Quo's Combined Tweaks

Quo's Combined Tweaks v7.0.19 BETA

v6.0.3 features some minor bug fixes and also a fairly major change to how Walls will be handled going forward.

Changes to Walls: The Bedrock System
One of the things I noted about how AIs behave in Rise and Fall is that they can no longer be goaded as easily into building Encampments indirectly by moving the district on the Culture tree. The original intent of the Encampment requirement was to introduce some random-ness in a game with a hopelessly clueless AI. It being the case that the AI is now performing better against Walls, and Encampments no longer served as easily as a proxy, some changes were in order.

Thus this release brings about the concept of The Bedrock System.

This system is actually fairly simple. No longer do Walls require a Barracks or Stable. Instead, Walls require Bedrock, a special kind of building.
  • There are 3 levels of Bedrock: corresponding to each level of Walls (Ancient, Medieval, Renaissance).
  • Bedrock cannot be built outright. Instead it is awarded in a city when you achieve a certain milestone.
  • You can still stack walls on each other. For example, if you Ancient Walls, you can still build Medieval Walls (that is, a Castle) on top like normal. The Bedrock system is just a new opportunity to build later walls without requiring the pre-reqs.

Here are the milestones to meet for each level of Bedrock:
  • Ancient Bedrock: Awarded free if the city contains an Encampment. Functionally, this is very similar to prior to this patch, although you no longer need either a Barracks or a Stable. Just the Encampment itself will do.
  • Medieval Bedrock: Awarded free if the city contains at least one World Wonder. If a city has Medieval Bedrock, you can build Medieval walls even if you don't have an Encampment or Ancient Walls.
  • Renaissance Bedrock: Awarded free if the city manages to grab at least 5 deep ocean tiles. Allows you to build Renaissance walls even without any other pre-reqs.
20180305082545_1.jpg


20180305082556_1.jpg


Special considerations:
  • As a special ability, China now gets free Ancient Bedrock in any city within 4 tiles of a piece of Great Wall. Sadly I can't dictate how many pieces of Great Wall to require, so just any piece of Great Wall will do.
  • Georgia maintains the special ability to construct Tsikhe regardless of any rules listed above. Georgia still receive Tsikhe free in cities with Ancient Walls.
  • Ancient/Medieval/Rennaissance Bedrock are just naming conventions to help you understand what level of Walls they correspond to. You dont have to wait until the era listed for them to unlock, and you can still get "Ancient Bedrock" into the Information Age.

NOTE: It is recommended due to the new changes that you Alpha test with the Walls Require Encampments rules turned ON in MyOptions. I am still doing some testing on when they are turned off. The mod may still work with the rules off, but the new rules are much more complex than before and require more rigorous spot testing than I've been able to perform so far. Just putting the warning out there.


Other Changes
  • The Palace building no longer provides the equivalent of Ancient Walls. Instead the player is awarded a literal free copy of Ancient Walls in the Capital city on Turn 1. This should eliminate the annoyance of steamrolling an opponent's capital only to have the Palace teleport to a new city and magically gain a city attack and defense.
  • Minor fixes to the pop-up window at game start to prevent problems with the map screen locking up when the game is slow to load on older machines
  • Fixed text in a few places
  • Like
Reactions: RohirrimElf
Minor bug fixes and balance changes to v6.

Changes to Random Agenda Flavors
  • Fun Loving: Now awards 1 copy of the Toys luxury resource (changed from +1 Amenity in cities with Entertainment Districts)
  • Great Person Advocate: Now provides +1 Culture from Great Works of Writing (changed from a 5% return on great person costs, which may have been creating a bug)

Other Changes / Bug Fixes
  • Fixed a bug that caused Mongolia's -2 Loyalty in cities at war with Mongolia to not always correctly identify which players were at war
  • May have convinced AI Brazil to pursue the Brazilian Revolution project. "May" and not "guarantee" because it is difficult to verify the AI will actually make note of an pursue this change. (This change should also not conflict with AI+ or other mods, its just a minor adjustment to add it to Pedro's list of possible things to do, since up til this time he never seems to build the project).
  • Minor change to the Changes.modinfo file to eliminate a bug warning due to some code that was commented out. The warning shouldn't effect the mod in any way, but eliminated it any way.

Still Broken
  • Dotards may still contact you on Turn 1 with a random message indicating disapproval for no reason at all. Still trying to fix this. No ETA yet.
This release features some balance changes and bug fixes.


