[Modmod]Dawn of Knoedel - Comprehensive Rebalance Project

Edit: Another idea for a category popped into my head: Focus. Basically it has one option for every other category, that is Government, Society, Economy/Labor, Religion and Military, and all it does is double the effects of whatever civic you have in the category you are focussing on. So if you have Focus Government and are running Republic you get triple cottage growth and +100% Great People Rate, if you run Focus Religion and have Fansticism you get +50% unit production and so on. You'd also get twice the positive diplo modifier of civs that have a given civic as a favorite if you aee running it and focusing on its category.

:eek::eek::eek: :bounce: :drool::faint:

It IS an interesting idea though.
 
That would make civics even harder to balance though, because you would not only have to account for balance between rows but also between columns.
 
Theocracy + Secularism. While I agree it's a contradiction, I don't see a problem, because theocracy provides bonuses only with state religion and :c5angry: per non-state religion, while secularism means no state religion, so this combo is useless and harmful, and nobody would use it anyway. Unlike PS+FS or theocracy+FS in BtS.
 
Alrighty then, Version 0.1 (what you had until now I decided just now to call Version 0 because it's a nice round number, in fact it's just about the roundest number there is!) has been uploaded and replaced the previous file. Unfortunately I can't put both the new and the old Changelog in the OP because it would exceed the 3.000 character limit, so I put it here for now until... well... I guess I stop being too lazy to upload them as .txt files I guess? Don't judge me, I worked hard enough already today, going through the arduous task of playtesting some last minute changes, and uploading the archive half a dozen times because I always kept forgetting something, like the .ini or the edited scenarios (I didn't actually change the maps or anything, but the Worldbuilder files are exclusive to a given mod and I had to update a line in each to add "0.1" to the name of my mod or the game would always prompt you to load another mod if you try to load a scenario.), but I am 97% sure that what I uploaded should now give you exactly what I have on my system.

I moved the free tech for first to discover from Liberalism to Scientific Method, added three new units (Heavy Horseman for reking in the classical era and as poor man's knights for civs without Vassalage later on, Modern Infantry so drafting don't makes armored vehicles magically appear and as a poor man's Mechanized Infantry, and Police as, well, a poor man's city garrison), slightly nerfed Barbarian UUs across the board (and yes the accursed Seljuk Ghulam Warriors too), made Knights exclusive to civs running Vassalage, made some all around small adjustments to units, promotions and buildings (Granaries and Smokehouses are now no longer absolutely identical like in the previous version) and some other small things. Really, nothing really big except for the new unit, but lots of tiny improvements everywhere.

Oh and remember when I said I would try getting this modmod Git integrated before uploading the next version?

Well...

Spoiler :
latest


I lied. Maybe in the future sometime, along with map changes (none of you managed to convince me at all with any of your suggestions so far, sorry), a new civics roster, UHV adjustments and rebalanced civ modifiers. Until then this will have to suffice, and look on the bright side: At least in this mod Central Planning and Mercantilism are actually usable. (No I will not shut up about it already!)

[SPOILER="v0.1 Changelog]Changelog 0.1

------

Technologies

Astronomy:
Added Requires Gunpowder optionally

Biology:
Changed Era to Renaissance
Added +1 Health in All Cities

Drama:
Removed Can Adjust Culture Rate

Democracy:
Added First to Discover Receives a Great Statesman

Education:
Changed Era to Medieval

Future Tech:
Added Requires Fusion and Robotics

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

Liberalism:
Added Requires Patronage
Removed First to Discover Receives a Free Technology

Medicine:
Added +1 Health in All Cities

Optics:
Changed Beaker Cost to 1000

Patronage:
Added Can Adjust Culture Rate

Physics:
Changed Era to Renaissance

Scientific Method:
Changed Beaker Cost to 2500
Added First to Discover Receives a Free Technology

Steam Power:
Changed Era to Industrial

Theology:
Removed Requires Writing
Added Requires Literature

-----

Units

Added Unit Heavy Horseman:
Mounted
Took Graphics from Knight and stats from Cataphract
Requires Horseback Riding and Metal Casting
Requires Horse and Iron
Upgrades to Knight
70 Hammer Cost
8 Strength
2 Movement
-10% City Attack
Doesn't Receive Defensive Bonuses
Flank Attack against Catapult, Trebuchet
Cannot enter Jungle, Rainforest, Marsh

