[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

As I already wrote, "capitalism" is an incorrect name for labor civic, FM and merc-sm are capitalist systems, and I view "capitalism" in labor category as "wage labor without welfare state" (and "industrialism" is the same thing).

But if Industrialism is the same thing then why have it as a separate civic?

But Capitalism is such a broad term that can apply to so many different states, be it American free enterprise, the Scandinavian welfare states, the Chinese hybrid system, Nazi Germany, the Russian Federation etc. Wage labor is the whole point of Capitalism, whether or not a given state also provides a certain degree of public welfare doesn't affect that.

I am still not happy with the current set of civics, but I don't know what to replace it with. The more I think about it the less I like the fact that you can run a secular theocracy too.
 
Food for thought: Prevent most units from being able to enter desert and ice until discovery of some tech like Refrigeration, Combustion or Plastics?
 
Poor Arabia...

If it helps I am also reducing the strength of Ghulam Warriors to 5, so it should balance out. :lol:

Hm, I'll see if hills and floodplains override this restriction, if they do this might work.
 
So, I have looked over everything again, and unless someone can convince me otherwise, these are the changes I would implement for the next version:

Spoiler Future changelog :
Changelog 0.1

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Technologies

Biology:
Add +1 Health in All Cities

Genetics:
Change +3 Health in All Cities to +1

Medicine:
Add +1 Health in All Cities

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Units

Add Unit Heavy Horseman:
Mounted
Take Graphics and stats from Cataphract
Requires Horseback Riding and Metal Casting
Requires Horse and Iron
Upgrades to Knight or Cuirassier
70 Hammer Cost
8 Strength
2 Movement
-10% City Attack
Doesn't Receive Defensive Bonuses
Flank Attack against Catapult, Trebuchet

Add Unit Modern Infantry:
Gunpowder
Take Graphics and stats from Modern Earth mod
Requires Rifling and Plastics
160 Hammer Cost
26 Strength
1 Movement
1 First Strike
+25% City Strength
Highest drafting priority

Add Unit Police:
Gunpowder
Take Graphics and stats from my version of it in Knoedelicous and throw out the tags LoR added
Requires Rifling and Constitution
80 Hammer Cost
8 Strength
1 Movement
Can Only Defend
1 First Strike
+25% City Defense

African War Elephant:
Change -% City Attack to -10%

Albion Legion:
Add +25% Jungle Attack
Add +25% Marsh Attack
Add +25% Rainforest Attack

Anti-Tank:
Add Upgrades To Modern Infantry

Archer:
Change Withdraw % Chance to 30%

Artillery:
Change Maximum % damage to enemy on attack to 90%

Asharittu Bowman:
Change Withdraw % Chance to 35%

Asvaka:
Change Strength to 2
Add Upgrades To Cuirassier

Battleship:
Change Hammer Cost to 220

Bersagliere:
Add +25% vs. Gunpowder Units

Bombard:
Add Upgrades To Modern Infantry
Change Maximum % damage to enemy on attack to 60%
Change Collateral Damage max. % to 50%

Camel Gunner:
Change Strength to 8

Catapult:
Add +25% City Attack
Change Maximum % damage to enemy on attack to 50%
Change Collateral Damage max. % to 45%

Carrier:
Change Strength to 20

Cavalry:
Add -10% City Attack

Chariot:
Add -10% City Attack
Add Upgrades To Heavy Horseman

Cho-Ko-Nu:
Change Requires Iron to Requires Iron or Copper
Add 20% Withdraw Chance
Add +25% vs. Mounted Units

Cidainh:
Change Strength to 2
Add Upgrades To Heavy Horseman

Corvette:
Add +25% vs. Helicopter Units

Cuirassier:
Remove Immune to First Strikes
Add -10% City Attack

Destroyer:
Add 25% vs. Helicopter Units

Dog Soldier:
Change Strength to 2

Farari:
Change Strength to 4

Galley:
Change Strength to 1

Gallic Warrior:
Change Strength to 4

Ghulam Warrior:
Change Strength to 5

Grenadier:
Add +25% Jungle Attack
Add +25% Marsh Attack
Add +25% Rainforest Attack

Gunship:
Make it so it can fly on Peaks, on coast and ocean if within cultural borders

