[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

To be fair I can see giving Republic high upkeep in the "upkeep is how much the central government spends" model, since it has to spend a lot of money on maintaining a parliament, making sure elections are not rigged, all that jazz, while Dynasticism or Autocracy don't have to worry about that. On the other hand there is no way around giving Totalitarianism and Central Planning the highest upkeep in their respective categories, though like I already suggested this could be balanced by making them reduce city upkeep at the same time, but I am curious how that would work out in practice.
 
Subbing. Looks interesting!
 
As you saw, I started playing vanilla DoC because I was interested in the religion spread mechanics. As I'm now seeing which aspects of the game you changed, I thought I'd drop some feedback here for you. Hopefully it's helpful :)

I'm missing your changes to a lot of the buildings! In particular, the minor bonuses for resources add an extra element to try to settle or trade f.e. in order to gain access to both iron and copper (forge). I like the bonus to food resource tiles on granary and smokehouse; it makes me think a little more about where I want to fit those in on the priority list for each individual city (rather than copying the same build queue to every city). More individuality for cities is fun! The +2 science on Library is nice to be able to start rushing up some tech, and it certainly helps 'wide' civs, but I think it might be too good; I haven't ever NOT prioritized those, because they're so powerful... especially early on.

I'm still looking at the civic changes; there's a lot there, and I haven't played around with them much. So far, I like some of them, and dislike others. I will say that there are some in DoC that I probably would never pick... I'm not sure just yet.

One thing I was hit with when I started a new Russia game with DoC is that in your mod-mod, I started with knights (it was on an earlier tech), whereas they are on Guilds in DoC... I really missed that at the Russian start; the Mongols were no issue in your mod when I could start cranking out knights as soon as the horses and iron were connected.
 
Don't libraries only give +1 science? At any rate, my intention is that libraries and even more so markets are buildings you would want everywhere, while universities, banks and laboratories are better suited for cities that already give decent commerce by themselves, hence the raw commerce by the former while the latter just modify commerce.

At any rate, thank you for your feedback, I honestly do appreciate it. :)
 
Oh, maybe that's correct, sorry...

If that's the intention, you've done it! =P

TBH, I typically prefer to make more powerful cities and play peacefully, anyway. And I don't have a ton of experience with the mod, but since expansion is also limited by stability, adding those raw bonuses might give a leg up to expansive playstyles.
 
TBH, I typically prefer to make more powerful cities and play peacefully, anyway. And I don't have a ton of experience with the mod, but since expansion is also limited by stability, adding those raw bonuses might give a leg up to expansive playstyles.

I have been planning to give bonuses like happiness, extra great people birth rate and more trade route commerce to cities with a lot of culture, which would again tilt the balance in favor of tall playstyles, but so far I have been unsuccessful.
 
I am thinking about turning the Mint into a generic building that gives extra commerce with gold and silver, to represent the role these metals had as forms of payment. Alternatively I could make it a National Wonder. In either case it should obsolete around the time countries stopped using gold and silver standards, however I can't think of a good tech for it. Corporation might fit in principle, but it's too early in the tech tree. Industrialism maybe?
 
I got this error today. Not sure what triggered it.
 

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I would guess the building of some unit?
 
That was a Python exception.
 
It happened as soon as I built my first spy. That's the only unusual thing that happened on that turn on my end, though something could have happened elsewhere.
 
Wooow Knoedel! Good work! :hatsoff:

That is actually good idea, -25% city attack for all mounted units?
:goodjob: Great idea! Did this get implemented? Or there is a bonus but -10% instead of -25%?

Do armor units also get a penalty for attacking cities? And are City Raider promotions available to gunpowder units?
 
Would you mind adding 2nd UU and UB to this Modmod?

Because the official component for that hasn't been updated in months.
 
Wooow Knoedel! Good work! :hatsoff:

:goodjob: Great idea! Did this get implemented? Or there is a bonus but -10% instead of -25%?

Do armor units also get a penalty for attacking cities? And are City Raider promotions available to gunpowder units?

since like 95% of civ fighting is in cities that would make mounted units nearly useless except as defenders (which makes no sense). It would also make mongols and seljuks unduly week
 
Wooow Knoedel! Good work! :hatsoff:

:goodjob: Great idea! Did this get implemented? Or there is a bonus but -10% instead of -25%?

Do armor units also get a penalty for attacking cities? And are City Raider promotions available to gunpowder units?

Aw shucks, thank you. :blush:

All mounted units except for unique units or Knights (which are sorta unique in that they require the Vassalage civic) have a -10% penalty for attacking cities, so basically it counters the extra combat promotion you could get with stables.

Would you mind adding 2nd UU and UB to this Modmod?

Because the official component for that hasn't been updated in months.

I'm sorry, but I don't really see the appeal in it. Civs are unbalanced enough as it is and there is so many of them, and who knows how many more civs Leoreth is gonna include after joke civs like Canada or Tibet.

Before I do anything at all I want to give SDK modding one more try, and after that I first want to merge the changes Leoreth made since I last did that and look through the code for anything related to the civics I changed. I'd also really like to implement the bonuses to culture I posted a few times, and a few UHVs need adjustments.

I also might reverse the current civics upkeep paradigm so that civics like Totalitarianism or Central Planning have high upkeep, Free Market low upkeep, City States and Vassalage no upkeep but increased city maintenance etc.

Also, building and unit hammer costs, specifically Industrial and after ought to be increased.

I also plan on changing some buildings' effects again, for production modifiers for instance like so:

Forge:
+2 Production (that is raw hammes, like Catholic buildings currently); +10% Production with Copper, Iron

Stable:
+10% Production, Commerce with Horse

Factory:
+10% Production; +30% Production with Power

Industrial Park:
+20% Production with Coal, Oil; Free Engineer

Basically if you have no resources and no electricity you are screwed. Pre industrial revolution if you have no copper, iron or horse you get diddly squat as production modifier, and post industrial you only get +10% Production for free with everything else either requiring electricity or resources.
 
Would you mind adding 2nd UU and UB to this Modmod?

Because the official component for that hasn't been updated in months.

I have plans to update it, but I don't have any clue when it will be ready.
 
You might want to consider giving buildings you envision to be built in every city for free after a couple of turns.
 
You might want to consider giving buildings you envision to be built in every city for free after a couple of turns.

Now why would I do that? It's already bad enough cities get founded with so many buildings from the get go .
 
Greek and Phoenician colonisation and rivaly isn't represented in the game. Both are very important historically. Maybe a new unit type coloniser, a cheaper settler that requires sea access and pantheon, an can only be built in core. Can only build cities with sea access with capital.

Posting this here to remember it for the future should I ever get around to it and Leoreth doesn't.
 
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