Yay! A weeks worth of work and I'm finally finished! So the following changes have been made to the kuriotates to help them combat the new aggressive barbarian and health changes, as well as a change to their world spell and some late game bonuses.
New Mechanics:
Buildings:
Units:
Unfortunately I am still stumped on the whole pillage mechanic thing, but I can't wait around to upload this forever. Perhaps someone that downloads this can take a gander at my code and tell me what's wrong. In any case I uploaded a small portion of my balance tweaks (version 0.05 I guess) to compensate. To play these, unzip them to Civ4\Beyond the Sword\Mods\Rise from Erebus\Assets\Modules\NormalModules\
Feedback that I am interested in:
Is the Soften Earth Spell seeing much use? Is it slowing your game down? My original testing was with this spell at tracking. That seemed a little powerful, but I'm not sure I want it to become an end game thing.
Are your cities growing fast enough? A new building with extra growth wouldn't be too hard to implement.
How are the health issues now? At what point in the game do you start running into problems, if any.
Most importantly, how does your empire feel competitively (turn for turn against your own single player games with other civs is a fine comparison) during early, mid and late game?
New Mechanics:
Spoiler :
World Spell :
Now upgrades all Cottages, Hamlets, Villages and Towns within cultural borders by 40 turns (based on game speed). Any remaining turns on that improvement provides a cultural boost to all cities equal to that value. For example if you have 2 enclaves and a town with 40 turns left on marathon, the cultural bonus will be 320 (120x2+120-40). The world spell now requires either Taxation or Fuedalism
Pillage Protection:
When a tile within Kuriotate influence is pillaged, 3 Patriots will spawn to defend the area, along with a 20% chance (+20% per town improvement level) to spawn a protectorate. These units die after 2 turns, cost no upkeep and do not cause war weariness. The Pioneer ability can now be used within cultural borders
Production Changes:
+1
+1
from Citadels (I'm planning something for this)
Sprawling now grants the Overflow mechanic
Egalitarian Now provides +1
from tiles with 4
(instead of 3)
Health Changes:
Sprawling now provides +3
Kuriotates get a free building that gives +2
from healers and +3
from great healers.
(For a variety of reasons I wanted to give them a free +1 health specialist from enclaves but for the life of me couldn't figure out how to add specialists =/)
Unique Spell:
The Musteval (the kuriotate racial for recon) gain the ability to lower mountains to hills within their cultural borders. This takes 3 turns to cast, requires level 4 and the Feral Bond technology.
*Since this is based on race the Grigori may gain access to this as well
Now upgrades all Cottages, Hamlets, Villages and Towns within cultural borders by 40 turns (based on game speed). Any remaining turns on that improvement provides a cultural boost to all cities equal to that value. For example if you have 2 enclaves and a town with 40 turns left on marathon, the cultural bonus will be 320 (120x2+120-40). The world spell now requires either Taxation or Fuedalism
Pillage Protection:
When a tile within Kuriotate influence is pillaged, 3 Patriots will spawn to defend the area, along with a 20% chance (+20% per town improvement level) to spawn a protectorate. These units die after 2 turns, cost no upkeep and do not cause war weariness. The Pioneer ability can now be used within cultural borders
Production Changes:
+1


