[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Things have been quiet around here because I was waiting for Leoreth to fix that civics bug before I continue working. Now that that has been addressed I am in the process of merging DoK with the most up to date Git version.

Anyhow, here is my current thoughts about what civics I want to change:

Government
Theocracy replaced with Oligarchy: Requires Mathematics, Free Specialist in all cities, Low or Medium Upkeep
Autrocracy (maybe rename to Dictatorship?) allows only the drafting of one unit per turn, but gets +25% to Espionage and -10% War Weariness
Republic (maybe rename to Democracy?) loses the Great People Bonus but provides +1 Commerce per Specialist in addition to faster Cottage growth

Society
Representation loses +1 Commerce per Specialist, allows drafting of one unit per turn, and the happiness in largest cities is increased to 2 or 3 in addition to happiness from Courthouse and double Statesman slots
Totalitarianism loses the Maintenance modifier but gains ability to draft two units per turn, -10% War Weariness in addition to +1 Espionage from Specialist and happiness from units
Egalitarianism provides +1 Commerce instead of +1 Production to Towns, loses doubled slots for various specialists

Labor
Production from whipping is reduced to 25 hammers per pop instead of 30
Agrarianism renamed to Serfdom
Industrialism replaced with Caste System: Requires Writing, +1 Production from Specialists, doubled slots for all specialists except Statesmen and Engineers, High Upkeep, a little negative stability with Republic/Democracy, a lot of negative stability with Egalitarianism, negative stability if you run it after discovery of Democracy
Public Welfare renamed to Collaboration, provides +1 Production to Towns in addition to its current effects

Economy
Guilds provides +1 Commerce to Cottage (not Hamlet, Village or Town, only the first level) in addition to its current effects
Central Planning loses +1 Production from Specialists but gains Double Production Speed for Factory and Coal Plant as well as +10% Production in All Cities
Environmentalism renamed to Public Welfare, keeps current effects

Religion
Fanaticism renamed to Theocracy, provides +2 Experience for units in cities with State Religion in addition to its current effects, gives more unhappiness from non state religions
Secularism renamed to Tolerance and allows State Religion, but gains no benefit aside from diplo and culture from it, in fact it receives -1 Happiness from State Religion
Scholasticism replaced with State Ideology: Requires Nationalism, -50% Number of Cities Maintenance, allows no State Religion, Unhappiness from any Religion, Low or No Upkeep, positive stability with Autocracy and Totalitarianism

Military
Multilateralism loses the free Specialist in all cities
 
Wait a minute... It's been months since I first uploaded this mod, and in all this time nobody thought about pointing out the obvious missed opportunity of naming it "Red Dawn of Knoedel"? You all disappoint me almost as much as I do myself!
 

Eh, I prefer this game. Man I loved playing it, back when there was still a community. Back then barely a day passed where I didn't crush the capitalists or at least helped with it. Support was my favorite role, providing repairs to my comrades so they can live to fight another day, securing the skies against imperialist birds of prey, providing artillery support, following the T-80s in their glorious charges and treating and caring for them like a mother would her child when they even so much as got a stray bullet stuck in their tracks. No really, a T-80 main battle tank isn't as tough as it looks when the American gunships show up, and that's where I come in, launching a barrage of flak or ground to air missiles at every capitalist pilot who even dares turn his eyes on one of my babies!

I can honestly say that World in Conflict was my all time favorite game right until I got Civ4, now it's the number 2. There was no gamey and unrealistic building of bases and building units right on the battlefield, no, instead each player got alloted a fixed budget of reinforcement points which they could spend on bringing in units from outside the map. What's more, you had to choose whether you wanted to play a tank, infantry, air force or support commander, so there was a lot of specialization and division of labor. You could be the best armor player in the world, but if the support in your team sits in spawn with three heavy artillery cannons taking potshots at single jeeps he saw pop up here and there instead of following you with anti air units you will get shredded to pieces by helicopters before you come anywhere near the frontline. Every role was equally important, and if one wasn't doing their job you would fail as a team and get overrun. The only exception was infantry, which was always off doing their own thing and relatively self sufficient, but they were also heavily dependent on the local terrain and oh my god so much micromanagement it's not even funny. As armor or air player you could just select all your tanks/gunships and send them in the direction of the enemy and be able to make some damage and gain some ground before they die. Support is also doable if you just follow around the nearest tank battalion with anti air and repairs instead of succumbing to the phalic attraction of artillery. As Infantry player you are either the most valuable player on your team or completely useless, no middle ground. Your units are slow and have only short fire range, so you need to micro their transport in trucks, jeeps, helicopters or APCs, spread them out all over the map, and micromanage like two dozen units, one in every forest and house along, behind and in front of the front line.