Holkan:
Change Withdraw % Chance to 40%

Horse Archer:
Add Upgrades To Cuirassier
Remove Immune to First Strikes
Add -10% City Attack
Change Withdraw % Chance to 30

Huluganni:
Change Strength to 3

Hwacha:
Add +25% City Attack
Change Maximum % damage to enemy on attack to 60%

Impi:
Change Strength to 2

Infantry:
Add Upgrades To Modern Infantry
Add +25% vs. Gunpowder Units

Ironclad:
Change Hammer Cost to 120

Khampa:
Add Upgrades To Cuirassier
Change Withdraw % Chance to 30%

Knight:
Remove Requires Guilds
Add Requires Feudalism and Machinery
Add Requires Vassalage

Legion:
Add Can Build Fort

Longbowman:
Change Withdraw % Chance to 40%

Marine:
Add +25% City Strength

Machine Gun
Add Upgrades To Modern Infantry

Mechanized Infantry:
Add Requires Oil
Set Drafting Priority to 0
Add +10% City Strength

Medjay:
Change Strength to 2

Minuteman:
Change Hammer Cost to 90

Missile Cruiser:
Change Hammer Cost to 240

Mobile Artillery:
Change Maximum % damage to enemy on attack to 90%

Mobile SAM:
Change Hammer Cost to 200
Change Interception % Chance to 60

Mohawk:
Change Strength to 5

Mounted Brave:
Change Strength to 8

Numidian Cavalry:
Change Strength to 5

Paratrooper:
Add +25% City Strength

Patiyodha:
Change Withdraw % Chance to 40%

SAM Infantry:
Change Interception % Chance to 50

Ship of the Line:
Change Hammer Cost to 100

Siege Elephant:
Change Maximum % damage to enemy on attack to 60%
Change Collateral Damage max. % to 50%

Skirmisher:
Change Withdraw % Chance to 30%

Transport:
Change Strength to 20

Trebuchet:
Change Strength to 3
Change Maximum % damage to enemy on attack to 60%
Change Collateral Damage max. % to 40%

Trireme:
Remove +50% vs. Galley

Vulture:
Change Strength to 2

War Chariot:
Add Upgrades To Heavy Horseman

War Elephant:
Change -% City Attack to -10%

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Promotions

Ambush:
Add Requires Combustion

Blitz:
Change Requirements to Combat II and Horseback Riding

City Raider I:
Remove Available To Armored Units

City Raider II:
Remove Available To Armored Units

City Raider III:
Remove Available To Armored Units

Guerilla I:
Add +10% Hills Attack

Guerilla II:
Add +15% Hills Attack

Guerilla III:
Add +25% Hills Defense
Change Withdraw % Chance to 30%

Woodsman I:
Add +10% Jungle Attack
Add +10% Forest Attack
Add +10% Rainforest Attack

Woodsman II:
Add +15% Jungle Attack
Add +15% Forest Attack
Add +15% Rainforest Attack

Woodsman III:
Add +25% Jungle Defense
Add +25% Forest Defense
Add +25% Rainforest Defense
Change +% Jungle Defense to +25%
Change +% Forest Defense to +25%
Change +% Rainforest Defense to +25%
Change + First Strikes to +1

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Buildings

Bomb Shelters:
Add Stores 5% of Food after Growth

Bunker:
Add Stores 5% of Food after Growth

Castle:
Add Stores 5% of Food after Growth

Citdael:
Add Stores 5% of Food after Growth

Dun:
Add Stores 5% of Food after Growth

Granary:
Change Stores % of Food after Growth to 20%
Add +1 Food for Improved Corn Tiles
Add +1 Food for Improved Rice Tiles
Add +1 Food for Improved Wheat Tiles

Smokehouse:
Change Stores % of Food after Growth to 20%
Add +1 Food for Improved Cow Tiles
Add +1 Food for Improved Deer Tiles
Add +1 Food for Improved Pig Tiles
Add +1 Food for Improved Sheep Tiles

Tambo:
Add Stores 5% of Food after Growth

Walls:
Add Stores 5% of Food after Growth

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Natonal Wonders

Interpol:
Add +1 Production from Great Spy in All Cities

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Terrain Features

Forest:
Change Defending units get +% strength to +25%

Jungle:
Change Defending units get +% strength to +25%

Rainforest:
Change Defending units get +% strength to +25%

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Other

Revise some civ modifiers, mostly nerf Western Europeans

Adjust hammers per pop for drafting so that Modern Infantry requires one more pop than Infantry

Make some small map adjustments, i.e. resource placement


Before that however I will try to find out how this Git thingy works. Ideally I would like to make this mod compatible both with the main DoC release and the current version Leoreth is working on.