Bug Fixes
  • Fixed a bug that caused the new civs introduced in Rise and Fall to not properly award friendship bonuses when befriended
  • Removed the requirement that Germany be in a Golden Age to receive a payout on capturing a foreign city. The check for a Golden Age did not work properly. Lowered the amount of Gold received in response to the ability always being available.
  • Fixed a bug introduced in Rise and Fall that caused changes to the Wonder-building policies to no longer provide the intended 30% production buff (instead of 15%) or be retroactive to wonders from previous eras.
  • India now receives its free Faith only after founding the first city, in order to prevent overloading the tutorial system and causing a loop of pop-up windows
  • Sumeria now receives its free Culture only after founding the first city, in order to prevent overloading the tutorial system and causing a loop of pop-up windows

Balance Changes
  • Changed Tamar's friendship bonus from awarding an extra city state token to improving the defense of cities by +10
  • Updated the default value of BorderSpeed in my options from 500 to 250. You can change it back if you want faster borders than this.

Changes to Secret Agendas
Overall changes to make all random agendas more or less exploitable during many eras of the game.
  • Changed min number of districts required before penalties set in for agendas that penalize lack of Aerodromes and Neighborhoods to 5 (up from 2)
  • City State Ally: Bonus changed to +10 Gold for each city state you are Suzerain of.
  • City State Protector: +3 influence toward city state tokens per turn (up from 2)
  • Fun Loving: Water Parks now count toward bonuses and avoiding penalties
  • Devout: Bonus changed to +5 religious combat strength in theological combat
  • Explorer: Bonus changed to +10% production to cities on other continents.
  • Airpower: Bonus changed to +12 Ranged Strike from cities
  • Nuke Lover: Bonus changed +5 science from mines over strategic resources
  • Environmentalist: Bonus is now +2 Faith from Camps (up from +1)
  • Ideologue: Bonus changed to +1 Culture from each tile adjacent a Government Plaza
  • Like
Reactions: RohirrimElf
The v6.0.0 ALPHA releases marks the return of a feature that was in Alpha stage prior to the release of Rise and Fall and that was pulled in order to make time for the Rise and Fall compatibility releases. This feature, Secret Agenda "flavors" has since been expanded somewhat.

Note that this is an ALPHA release of a very, very large system. There are some hiccups with it that need to be ironed out. This release is intended to put the system out there for basic testing. If you would prefer not to Alpha test and would like a more stable version of the mod, I recommend sticking with v5.0.9.


(RETURN OF A) NEW FEATURE: SECRET AGENDA FLAVORS

This release marks the return of Secret Agenda "flavors," originally alpha tested in v4.0.0 before being removed for the v5 compatibility releases. This feature expands the existing Secret agenda system and adds some additional consequences to Diplomatic Visibility and diplomacy overall.

Essentially, Leaders no longer simply roll for a Secret/Hidden Agenda. Instead they roll for both a Secret agenda and a Flavor. The Secret Agenda functions much the same as normal. The Flavor is the new part. It directs certain elements of how the AI hopes to achieves its goals. With cautious diplomacy, you can exploit the AI's agendas for maximum gain.

The four Flavors are listed below:
  • Paragon. The leader is very serious about this agenda. They will provide a reward if you ally with them. However, being their ally also applies a penalty to some aspect of you empire. You may be able to partially or totally eliminate the penalty with careful play.
  • Dotard. The leader is a blowhard and the situation ripe for exploitation. If you show them up by declaring war while you maintain the same form of government as them, you will receive the rewards of what they intended to achieve. Note that the civ will like you even less once they realize you've exploited them (-6 to interactions while you continue to exploit the situation).
  • Comrade. The leader values mostly friendly interactions... or at least the appearance of it. Receive a reward if you are friends with them and are not attacking their neighbors.
  • Weasel. The leader is using sleazy tactics to advance his or her agenda. Receive a reward if you declare friendship with them but are simultaneously warring with their neighbors.
Rewards (and Penalties)
The reward type you receive is determined by the Secret Agenda. E.g. there is a Reward for Money Grubbing, Technophile, etc. The reward is the same no matter the flavor, only the mechanic to unlock it differs. As this system grows in future releases this may change.

How to See Secret Agenda and Flavor
The flavors/agendas are unveiled based on your level of Diplomatic Visibility with the AI. You need at least level 2 visibility to see the text. Roll over the Secret Agenda text item on the diplo screen to read about it.

Note that for now you do NOT need visibility to actually receive the reward, even if you can't read about it. This mainly affects the Dotard flavor, because declaring war can remove visibility stacks. I'm debating how best to handle this.