Damn, now you made me nostalgic for a game nobody's even playing anymore and I can't properly enjoy because multiplayer was its heart and soul! :mad:
 
Thinking about decreasing the hammers per pop when whipping down to 20 but give Slavery extra production from plantations and mines.
 
In the beginning slaves were also employed at farms... Also each civic has to have adverse effect. To quote the gentleman with the cigar: “democracy is the worst form of government, except for all the others”. Like slaves should cause more unhappiness than serfs.
 
I already made a whole thread about the question of whether civics should be straight bonuses or give negatives too, so if I want to go for trade offs I want to do it consistently. Since that would mean thinking of a unique downside for 5×6=30 civics I'd rather just remove the few penalties that are present right now (except for civics with no upkeep) and with straight perks minus upkeep for now. Of course you are free to make suggestions, maybe I'll go for trade offs after I have implemented my new civics roster, which is quite the intimidating task by itself already since I also have to take into account stability and favorite civics of leaders and starting civics of civs.
 
One extra move for land units after the discovery of Combustion like what Refrigeration does for naval units?
 
Thanks for the rebalanced modmod (or modmodmod:crazyeye:)! Last weekend I've tried China, Greek and Arabia for fun.

I know it is still a pre-beta version. Just want to report that the Greek UU Hoplite is not able to be produced.

Also btw, with a long standing with bonus buildings, China could get much stronger than before
 
I know it is still a pre-beta version. Just want to report that the Greek UU Hoplite is not able to be produced.

Hm, I have my suspicion as to why that might be the case. I probably forgot to include civilizationinfos.xml in the archive I uploaded.

Not to worry, I will upload a new version tomorrow at the latest probably, based on the most uptodate Git version of DoC. After that I really hope I can focus my attention on a restructure of the civics screen.
 
Good news everybody! I have now uploaded Dawn of Knoedel as its own Git repository, not as a branch or fork of DoC, but completely independent. This allows me to still use a third mod as fork of DoC for pull request purposes like my recent map changes and new wonder movies, which btw are of course included in my modmod too. In fact DoK is up to date with DoC in every way, and I plan on keeping it that way. No more "copy DoC 1.13 and then download this zip archive to overwrite and hope to Celestia I really did include all files I changes", instead you don't even need boring old Vanilla DoC ( sorry Leoreth, but if I didn't honestly believe my changes were for the better I wouldn't have made them in the first place :p ) on your system at all!

There are two ways to get DoK now: Either visit https://github.com/Imperator-Knoedel/RFC-Dawn-of-Knoedel and download the repository as a zip archive* by clicking on that "Download ZIP" button to the right, or follow the instructions in this post by Leoreth except for entering "https://github.com/Imperator-Knoedel/RFC-Dawn-of-Knoedel" as URL in step 5 and changing the "Directory" entry to end in "RFC Dawn of Knoedel" instead of "RFC-Dawn-of-Knoedel".

For some reason the name of the zip archive for me was "RFC-Dawn-of-Knoedel-master" when I tested it. No idea why. Whatever method you choose, make sure that the name of the Mod folder is "RFC Dawn of Knoedel".

Here is the changelog since my last upload:

Spoiler :
Changedlog 0.3

-----

Technologies

Aesthetics:
Changed Beaker Cost to 200

Alphabet:
Changed Beaker Cost to 250

Calendar:
Changed Beaker Cost to 200

Code of Laws:
Changed Beaker Cost to 300

Construction:
Changed Beaker Cost to 250

Currency:
Changed Beaker Cost to 350

Drama:
Changed Beaker Cost to 250

Horseback Riding:
Changed Beaker Cost to 200

Replaceable Parts:
Added Workers Produce +50% from Chopping

Robotics:
Changed Era to Future

-----

Units

New Unit Ocean Liner:
12 Strength
8 Movement
100 Hammer Cost
4 Cargo Space
Requires Steam Power
Requires Coal
Upgrades To Transport
Took stats from Transport and Graphics from LoR Paddlesteamer

