# level 2 is normal for normal player
# level 3 is somewhat hard
RiseAndFall.py
# CON barb conquest collapse change from 1/3 to 2/5
# CON lost cities collapse change from 1/2 to 3/5
# iBetrayalThreshold change from 66 to 80
# remove gunpower tech from Turk
# Give back alphabet to Greece
# Archer and bronze tech for 4 Civs when Greek and Persia show up
MercenaryUtils.py
# Change unit cost and maintence calculation method
# Change unit spawn city to palace and delay is 1 turn
# Change promotion rate to 4
# Handicap mod change
Plague.py
# less damage chance to small city and minium is pop 3
# less damage to unit (by -5% damage, plus combat rate/2)
# less damage before human player begin(by -5% damage)
Stability.py
# Change handicap level mod to 0, -5, -10
# CIV fall change from -40 to -50
CIV4GameSpeedInfo.xml
# slightly change tech speed to 80