I have just set up a small personal civ-altering mod for vikings, mainly intended to make the more powerfull, as a sort of inverse handicap for trying out higher difficulties than normal.
I would like to have some feedback on how powerfull what I ended up with is, such a measure for how many (if any) levels of difficulty this would allow one to go higher than normal. I would also like some feedback on which aspects have the larger influence (and I therefore should be carefull when adjusting), and which of them have negitible effect (and therefor easily can have significant changes on them).
The mod affects 2 things unique to the viking civilization/only leader (Ragnar): It improves the UB trading post (lighthouse), and gives an extra special trait to the leader (mainly focused on more promotions). I am mainly interested in the effect of the UB changes, and when evaluating the handicap level it is the main part I am interested in getting feedback for, though a sperate evaluation including the extra trait is also welcome.
The UB has been changed to have the following effects:
production cost: 10 (normal speed, 60 is normal for lighthouse)
requires cost: no (normal lighthouse do)
yields: +1 food, +1 production, +1 commerce
yield bonus on sea tiles: +1 food, +1 production
food kept: +10%
maintaince: -25%
trade modifier: +50%
experiance bonus: 1
free promotion: navigation 1 (the normal bonus for trading post)
modifiers to all cities: 1% food, 1% production, 1% commerce, 1% science, 1% gold, 1% culture, 1% espionage, 1% defense, 1% great people points
other global modifiers: 1% golden age length, 1% worker speed, 1% great general points
It mainly have the effect of having Dike and courthouse/barrack UB rolled into it. The production cost and base yeilds is to make it behave like the Recycling Tanks from SMAC, so you want to build it in every city (and get the global stacking bonuses) without necessarily hurting your economy.
The extra trait is very simple:
promotion exp cost: -95%
free promotion: leadership to all relevant (mainly enables some other promotions)
max anarchy: 0 turns (same as spiritual)
Before you go up in arms over the ridiculous promotion exp cost, remember that promotions costs are quadratic, specifically 1 + level^2, so you "only" end up with about 4.5 times as many promotions.
I would like to have some feedback on how powerfull what I ended up with is, such a measure for how many (if any) levels of difficulty this would allow one to go higher than normal. I would also like some feedback on which aspects have the larger influence (and I therefore should be carefull when adjusting), and which of them have negitible effect (and therefor easily can have significant changes on them).
The mod affects 2 things unique to the viking civilization/only leader (Ragnar): It improves the UB trading post (lighthouse), and gives an extra special trait to the leader (mainly focused on more promotions). I am mainly interested in the effect of the UB changes, and when evaluating the handicap level it is the main part I am interested in getting feedback for, though a sperate evaluation including the extra trait is also welcome.
The UB has been changed to have the following effects:
production cost: 10 (normal speed, 60 is normal for lighthouse)
requires cost: no (normal lighthouse do)
yields: +1 food, +1 production, +1 commerce
yield bonus on sea tiles: +1 food, +1 production
food kept: +10%
maintaince: -25%
trade modifier: +50%
experiance bonus: 1
free promotion: navigation 1 (the normal bonus for trading post)
modifiers to all cities: 1% food, 1% production, 1% commerce, 1% science, 1% gold, 1% culture, 1% espionage, 1% defense, 1% great people points
other global modifiers: 1% golden age length, 1% worker speed, 1% great general points
It mainly have the effect of having Dike and courthouse/barrack UB rolled into it. The production cost and base yeilds is to make it behave like the Recycling Tanks from SMAC, so you want to build it in every city (and get the global stacking bonuses) without necessarily hurting your economy.
The extra trait is very simple:
promotion exp cost: -95%
free promotion: leadership to all relevant (mainly enables some other promotions)
max anarchy: 0 turns (same as spiritual)
Before you go up in arms over the ridiculous promotion exp cost, remember that promotions costs are quadratic, specifically 1 + level^2, so you "only" end up with about 4.5 times as many promotions.