[BtS][RFC] BeBear's FINE_TUNE MOD for RFC v1.21

Fell good?

  • Very good!

    Votes: 3 42.9%
  • Good!

    Votes: 2 28.6%
  • just not bad...

    Votes: 0 0.0%
  • not worth to use...

    Votes: 2 28.6%

  • Total voters
    7

bebear

Chieftain
Joined
Nov 8, 2005
Messages
50
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.

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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
 

Attachments

- add free military tachs for 4 old civs when Greek and Persia
- slight higher AI bonus in handicap
- fix a minor problem in Merc

this fine tuning mod had been test lots to prove work fine, in recently i will not upgrade it.
 
- fine-tuning for huge penalty for large empire
- fine-tuning for building conquest rule
 
I will get a try man...

My wishs :

a possibility to maintain roman empire after 1000 AD

The flipping should be moderated, if i want keep my cities i must can do it

I suggest limit flipping to 1/2 units in cities you want to stay in your empire.

Example if i don't want spain or france to appear i refuse to cease my cities
But sdpanish and french should be temporary bonus to their units for threatning my cities

Keep working :)
 
# CIV4HandicapInfo.xml

fine-tuning for difficult level, harder to maintain large empire and large army, and with some minor adjustment.


with this adjustment, player should expand slowly and keep your cities running well, otherwise maintenance cost will hurt your empire hard.
 
# increase tech that can not be trade from 32 to 42
# slightly decrease basic research speed to 80%, with PC handicap to 120%, 133%, 150%
# Palace yield 6 save good 6 tech
 
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