How to Tell if You are Receiving a Reward
This can sometimes be a little tricky due to the nuances of the UI. In general, for all of the Flavors except for Paragon, you can tell you are getting the reward if you check the leader's diplo screen and notice they mention it in their list of reaction modifiers.

The two messages to look for to see if you are receiving the rewards are:
  • They are annoyed you are exploiting their agenda (Dotards)
  • They are pleased that you are advancing their agenda (Comrades and Weasels)

Nuances
  • For this release, the new Secret Agendas created by Firaxis for Rise and Fall are disabled. This includes the ones based on the gender of the leader, Gossip, and one or 2 others I can't think of right now. They'll eventually be enabled once I can test the rest of the system.
  • It is not possible for the same Flavor/Secret Agenda combo to exist twice in a single game session. Each combo will be unique to each game.
  • Unfortunately I have no control over the frequency of the Flavors themselves, so you could roll a game with 8 of the same Flavor... which could be either pretty boring if you rolled Comrades, or wild if you rolled Weasels and Dotards.
  • At this time, the Flavor does not adjust the + or - evaluations of the AI in determining the agenda. But with some of the planned upcoming Flavors, it very likely will.
  • The plan is to eventually have about flavors total. New ones will be introduced as this Alpha test continues, as the systems become more stable and balanced.
  • Weasels and Comrades use logic from Scotland's agenda to determine whether you are "warring on neighbors." I have found it hard to determine precisely what triggers this distinction. However, it appears to trigger if you damage a city within X tiles of the Comrades/Weasel's cities. Just being at war by itself is not enough to trigger it (or so it seems). I may update the in-game language accordingly as testing reveals the small details.

Sample Screenshots
upload_2018-2-26_1-47-6.png


upload_2018-2-26_1-47-31.png


upload_2018-2-26_1-56-14.png


upload_2018-2-26_1-56-43.png


Known Issues

  • There is not yet text for the Diplomatic screen when you have successfully triggered the Paragon requirements. That's because Paragon was created somewhat differently from the the other flavors. If this Alpha test is a success, will eventually create diplo text. Just realize with this Flavor, if you are Allies, you are getting the reward.
  • There is an issue with the Dotard flavor that may cause the AI to pop in with non-sensical commentary the turn after you declare war on a different Dotard. I am still trying to figure out what causes this and fix it.

Future Plans

  • MyOption to disable this feature for players not interested in it
  • More new Flavors to introduce
  • Adjust bonuses so they are more or less balanced
  • Add additional small new features to make the system feel "alive"

Feedback

As this is an ALPHA release please expect there to be possible bugs, balance issues, and other problems. Please feel free to leave feedback.

Happy playing!

Attachments

  • upload_2018-2-26_1-56-31.png
    upload_2018-2-26_1-56-31.png
    1.4 MB · Views: 75
  • Like
Reactions: RohirrimElf
Contains fixes for some crashes back to the Main Menu.
  • Fixed a bug that could cause a crash back to Main Menu when attempting to load the mod without the Indonesia/Khmer DLC enabled.
  • Removed the Civilization Buffs Only ruleset since it is not working. Not sure what the ETA on the return of this feature is, since R&F makes it difficult to apply the original intent of this feature.
This version of the mod contains fixes for crashes back to the Main Menu.
  • Fixed a bug introduced in v5.0.8 that caused the mod to crash back to the Main Menu if the player did not have the Khmer / Indonesia DLC pack installed.
  • Removed the "Civilization Buffs Only" ruleset from the available choices at the start of the game, because due to changes in Rise and Fall it no longer works correctly. No ETA on when and if this option will return.
  • Like
Reactions: RohirrimElf
This release marks the end of the Beta period. Hopefully at this point the mod is very stable. Barring complete crashes to desktop or other major issues, this version of the mod will roll out to Steam in the next 24-48 hours. Many thanks for the players who have taken time to Alpha and Beta test and who have provided commentary.

