[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

New commit: Cottage economy? Specialist economy? Why not both? Build a city hall and never worry about anything ever again! :mwaha:

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)

Too much work for questionable gain.
 
New commit: Caste System now grants doubled slots for all specialist types but statesmen (there is no caste of people trying to figure out better ways of government as the caste system is divine and forever and whatever), and Egalitarianism now also grants doubled statesman slots like Representation.

I see the 2nd UU and UB modmod is having something of a resurgence. I might just include it once it's up and running if popular opinion demands it.
 
I think it would suit the direction your mod is diverging from DoC. (so that is a yes on popular demand from me)
 
For now I have reworked pretty much all UHVs.While I didn't touch the nature of any, I did change a lot of deadlines to coincide with relevant historical events, e.g. the German Lebensraum, Italian Mare Nostrum and American The American Dream victories now all end in 1945 (end of WWII, establishment of the United Nations) instead of 1940, 1930 and 1950 respectively. The three UHV deadlines of Phoenicia have been moved to the times of the Punic Wars, the god awful 1730 deadline for English colonization has been moved to 1850 (I wanted to push it back even further but then I would run into problems because of the civ-that-shall-not-be-named so I'll just pretend it's because of the first world's fair being held in London in 1851), the French Napoleonic Empire goal to 1815 (Congress of Vienna), the Russian Siberian colonization goal to the year Catherine the Great died etc. I did play with some numbers to adjust for the changed amount of time of course, Netherlands had all its UHV deadlines moved to 1795 (Batavian Republic) but now needs four great merchants in Amsterdam, to conquer five colonies and 8 spices; Persia now only needs to control 6% of the world but has to do it before Alexander the Terrible Great shows up and wrecks stuff etc.

Then again balance is probably all out of whack anyway because of my many changes, so I'll tinker with that as I go along. I already modified (heh) some modifiers to give civs I considered underpowered more breathing room.

I removed the City Hall building again as it was messing up stuff because Leoreth has turned into the very evil he had sworn to destroy likes hardcoding things. Pity about that much needed late game statesman slot.

I'm sure there's a bunch more stuff I changed since my last post here, but you can just check the commit page for that.
 
cJlBUVL.gif


This is me now that I can actually mess with the DLL. :scan:

For now I have finally incorporated the Enhanced Culture modcomp I coded a month ago and also made a pull request with it for the main mod, but that will certainly not be the last of my changes! :mwaha:
 
So I'm considering increasing the movement speed of ALL THE (land) UNITS, because honestly everybody moves soooooo slooooooow. Just look how quickly Alexander made his conquests, meanwhile you could barely recreate that even at Marathon speed, even if you never stopped to bombard and heal. I'm thinking foot soldiers and siege 2 moves, chariots, elephants, heavy horsemen and knights 3 moves, other mounted units 4 moves, mechanized units 5 moves and gunships 6 moves. On one hand this is gonna throw balance out of whack. On the other this makes conquests at historically accurate speeds viable.
 
That's an extreme - and I do mean extreme - nerf of anyone who doesn't like to play aggressively. So I would advise 'no'. Empathetically so.
 
That's an extreme - and I do mean extreme - nerf of anyone who doesn't like to play aggressively. So I would advise 'no'. Empathetically so.

Would increasing defensive bonuses from walls, castle, culture and terrain make up for it?
 
You have two ways of installation:

The first, and easier, would be to just download the mod as a zip archive by clicking on the "Download ZIP" button and unpacking it in your Beyond the Sword\Mods folder. Make sure to rename the unpacked mod folder to "RFC Dawn of Knoedel", because the zip archive will probably rename it to "RFC-Dawn-of-Knoedel-master" or something. Be warned though that there seems to be an issue with the scenario files that makes the game unplayable if you do it this way, which is why I recommend:

Is this still an issue? I downloaded the files directly from the github page, without using Tortoise Git -- will I be unable to play your mod, or has that issue been fixed?
 
Civ 6 stole your consumable workers idea :p

http://www.ign.com/articles/2016/05...ts-itself-city-building-science-and-diplomacy

though their builders have three charges before they expire

Hurra for an end to unemployment! :goodjob:

Is this still an issue? I downloaded the files directly from the github page, without using Tortoise Git -- will I be unable to play your mod, or has that issue been fixed?

Good question, I don't actually know. The easiest way to find out would be to start a scenario, any scenario, though 600AD was the most problematic IIRC. If the problem still persists you won't even get to select a civ as the game gives you an error message about being unable to find a path or something.
 
Phew, it took longer than I expected, but I have now incorporated merijn_v1's 2nd UU and UB modcomp. This might or might not mess with Varietas Delectas if you use that, but I'm too tired to take care of that now.

Oh and yesterday I added independent cities in Corsica and Crete because I got sick of seeing those islands unsettled forever, and yes Knossos flipping to Greece is somewhat intentional.

Oh and I increased all units' movement speed too. That is all.
 
If you didn't make any changes to CivInfos.xml (other than assigning the 2nd UU/UB), you can use the VD_CivInfos I provided to make it VD compatible.

I added four units at the end, Police, Heavy Horseman, Ocean Liner and Squad Infantry.
 
D'oh! I forgot about the buildings! I mean, they are in, but I forgot about adjusting their stats like I did with units so now their relative hammer costs and probably effects are out of balance. Ah well, guess I'll fix that tomorrow.
 
Extra movement for all units is fun, but playing defensive wars or dealing with barbarians is pretty hardcore now.
Maybe take a look at VIP's movement system ? It's more complex but also more balanced.
 
Extra movement for all units is fun, but playing defensive wars or dealing with barbarians is pretty hardcore now.
Maybe take a look at VIP's movement system ? It's more complex but also more balanced.

So should I increase defensive modifiers from terrain, buildings, improvements and culture?

How does it work in VIP?
 
So should I increase defensive modifiers from terrain, buildings, improvements and culture?

Yeah it might be a start, you could still blitzkrieg your way through enemy territory but a more serious siege would be needed to actually take cities... why not.


How does it work in VIP?


Units have way more movement points, but tiles cost a certain number of points to cross, so it's not 1 move = 1 tile, but it depends on the type of tile you cross.
 
Back
Top Bottom