If someone would be so kind as to tell me what resources exactly are not accurately represented (something something bauxit and India?) I would be willing to look into it.
 
Why are all barbarians so ridiculously weak?
 
Why are all barbarians so ridiculously weak?

To compensate for the fact that they can appear literally out of nowhere.
 
Just remove them altogether then.
 
Just remove them altogether then.

But it's easier this way, and I expect this to only be temporary anyway, as I have the fullest confidence that you will one day implement a better system.
 
I feel we need a rejig for the communism tech. Its incorrect to unlock the security bureau or intelligence bureau with communism. These institutions far preceed communism and the communist countries added nothing new fundamentally to that. Rather a new building, the Trade union office, can be unlocked with it. The trait of the building would be to lessen unhappiness due to corporations and reduce unhealthiness caused by factories and other industrial establishments.

The intelligence bureau and security bureau can be moved to Nationalism or to fascism. This also makes the fascism tech more valuable. Also, with this new building corporations can be more powerful. The happiness bonus from the trade union office can be doubled with State Property or Public Welfare.
 
But it's easier this way, and I expect this to only be temporary anyway, as I have the fullest confidence that you will one day implement a better system.
I mean it's your mod and I respect this decision, but I will still show up twice a day in this thread and complain about that change even though it doesn't even affect my mod.
 
I mean it's your mod and I respect this decision, but I will still show up twice a day in this thread and complain about that change even though it doesn't even affect my mod.

Woah, the passive-aggressiveness values are through the roof!
 
What's wrong with barbarians? They try to capture your cities. So put soldiers in your cities.

Alright fine I'll not nerf barbarian UUs into the ground.

The Seljuks and their giant magic stacks of doom out of nowhere can burn in hell for all I care though.
 
The AI already values Fascism a ton, no need to make it even more valuable.
In my experience, all European civs beeline to Fascism to be the first to build Mt Rushmore.
 
The AI already values Fascism a ton, no need to make it even more valuable.
In my experience, all European civs beeline to Fascism to be the first to build Mt Rushmore.

Tell me about it, many a game as America has been ragequit because of that. Stupid Europansies stealin' MAH wondas amma gonna teach 'em a lesson...

I will move one of the espionage buildings to Democracy because I can't stand techs that don't enable anything useful for everyone.
 
I meant "valuable" in a gameplay sense not in the sense that its cost should increase. Right now Fascism provides a Free Great general, unlocks the Totalitarianism civic (I think) and the paratrooper. The Free Great general isn't that great a value in itself unless you're planning for a warlike strategy and that too comes only if you research it first. Mount Rushmore has some value in it, but its not as great as some of the other modern era wonders. Overall it seems an average thing to tech.
 
I meant "valuable" in a gameplay sense not in the sense that its cost should increase. Right now Fascism provides a Free Great general, unlocks the Totalitarianism civic (I think) and the paratrooper. The Free Great general isn't that great a value in itself unless you're planning for a warlike strategy and that too comes only if you research it first. Mount Rushmore has some value in it, but its not as great as some of the other modern era wonders. Overall it seems an average thing to tech.

Oh I agree. I was actually trying to say the AI overvalues it. I never try to research it first, especially if I'm the tech leader. Save the beakers for something else far more valuable to me.
 
Fascism unlocks a unit, that's good enough for me. I think I am going to move Public Welfare to Communism.

Anyway, nobody has a problem with the three new units I plan on adding and what I want to do with Knights?
 
In fact, I would describe Leoreth with the ancient Chinese wisdom that he got "70% right and 30% wrong". You might ask yourself, "Is he seriously comparing Leoreth to Mao?", to which I can only point out that they both in their own ways ruined Central Planning.

"It doesn't matter if a modder is insane or sober, so long as they buff watermills."

Anyways, great stuff Imp, keep up the good work!
 
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