Changes in this version:

Pantheons
I reviewed all pantheons. Made some changes based on differences in Rise and Fall.

upload_2018-2-21_19-33-13.png

  • Earth Goddess - This was just way overpowered. I have no idea what Firaxis was thinking. It now provides +1 Faith to tiles that are Breathtaking (changed from Charming, which made like half the map provide free Faith)
  • River Goddess - No longer provides +1 amenity to city centers on rivers. Now provides +1 amenity to Holy Sites on rivers and a major adjacency bonus for Holy Sites on rivers.
  • God of the Sea - Fixed a long term bug with the production toward Harbors. Now awards a flat 20% production toward building Harbors in this city.
  • Goddess of Festivals - Fixed a production bug, now provides a flat 40% production toward Entertainment Districts.
  • Oral Tradition - Now grabs 3 tiles (down from 4)
  • Religious Settlements - +150% toward border pops (up from 10%, changed due to the much faster border pops in this mod and 10% being meaningless)
  • Fertility Goddess - +4 food in the capital (up from +3)
  • Religious Idols - Now awards 400 gold (up from 300)
  • Lady of Reeds - "Reeds" now includes Rice and Wheat tiles

Change to Governors:
  • Magnus promotion tree has changed to limit the exploit of his harvest multiplier, particularly when combined with Goddess of the Harvest. See image below.
upload_2018-2-21_19-28-29.png

  • Victor now exerts 16 Loyalty on cities he is placed in, double that of the other governors.

Changes to civs:
  • Korea now receives 1 governor for free on starting the game, as compensation for the hard series of nerfs that civ receives in this mod.

Known Issues
  • The mod description page is now way out of date. Updates will take place in the next few days as the "release" version of the mod is now available.
  • Steam version to be published likely in the next 48 hours.

Attachments

  • upload_2018-2-21_19-28-12.png
    upload_2018-2-21_19-28-12.png
    1.4 MB · Views: 70
Hopefully this will be the last Beta patch before a "release" version of v5. More minor bug fixes and small balance changes.

Changes to civs:
  • Georgia's unique building (which is basically just Star Fort walls) no longer has any prereqs. Therefor, you can choose to hard build it in cities without an Encampment if you want. You still get it free in cities that have do have actual Walls. This should solidify Tamar as the queen of defensive options, which seems fair to me, since she is the only civ saddled with Walls as a unique building.
  • After looking at numbers for Scotland and deciding they were outrageously overpowered even by the standards of this mod, nerfed their Science and Production bonus as well as Great Person bonus for Ecstatic cities so that it is the same as Happy Cities. Consider this the tradeoff of Scotland's added "walls in cities they conquer" buff added to Robert.
  • Khmer Holy Sites now receive a major adjacency bonus from rivers. Added because the existing Food bonus is almost worthless without this change.
  • Buffed the base damage of the Khmer Sanga Monk unit. Was 28, now 32.

Changes to friendship bonuses:
  • Scotland no longer allows you to build Golf Courses (it didn't work anyway). Now provides +5% Production in cities that are Ecstatic.
  • Indonesia no longer provides immunity to zone of control. Now provides +1 Faith in cities adjacent coast or lakes.

Changes to governments/policies:
  • Fixed an issue where the text of legacy government policy cards listed abilities the card did not actually provide.
    • In essence, the legacy policy cards do not provide the full list of benefits the actual government provides. The policy card is merely an echo of the government, with some but not all of its capabilities.
  • Updated Merchant Republic's bonus. Now provides +1 Culture +2 Gold to tiles adjacent to Oases and Natural Wonders. (Previously, it provided +6 Gold +3 Culture to Oases).

Other stuff
  • Minor text corrections

Thanks again for the bug reports and commentary. Happy playing.
  • Like
Reactions: RohirrimElf
Minor changes made, mostly bug fixes and a small number of balance changes.
  • Fixed a bug that caused the Enable Hardcore Science Rules option in the MyOptions file to do the opposite of what was selected.
  • Removed the Cree ability that granted extra movement to units in foreign lands. The totally loyal cities buff they got last patch more than makes them strong enough for this mod, IMO, without this bonus, and it was buggy anyway.
  • Increased the number of required land tiles Netherlands needs to build Polders back to 3 (up from 2 from previous versions of this mod) but now all terrain types (including hills or mountains) count for the adjacency, not just flat land tiles. This should still allow building polders without turning the entire coast into a polder zone.
  • China now receives 25 science after they found their first city. Note that for technical reasons this functions slightly differently than the free Faith or Culture India/Sumeria get, so unlike those civs, if you delay founding the capital, you won't get the Science until the city is founded.
  • Somewhat lowered the free culture Indonesia gets from acquiring a naval tech. It should be a decent amount, but not enough to blow you completely away.
  • Japan can now build Fisheries in every city. The Fishery is the same improvement that Liang the governor provides you with her promotion, but you do not need Liang or the promotion to do this as Japan.
  • Changed the way Recon units get their free promotions. All units with the Recon promotion class should now start at level 2, even those added by mods.
    • I realize the Cree unique unit kind of gets messed over here since the free promotion is one of their special things. I'll think about adding something for them. Probably just +1 Movement or something. But that will need to wait for another patch.
  • Clarified that Brazil gets +1 Population from building either the Copacabana or the Street Carnival.
  • Shortened the descriptions of some civ special abilities to make them fit on screen without scrolling. Easier said than done with some civs.
  • Like
Reactions: RohirrimElf
This beta patch contains fixes to a small number of issues and some minor balance changes.