Carrier:
Changed Movement to 10

East Indiaman:
Added Upgrades to Ocean Liner

Galleon:
Removed Upgrades to Transport
Added Upgrades to Ocean Liner

Ironclad:
Removed Cannot Enter Ocean
Changed Movement to 8

Transport:
Changed Movement to 10

------

Buildings

Aqueduct:
Changed Healthy to +3

Baray:
Changed Healthy to +3

Bath:
Changed Healthy to +3

Ger:
Changed Obsolete with to Industrialism

Hammam:
Changed Healthy to +3

Hospital:
Changed Healthy to +4
Added 2 Science Flavor

Laboratory:
Changed Requires to Superconducters

Noria:
Changed Healthy to +3

Stable:
Changed Obsolete with to Industrialism

-----

National Wonders

Red Cross:
Added +1 Healthy in All Cities
Added 2 Science Flavor

Triumphal Arch:
Added +1 Happy in All Cities

------

Great Wonders

Notre Dame:
Removed Double Production Speed with Marble
Added Double Production Speed with Stone

The Space Elevator:
Added 1 Free Technology From Your Current Or Earlier Eras

----

Projects

SS Cockpit:
Changed Requires to Fiber Optics

----

Resources

Banana:
Added Requires Steam Power to Trade

Corn:
Added Requires Steam Power to Trade

Rice:
Added Requires Steam Power to Trade

Wheat:
Added Requires Steam Power to Trade

----

Build Actions

Build Road:
Added 1 Gold Cost

Build Railroad:
Added 2 Gold Cost
Changed Build Time to 500

Build Farm:
Changed Build Time to 500
Removed Requires Biology to be built on Flood Plains

Build Windmill:
Changed Build Time to 700


This changelog doesn't list the changes made in regular DoC by Leoreth since the release of 1.13, but you can rest assured that I incorporated pretty much eveything since then anyway since Leoreth didn't have another Agrarianism/Watermill/Central Planning/Canada style slip up. ;)

Now I would finally like to focus my attention on the accursed civics roster.
 
Well now it doesn't require another mod any more!
 
Remember that plan for a new civics roster I mentioned several times? Well I think I am just about done implementing it, but I still have the bad feeling that I overlooked something. I'll playtest a bit before uploading that new version to make sure nothing is terribly wrong.

If everything does work as it's supposed to there are two issues I plan on tackling next:

1. As odd as it seems considering I just revamped half the civics, I want to try changing all of them. To be precise I'd like to go from straight bonuses to trade offs, where every civic or nearly every civic not only gives a bonus but also a penalty of some sort. For Totalitarianism for instance I could imagine -50% Great People Birth Rate. I'll have to think some more about the entire roster though.

2. Several UHVs could need an adjustment, poor England especially comes to mind. Ideally I'd like their colonization UHV deadline to be around 1900, with some more cities per continent and/or a Cape to Cario Railroad goal. Ideally Canada wouldn't exist, or at least spawn after that time, or be conditional, or have a conditional spawn around 1867 and a hard spawn some time in the early 20th century if the conditions for it weren't met before, but it's easier for me to just work around Canada instead of messing with its spawn so I'll just set the English colonization deadline to 1860 and the Cape to Cairo deadline to 1900 or so. I'd also change the German Lebensraum deadline to 1945, and that of the French Napoleonic Empire goal to 1815 because dammit if it's not poetic for them to win the exact year they were defeated in real life then I don't know what is!

Also I'm on the fence about what exactly should found Confucianism and Taoism, but since Leoreth plans a rework of religion anyway that issue might just resolve itself.
 
Just saying that if you're doing something with Confucianism and Taoism in the meantime that might end up informing what I am going to do :)
 
Since you are revisiting the civics, it would be great if you could add the information about their mutual compatibility to the stability screen. I mean, you open that screen and see -2 in the middle column for "incompatible civics", but sometimes it is not obvious which one is incompatible with which (sometimes it is though). A short notice which could look like "-2: incompatible civics (totalitarianism vs public welfare)" or, better, "-2: incompatible civics (society vs labour)" would be helpful.
 
In RFCE you can see which civics boost each other and which ones that causes penalties directly on the civic selection screen. Even easier.
 
Eh, wouldn't that bloat the civics screen a bit too much?
 
A bit. But not all combinations give plus or minuses. All civics are scrollable as well. It just states "stable with monarchy and serfdom".
 
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