Sprawling now grants the Overflow mechanic
Egalitarian Now provides +1


Health Changes:
Sprawling now provides +3



(For a variety of reasons I wanted to give them a free +1 health specialist from enclaves but for the life of me couldn't figure out how to add specialists =/)
Unique Spell:
The Musteval (the kuriotate racial for recon) gain the ability to lower mountains to hills within their cultural borders. This takes 3 turns to cast, requires level 4 and the Feral Bond technology.
*Since this is based on race the Grigori may gain access to this as well
Buildings:
Spoiler :
Blocked Buildings:
The Great Lighthouse
Harbor (replaced sortof)
Building Changes:
Jeweler - Now provides +1
and +10%
from Ivory (instead of pearls)
Gardens of Amathon - Provides 3 Healer slots (instead of free healer and +3
)
New Buildings:
Physician's Enclave (Free Building)
Bonus Health from Healers and Great Healers
Skyfishery (replaces Lighthouse):
+1 Trade Route
+1
from fish, clam, crab, shrimp
+1
from sea tiles
Does NOT require adjacency to water
Requires Sailing and Knowledge of the Ether
Grocery (replaces Salthouse):
+50% Trade route Bonus
+15%
stored after growth
+1
from fish, cow, wheat
Requires Agriculture, Fishing, Animal Husbandry
Sky Tower
+15%
from Trade Routes
+2 Trade Routes
Can Airlift 2 units per turn
Requires Sorcery, Astronomy and Engineering
The Great Lighthouse
Harbor (replaced sortof)
Building Changes:
Jeweler - Now provides +1


Gardens of Amathon - Provides 3 Healer slots (instead of free healer and +3

New Buildings:
Physician's Enclave (Free Building)
Bonus Health from Healers and Great Healers
Skyfishery (replaces Lighthouse):
+1 Trade Route
+1

+1

Does NOT require adjacency to water
Requires Sailing and Knowledge of the Ether
Grocery (replaces Salthouse):
+50% Trade route Bonus
+15%

+1

Requires Agriculture, Fishing, Animal Husbandry
Sky Tower
+15%

+2 Trade Routes
Can Airlift 2 units per turn
Requires Sorcery, Astronomy and Engineering
Units:
Spoiler :
Elected Defender (replaces fort commander)
Does not cost extra support
+80% vs Mounted units (instead of 120%)
+40% vs Melee units (instead of 80%)
+40% City defense (instead of 20%)
Patriot:
3/2
+25% hill attack bonus
Drill I, Drill II, March, Homeland
No Support
No War Weariness
Auto-Equiped with Bronze and Iron (when available)
Cannot be built (part of pillage mechanic)
Expires in 2 turns
Protectorate:
6/5
+25% hill attack bonus
Drill I, Drill II, Drill III, Drill IV, March, Homeland, Mobility, Blitz
No Support
No War Weariness
Auto-Equipped with Bronze, Iron and Mithril (when available)
Cannot be built (part of pillage mechanic)
Expires in 2 turns
Does not cost extra support
+80% vs Mounted units (instead of 120%)
+40% vs Melee units (instead of 80%)
+40% City defense (instead of 20%)
Patriot:
3/2

+25% hill attack bonus
Drill I, Drill II, March, Homeland
No Support
No War Weariness
Auto-Equiped with Bronze and Iron (when available)
Cannot be built (part of pillage mechanic)
Expires in 2 turns
Protectorate:
6/5

+25% hill attack bonus
Drill I, Drill II, Drill III, Drill IV, March, Homeland, Mobility, Blitz
No Support
No War Weariness
Auto-Equipped with Bronze, Iron and Mithril (when available)
Cannot be built (part of pillage mechanic)
Expires in 2 turns
Unfortunately I am still stumped on the whole pillage mechanic thing, but I can't wait around to upload this forever. Perhaps someone that downloads this can take a gander at my code and tell me what's wrong. In any case I uploaded a small portion of my balance tweaks (version 0.05 I guess) to compensate. To play these, unzip them to Civ4\Beyond the Sword\Mods\Rise from Erebus\Assets\Modules\NormalModules\
Feedback that I am interested in:
Is the Soften Earth Spell seeing much use? Is it slowing your game down? My original testing was with this spell at tracking. That seemed a little powerful, but I'm not sure I want it to become an end game thing.
Are your cities growing fast enough? A new building with extra growth wouldn't be too hard to implement.
How are the health issues now? At what point in the game do you start running into problems, if any.
Most importantly, how does your empire feel competitively (turn for turn against your own single player games with other civs is a fine comparison) during early, mid and late game?