  • Unmodded Korea was simply overpowered as heck. To tame them back, Korea now has a -10% science and culture penalty in cities without governors, changing to +10% in cities with governors. They also now receive +1 Faith to mines adjacent to Seowon district (instead of science).
    • Overall this is still really powerful. It does change the focus of Korea somewhat, into a dual science/faith powerhouse. Even with the science and culture penalty though she should still shine due to simply being able to generate more flat science from the Seowon (+4!) than civs that need 4 adjacent mountains for every single Campus to compete.
  • Georgia now recieves +1 Production +1 Faith to each tile within 3 tiles of a government plaza. (Updated from just +1 Faith in the release a few days back).
  • American Film Studios now only allow you to build the unlocked improvements in the city where the Film Studio was built.
  • Fixed a bug with the Cree extra movement in foreign territory that caused the extra movement to apply to the Cree's own territory rather than foreign.
  • Fixed an issue that prevented France's ability to gain visibility of other civs capitals.
  • Hopefully fixed an issue with Pericles not receiving his bonus Eurekas when he enters a new era. Note that in this case this is based on the era Pericles is in, not the global game era (at least for now).
  • Fixed the issue with the "Welcome to Quo's Combined Tweaks" screen not popping up at the start of the game.
  • Fixed an issue where turning off Hardcore Science and Culture in MyOptions created an entry in the Database error log that made it look like the mod had an error.
  • Like
Reactions: RohirrimElf
This is the Beta release of v5.0 (5.0.4). Changes since v5.0.3 have been made, mainly in the name of balance for Rise and Fall.

MyOptions Defaults
The defaults for several MyOptions have been adjusted. You can still go into MyOptions.sql and adjust these how you see fit, its just that as of R&F new recommendations are in place:
  • Hardcore Science and Culture now defaults to 0 (OFF). This is the code that reduces free sci and cult from Population to 0. This was added for the Vanilla game because Campuses and Theater Districts were so underwhelming. They are much better balanced in R&F, and the new sci and culture options make this setting much harder to balance for each civ. You can re-enable this option if you desire.
  • The default number of free city state tokens for building a world wonder is now 0 (down from 1). With so many new wonders in R&F this was dumping huge numbers of tokens into the game. You can change the setting back if you want.
  • The option from XavierLOL's Improvements Patch that allowed Builders to rush districts has been turned off by default, because in R&F there is an actual ability available to all civs that does almost the same thing.
  • The new recommended duration of diplomacy actions is 40 turns (changed from 50 in previous versions of this mod, and still more than the 30 default).

Changes to Friendship Bonuses:
  • The +5% science provided by Arabia now applies only to cities with a Holy Site
  • The +1 Food provided by Kongo now applies only to cities with a Holy Site
  • The Cree now provide +1 Trade Route (no longer allow you to grab tiles with Traders)
  • Egypt no longer provides a free Trade Route slot, now allows building Sphinxes
  • The Mapuche no longer provide access to their unique improvement, instead provide +7 combat versus civs in a Golden Age

Tweaks to Civilizations
  • France
    • Catherine of France now gains permanent visibility of other civs capitals when they discover Castles (no longer Astrology). This is changed due to the era score bonus associated with being the first to meet all civs. Cathy is still in a good place to win this era score race, just not likely in the first 50 turns of the game.
  • America
    • Clarified in description that the unique improvements provided after building a Film Studio only include improvements from the Vanilla game. There are no plans to expand this ability to the DLC and Expansion improvements.
  • Cree
    • Cree cities now ignore the negative effects of loyalty entirely. This makes the Cree unique in that they can settle virtually anywhere without worry about their cities flipping on them. Ideal for a peaceful civ that focuses on allyship, but you can use it aggressively as well.
  • Scotland
    • Receive free Walls on capturing a city, even if the city lacks the Encampment and Barracks/Stable normally required to build Walls
  • Mongolia
    • Anyone fighting Genghis Khan suffers -2 Loyalty per turn in all of his or her cities.

