0.92 first update, Gameplay balance and tweaked audio.
Might not have mentioned every tiny change.
Still partial on this website due to MB size. You must overwrite original LoR 0.9.9b (or my previous version)
- Lowered title screen theme by 9 db (my right ear is ringing noticeably lately). Btw, first time editing audio.
- Removed most background noise from Vietnam_Early (was it a fan or AC or record sound?). Smoothed out Vietnam unit dialogue.
- Lowered volume on Bolivar_Late, and softened the "flute" in Bolivar_Late, and pulled the string instrument up slightly. Lowered volume for Charles V_Early. Increased volume on Meiji_Middle.
Below: Not included in partial. 20 MB limit
Increased base and treble on Vietnam_Late. Lowered volume on Dido_Early, and cut less than a second of reverb in two places. Increased volume on Constantine's Early/Middle/Late, and removed middle song's 1 second of silence at the start.
-Gameplay-
Every human player now starts with 1 warrior in addition to the normal warrior or scout. (I like starting as minor civs gameplay) More adjustments needed to mitigate cheese strats/bad luck.
Civics:
Despoticism: 20% hammers 3 local unstable, 7 national unstable --> 15% hammers 2 local unstable, 6 national
Monarchy: Gold per specialist 2 --> 1
Representation: Science per specialist 3 --> 2
Police State: Military Production 35% --> 25%
Universal Suffrage: same as before? (village/towns 1 hammer 1 commerce). rush discount on Statue of liberty 20% --> 15%, Rushmore 40% --> 35%
Free Religion: 1 national unstable --> 1 national stable (forgot to put negative)
Bureaucracy: Courthouse happiness 1 --> 2 (I keep beelining engineering because barbarism is good enough. The melee dominant pikeman is also distorting. I think about changing medieval units and placement but haven't decided on a new setup. Did you know our 9 power knight gets defensive bonus? Insane decision I would say. Well they are armored fighters or can choose to do so. A pike squad does not have their usual edge on them in the woods.)
Camp upgrade: +1 commerce. Calendar --> Guilds
Fort: civil service: +1 hammer +1 commerce --> +1 hammer
Great People settle: 6 between gold/science/hammers/food --> 5 (I think settling GP is the most boring play. Might do again and reduce GP price increases maybe!)
Tech/Buildings:
Great Library requires 3 libraries on small/standard maps, 4 on Large+, 2 on tiny/duel
Great Lighthouse requires 3 lighthouse on small/standard maps, 4 on Large+, 2 on tiny/duel: hammers 350 --> 300(double prod with stone) (vanilla 200)
Forbidden Palace no longer requires courthouses. Requires 5 cities. 10 espionage --> 12 espionage
Courthouses 20% espionage --> 25%: hammers 120 --> 110
Hospitals 10% science --> 20% science
Supermarket no longer gives free merchant (meant to be a slot; decided to give this to American malls though)
Oxford 400 hammers --> 450
Wall Street 750 hammers --> 650
Ironworks 900 hammers --> 800
Pentagon: 2 xp all city, 4 settled general, 6 citizens --> 2 xp all city, 3 settled general, all settled generals +2 hammer +4 commerce
Statue of Zues WW 100% --> 50%, and 5 unit xp in this city (worried this never obsolete building is too distorting with revolutions if WW is a real mechanic)
Gas_Turbines now requires electricity tech. For now... This is not realistic if this is steam turbines for power plants/early 20th century ships. And gas turbines.. these are in later ships/air craft.
Air Superiority now also requires Plastics positioned around 1930 in the tech tree, so it's not just Flight then tech Radio (probably did already)
Units:
Machines Guns 15 power 100% vs gun/mount --> 16 power 50% vs gun/mount
Yeah.. If you go for machine guns early and drop them on your opponent's land with a boat or just march them up nothing can fight them favorably until combustion+war marchines. The machine gun user can begin to pillage improvements. Opponent would have to accept the loss of land and improvements or accept the loss of units. Although they could move units to block their movement. Tough if they're behind on Naval. Also btw Machine Guns are still immune to collateral (coded in the dll. for now).
Tweaked Marine/Paratrooper (50% bonus to machine gun --> 25% to trench units)
You can now still build trebuchets again (75 hammers) if you have the bombard's req (100 hammers) tech/metal/forge. You just want siege refills? No need to smash your iron mine. You will typically have 2 siege unit options.
Modern ships: likely lost 1 movement (did this on a whim since 1 movement had been added with military science, I kind of want ships to be locate-able and less ninja-y. So much of my designs are to encourage strategic play)
LegioX: 8 power --> 7 (their promotions are kind of buffed. subject to change)
Sacred Band: 6 power --> 7
Promotions:
Leadership 70% or 100% unit xp (I forget) requires combat4 --> 1 movement & 70% unit xp, requires combat3 or morale(after combat 1); idea = morale unit sacrifices power for special operations (or is an experienced soldier)
Drill2: added 10% vs melee
Drill3: added 10% vs archer
Espionage:
City vision requirement +25% espionage
City angry mission cost +50%
Destroy building mission cost -60%
Destroy production mission cost -60%
Destroy improvement mission cost: -25%
city revolt 1 turn (normally) mission cost: -54.2%
I just vibed those numbers after my last game. Untested. Btw. Indian special jail building is on Aesthetics, and I just added +3 culture to this +2 happiness "jail" that gives 2 spy xp (all jails give 2 spy xp). Indian might not have a UU for battle but they do have early 2 spy xp and +50% espionage...