[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

I gotta say, Git is really comfortable working with. No need for separate changelogs or version control or deciding when it's just about good enough to release, just a continuous stream of working and uploading.
Yeah :goodjob:
 
Idea: Changing the effect of Ishtar Gate or the Hanging Gardens to enable all economy civics, so Babylon could adopt Central Planning or Public Welfare (Food from Towns!) to simulate ancient palace economies or something.

I also thought about a new civics column for social values, something to represent whether a civ cares most about nobility, religion, individualism, race or the working class, so Stalin's Soviet Union isn't running pretty much the same civics as Nazi Germany except for economy.
 
New commit: Merged Leoreth's religion fix thingy, decreased ancient and classical tech costs, increased post-medieval unit costs.
 
Per Town in the BFC of course, like the National Park effect for Forest Preserves. This should be the final nail in the coffin, cementing the superiority of civs with mature towns over less urban civs for good.
I know, still. I actually like the idea and would love to use it for a wonder but it's just way too powerful.

RFCE has that effect on a wonder, but I also find it overpowered.
And wonder balance in RFCE is nonexistent ATM, so it's not something to take lightly :lol:
 
RFCE has that effect on a wonder, but I also find it overpowered.
And wonder balance in RFCE is nonexistent ATM, so it's not something to take lightly :lol:

Now come on, show me one really existing city where that would be overpowered!

Incidentally I gave castles +1 free specialist per fort just now.
 
Considering the following:
- most wonders that give free specialists have around 2-3 of them
- you want to build cottage improvements on most tiles that allow them anyway, especially by the late game

I would conclude that it starts becoming overpowered for a wonder for every city that allows four or more cottages to be worked, which is most of them. For a building, not even sure where to set the threshold. I would consider a building that flat out gives a specialist to be very strong already.
 
Okay fine, instead I shall give that building... -1% Civic Upkeep! :lol:
 
New commit!


Link to video.

Units, buildings, improvements, even the very Earth itself were changed tonight! Okay, I just removed all yields from Ocean and reduced that of Coast, but that still counts!

Cottages no longer consume workers, but you now have the option of consuming a worker to instead get a hamlet right away.

I changed so many buildings: Castles now provide one free specialist per fort and unlock some more specialists; walls, castles, bunker and bomb shelter all reduce war weariness while the Jail doesn't any more; Customs house gives happiness for every 10% gold slider, Hospital gives happiness for every 10% research slider and Security Bureau gives happiness for every 10% espionage slider; the only raw production modifier you can get is +10% from Factory, everything else you have to get from power or resources; and much more!

I think this just about concludes all the simple XML changes I wanted to make except for that city hall building, but I will sleep over that.

Other future plans: Adjusting some UHVs and China's starting plot in 3.000BC, several caravan/cargo ship units to at least get something of a shadow of Civ5's superior trade route mechanic going, and the big one: Trying my hand at compiling DoC's DLL again, and successively merging my own Enhanced Culture mod as well as several other mods I might find use for.
 
i downloaded your mod

folder name is RFC-Dawn-of-Knoedel-master

but i can't play scenario BC 3000 or AD 600

how can i play ?
 
your mod all units looks same

i mean europe rifleman and asian rifleman they were different in RFC Dawn of Civilization mod

but your mod they are all same.

is there any files download for units ? :)
 
I changed so many buildings: Castles now provide one free specialist per fort and unlock some more specialists; walls, castles, bunker and bomb shelter all reduce war weariness while the Jail doesn't any more; Customs house gives happiness for every 10% gold slider, Hospital gives happiness for every 10% research slider and Security Bureau gives happiness for every 10% espionage slider; the only raw production modifier you can get is +10% from Factory, everything else you have to get from power or resources; and much more!

So basically, you get 10 free :) in the lategame.
 
I have to agree, this makes castles VERY powerful. Forts can be spammed on marginal terrain (I sometimes build them in desert just for the heck of it) meaning that this will mean many free specialists per city, just with a little labor time. Though on the bright side, none of my workers will be unemployed ever again!
 
Some suggestions after reading about the awsomeness that you made castle.

Make a fort in the cityradius a prequisite for a castle.
Maybe put a cap on the amount of free specialists the castle gives ?
The cap could be raised (a little) by a building that needs four castles (like cathedrals)
And two (world or national?) wonders.
One wonder could raise the cap even a little more (by one)
And another wonder could remove the cap (for one city) alltogether (Krak des Chevaliers)
 
your mod all units looks same

i mean europe rifleman and asian rifleman they were different in RFC Dawn of Civilization mod

but your mod they are all same.

is there any files download for units ? :)

Did you perhaps download Blue Marble for DoC?

So basically, you get 10 free :) in the lategame.

If you have the necessary infrastructure, yes. Now to be fair I expect late game cities to be bigger in this mod than DoC anyway, so a little more happiness is called for imo.

I think with the new Fort Economy, Steel would become the worst technology ever.

Have fun in your pre-industrial feudal stasis, tell me how that works out for you in the long run. :)

I don't see what the problem is, forts are the only improvement you can't spam since you can't build them next to each other. :confused:

I have to agree, this makes castles VERY powerful. Forts can be spammed on marginal terrain (I sometimes build them in desert just for the heck of it) meaning that this will mean many free specialists per city, just with a little labor time. Though on the bright side, none of my workers will be unemployed ever again!

I'll consider "castles being something that nobody builds because they obsolete so fast" an issue that I have officially resolved in my mod then. :cool:

What's the problem with that?

Because Nazi ideology was based on racism and Soviet ideology on international workers' solidarity?
 
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