Other Changes
  • Removed code that made strategic resources more common

Known Issues
  • Indonesia still offers a friendship bonus of "Units disregard zone of control" even tho that ability no longer belongs to Indonesia. A new Indonesia friend bonus will eventually be created, but take advantage of this for now.
  • The MyOptions pop-up confirmation screen that existed prior to R&F is still broken. No ETA on when it can be fixed for R&F.
  • Like
Reactions: RohirrimElf
Some further adjustments now that I've had time to look at how the mod plays with Rise and Fall.
  • Russia now receives its x2 free Uranium when the world reaches the Atomic era (not necessarily when Russia itself reaches that era)
  • Germany now receives its +2 cavalry movement when the world reaches the Modern era (not necessarily when Germany reaches that era)
  • Germany now receives its x5 bonus gold for capturing cities during Golden Ages (as opposed to at any time)
  • Netherlands can now build Polders with just 2 adjacent flat land tiles (down from 3)
  • There's been a shakeup with some of the existing abilities, which have transferred to the Mapuche:
    • Mapuche units no longer have +1 moves in unclaimed territory as they did in v5.0.2; this was too overpowered. Instead they have acquired abilities of some other civs.
    • All Mapuche units (even non-combat) now disregard Zone of Control (taken from Indonesia)
    • All Mapuche land combat units have +1 sight (taken from America)
    • American units no longer have +1 sight (they gave their bonus to the Mapuche essentially)--they've been buffed by Firaxis in R&F and no longer need it. They do still have +20% discount to buying tiles tho, mainly in order to make their friendship bonus still make sense.
    • Indonesian units no longer disregard Zone of Control.
  • Poundmaker/Cree now have +3 moves in foreign territory while at peace with all major civs. This should apply to combat, religious and any other kind of unit.
  • Georgia now receives free Tsikhe unique building in all cities with Walls upon unlocking the appropriate tech in the tech tree. You will want to think twice before invading her now, because this basically means she's likely to have excellent walled defenses. You do NOT need Medieval Walls to get the free Tsikhe because the list of prereq buildings is already sufficiently long (Encampment, Barracks/Stable and Walls)
  • Japan now only receives +1 GPP toward Great Generals for each Encampment, Theater District, and Campus (down from +2)
  • Like
Reactions: RohirrimElf
This update is intended primarily to fix text issues on the Governments screen. A few small changes have also been included.

As of this release, these are the Government abilities:

upload_2018-2-10_15-45-38.png


Most of this is similar to previous releases of this mod combined with Firaxis' changed governments. But there are a few changes included.

  • Oligarchy's +1 moves in unowned territory now applies to all Land Units (not just Melee Units)
  • Classical Republic's Settle movement bonus is now +3 (up from +2) to account for the sort of overlap with Oligarchy
  • Merchant Republic now provides +6 Gold +3 Culture from Oases (up from just +6 Gold)
  • Theocracy now provides +1 Production, +2 Faith, +2 Culture from temples (changed from +2 Production, +2 Faith, +2 Food from Holy Sites)
  • Autocracy now provides +7 combat bonus to all units (up from +4)

Other changes and clarifications:
  • Reduced the increased tech and culture costs of the Xav Improvements patch option by roughly 40%. The change is more noticeable in late game techs than early ones. I may change this to a multiplier editable from MyOptions if a lot of people think is too fast.
  • All changes to England's speciality district introduced by earlier versions of this mod have been dropped. It now performs identically to the version introduced by Firaxis in R&F.
  • Gitarja/Indonesia no longer receives a free Settler on settling the first city which was already powerful, but was overwhelming with the changes in R&F. Instead she has an entirely new mechanic. When you discover a naval tech up to the Renaissance era, receive a free burst of culture equal to 1/3 the unmodified (i.e. base game) cost of that tech.


    upload_2018-2-10_15-42-59.png

Attachments

  • upload_2018-2-10_14-46-54.png
    upload_2018-2-10_14-46-54.png
    1.1 MB · Views: 83
  • upload_2018-2-10_14-50-19.png
    upload_2018-2-10_14-50-19.png
    1.1 MB · Views: 214
  • upload_2018-2-10_15-40-42.png
    upload_2018-2-10_15-40-42.png
    741.9 KB · Views: 82
  • Like
Reactions: RohirrimElf
Some minor changes have been made to update the mod for Rise and Fall:
  • All of the new civs now have Friendship Bonuses
    • India - allows you to build stepwells (same as Gandhi)
    • Korea- +5% science in cities with a governor
    • Cree- Traders capture friendly tiles up to 3 tiles from city center
    • Georgia - Receive a free extra token when sending delegates to a city state of your religion
    • Mapuche- Builders can construct Chemamulls
    • Mongolia- +3 combat to calvary units
    • Netherlands- +1 loyalty to the origin city for each domestic trade route
    • Scotland- Can build Golf Courses
    • Zulu- +1 loyalty/turn from garrisons in city centers
Changes to new civs:
  • Georgia: Tamar now receives +1 Faith in every workable tile within 3 tiles of a Government Plaza
  • Mapuche: Land units have +1 movement in unclaimed territory.
  • Cree: Trade units grab tiles up to 4 hexes from the city center (up from 3)
Known issues:

  • Government text remains screwed up. Firaxis changed how the display works, making the text area much smaller. The old effects are still there, but there is no text to explain them. Fixing this is my next priority.
  • Like
Reactions: LAMarcom
This is an initial attempt to make the QCT mod compatible with Rise and Fall. No detailed review has been done on balance or compatibility beyond very basic testing.

  • The intro screen when you load a game with the mod has been temporarily removed due to a change in Rise and Fall that causes it to spazz out. No ETA on when it will return.
  • Also removed the Secret Agendas system alpha tested in the v4.0. No ETA on its return. Removed mainly because it still had some issues even in the Vanilla game.
  • Removed the label that said "Quo Basic Game" in the drop-downs for selecting a Ruleset. Changes in this mod now apply specifically to the Rise and Fall ruleset.

There are very likely to be bugs and balance issues. Please feel free to report. Happy Thursday. :)

- Quo/Isau
This is the ALPHA release of version 4.0.0.

This release is still highly under development and recommended only for adventurous players as it is still being rebalanced. If you would prefer a more "stable" and balanced game I recommend staying on version 3.15.3 until a beta or finished stage of the new v4 features is reached. That said, version 4.0.0 introduces some very new concepts you may want to check out.


NEW FEATURES
  • Secret Agenda Variations
    • Leaders now take different approaches to their secret agendas. Two distinct approaches are introduced in version 4.0.0. More approaches will be released in future updates, once these are stabilized and balanced.
    • Approaches can be:
      • Benign: A benign leader will supply you the agenda's Bonus if you ally with them, as well a Malus.
      • Dotard: If a leader is a Dotard, he or she has little control over his or her population, so you gain the agenda's Bonus by Denouncing him or her (and presumably being rewarded by their citizenry). You do not receive Maluses from these leaders.
    • If a leader has taken a certain approach, you gain the benefits or penalties for interacting with them even if you have not reached a sufficient diplomacy level to see what the approach is.
    • At least for now, the Bonus and Malus for each secret agenda type is always the same. For example, Technophile always has the same Bonus and Malus. The difference is in what actions unlock the Bonus and Malus.
    • Part of the reason for the system is to intentionally encourage the player to create much more chaos than typically makes sense. Some of the bonuses are VERY attractive... but are they worth the Malus, creating enemies, and so on?
    • This feature requires a very large amount of code to implement. That is the reason it is being rolled out with just 2 Approaches to start. Once they are stable, I will be hopefully be able to create more by mostly reusing code.
    • Eventually there will also be a MyOption setting to disable them. Just not this early in development.
    • Catherine de Medici is a great civ to use if you want to really take advantage of the newest mechanic, given her ability to easily read other civ's agendas.
Other Changes
  • The setting that turns Great People Policy cards (i.e. Purple cards) to Diplomacy (Green) cards is now turned on in MyOptions. This feature has existed for a while, but used to default to Off. Now it defaults to On. You can turn it back off if you wish, but I think it makes Green slots much more valuable.
  • Updated Colonization policy. It now provides +2 Culture in cities without a Monument, and +100% production towards Monuments. It no longer provides Food to cities with monuments.
  • To facilitate the new rules for secret agendas better, Declare Ally has moved forward on the civics tree.

Some screenshots:
20171107045821_1.jpg


20171107045857_1.jpg
A bug fix and an update to the calculation for converting Anti Cavalry to ranged units.

  • Changes to Anti-Cavalry
    • The formula for converting Anti Cavalry to ranged units has been updated to:
      • RangedCombat = Combat +1
      • Combat = Combat -1
    • This is changed from:
      • RangedCombat = Combat -7
      • Combat = Combat +7
    • Anti-Cavalry can now take cities if you drag the unit onto the city instead of using the Ranged icon. They will take damage from this like a Melee unit, however.
    • Changes are partly inspired by changes Firaxis recently made to the Persian unique unit to make it a hybrid melee/ranged unit.
Bug Fixes
  • Fixed a bug with the Khmer unique ability not properly providing +2 combat to Sangha Monks per Aqueduct controlled.
  • Like
Reactions: RohirrimElf
This update is an attempted fix to some issues some players who did not have the newest civ DLCs installed were experiencing, along with a few minor balance adjustments.

Bug Fixes
  • Players without Indonesia/Khmer should no longer crash back to the main menu when attempting to start a game
  • Fixed a bug with Brazil's Brazilian Revolution project that caused the icon to display incorrectly

Changes to Civs

  • Khmer
    • The base strength of the free Sangha Monk unit summoned when a Aqueduct is built is now 28 (down from 35).
    • You still get +2 combat per Aqueduct. The main intent of this change is to make the Monks somewhat weaker than Swordsmen to start, but potentially stronger with enough Aqueducts.
  • Brazil
    • Added the fact that Rainforest tiles owned by Brazil disregard negative Appeal from Rainforest tiles. In fact Brazil has this secret ability in the unmodded game, but it is not documented. Note that you have to actually own the tile for the effect to show up.
    • The Brazilwood Camp improvement now provides Gold based on tile Appeal (instead of flat +2 Gold)
    • The Brazilwood Camp now provides Tourism starting at Flight
upload_2017-10-24_20-28-8.png

  • Sumeria
    • The Ziggurat improvement now provides +1 Science to adjacent tiles without rivers.
    • This is a minor un-nerf to counteract how limited Ziggurats are in this mod compared to the core game (due to it being overpowered for hardcore games).

Please post your comments and bug reports. If you are crashing, please paste a copy of Database.log along with your report. Thanks and enjoy.
A couple of changes to some implementations. Unfortunately, my laptop is acting up again, which cut short time to visit a few additional things I was hoping to sneak into this update, but this update does take care of some of the bigger things I hoped to address.

Changes to Civilizations
  • Japan
    • Japan now receives +2 Great General points per turn from each Holy Site, Theater District, or Holy Site (up from +1)
  • Khmer
    • Khmer now have a 100% production bonus to building Aqueducts (matching their friendship gift bonus which already existed)
    • When you build an Aqueduct, you now receive a unit called a Sangha Monk (instead of a Warrior Monk). This unit is very similar to the "Warrior Monk", with the same upgrade tree.
    • The Khmer combat bonus of +2 per Aqueduct built now applies to Sangha Monks (not to Battle Monks)
    • Khmer are now associated with Wheat and Rice in the start locations bias table. Whether this actually matters (based on map scripts being broken on Firaxis' end) is up for debate.

Changes to Policies
  • Colonization: Now provides +2 Culture in cities without a Monument, and +2 Food in cities with a Monument (up from +1/+1)
    • As before, this change is intended to provide an alternate path to building early Monuments.
This beta patch address the 2 new civs released in the Fall DLC. My overall feeling about both of them is they are decent, but not nearly as strong as many of the recent DLC civs or the updated ones in this mod. For that reason, each of them has received some buffs.


  • Indonesia
    • Indonesia now receives a free Settler upon establishing its capital city. Think of this like the bonus AIs get at higher difficulties (removed by this mod), except also available to players.
    • All Indonesian units now totally ignore Zone of Control. This should include naval, land, and religious units.
20171019213820_1.jpg


  • Khmer
    • All Khmer units now disregard penalties from rivers in their movement.
    • The Khmer receive a free Warrior Monk upon completing a Aqueduct, if that city has a religion (I believe the Monk will match the religion of the city and not necessarily be your religion, but I'm not 100% sure on this--if you experience issues please report).
    • Khmer Warrior Monks receive +2 combat strength per Aqueduct you control.
    • Right now there's nothing stopping Khmer from grabbing the Warrior Monk belief as well, and purchased Monks receive the +2 bonus, which may be overpowered. There's a way around I'm exploring, but its complex and not ready as of this patch.
    • The Khmer unique siege unit has +1 movement, to account for the fact that units in this mod already can move and shoot on the same turn.

20171019213807_1.jpg


Friendship gifts:

The following unique friendship gifts have been deployed:
  • Indonesia: The friend's units ignore zone of control.
  • Khmer: The friend receives +100% production toward Aqueducts.

General Bug Fixes:
  • Fixed a bug in the friendship bonuses where England, Germany and Japan reported on-screen that they provided +50% production toward various districts, when the real value was 25% (they now correctly provide a 50% bonus).
Top Bottom