Added Unit Modern Infantry:
Gunpowder
Took Graphics from Navy SEAL and stats from Infantry
Requires Rifling and Plastics
170 Hammer Cost
26 Strength
1 Movement
1 First Strike
+25% City Strength
Cannot enter Jungle, Rainforest, Marsh
9 Drafting Priority

Added Unit Police:
Gunpowder
Took Graphics from my version of it in Knoedelicous and stats from Musketman
Requires Rifling and Constitution
80 Hammer Cost
8 Strength
1 Movement
Can Only Defend
1 First Strike
+25% City Defense
Cannot enter Jungle, Rainforest, Marsh

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

Albion Legion:
Added +25% Jungle Attack
Added +25% Marsh Attack
Added +25% Rainforest Attack
Added 20% Withdraw Chance

Anti-Tank:
Added Upgrades To Modern Infantry

Archer:
Changed Withdraw % Chance to 30%

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

Asharittu Bowman:
Changed Withdraw % Chance to 35%

Asvaka:
Changed Strength to 4
Added Upgrades To Cuirassier
Added -10% City Attack

Aucac:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack

Axeman:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack

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

Bombard:
Changed Maximum % damage to enemy on attack to 60%
Changed Collateral Damage max. % to 50%

Camel Gunner:
Changed Strength to 10
Added -10% City Attack

Caravel:
Added Requires Gunpowder

Carrack:
Added Requires Gunpowder

Carrier:
Changed Strength to 20

Catapult:
Changed Hammer Cost to 50
Added +25% City Attack
Changed Maximum % damage to enemy on attack to 50%
Changed Collateral Damage max. % to 45%

Cavalry:
Added -10% City Attack

Chariot:
Added -10% City Attack
Added Upgrades To Heavy Horseman
Removed Upgrades To Knight

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

Cidainh:
Changed Strength to 3
Added Upgrades To Heavy Horseman

Conquistador:
Removed Requires Astronomy
Added Requires Optics
Changed Strength to 11

Corvette:
Added +25% vs. Helicopter Units

Cuirassier:
Removed Immune to First Strikes
Added -10% City Attack

Destroyer:
Added +25% vs. Helicopter Units

Dog Soldier:
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack

Farari:
Changed Strength to 7
Added -10% City Attack

Galley:
Changed Strength to 1

Gallic Warrior:
Changed Strength to 5

Ghulam Warrior:
Changed Strength to 8
Added -10% City Attack
Removed Immune to First Strikes

Grenadier:
Added +25% Jungle Attack
Added +25% Marsh Attack
Added +25% Rainforest Attack
Added 20% Withdraw Chance

Gunship:
Added Cannot Enter Ocean
Added Can Move through Impassable Terrain

Holkan:
Changed Withdraw % Chance to 40%

Hoplite:
Changed Strength to 5
Changed +% Strength vs. Melee Units to +25%
Changed +% Strength vs. Mounted Units to +25%
Removed Starts with Shock, Formation

Horse Archer:
Removed Upgrades To Cuirassier
Removed Immune to First Strikes
Added -10% City Attack
Changed Withdraw % Chance to 30

Huluganni:
Changed Strength to 4
Added -10% City Attack

Hwacha:
Added +25% City Attack
Changed Maximum % damage to enemy on attack to 60%

Impi:
Changed Strength to 3

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

Ironclad:
Changed Hammer Cost to 120

Khampa:
Added Upgrades To Cuirassier
Changed Withdraw % Chance to 30%

Knight:
Removed Requires Guilds
Added Requires Feudalism and Machinery
Added Requires Vassalage
Changed Culture Garrison to 8

Legion:
Added Can Build Fort
Removed +25% vs. Axeman

Longbowman:
Changed Withdraw % Chance to 40%

Machine Gun
Added Upgrades To Modern Infantry

Marine:
Added +25% City Strength

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

Medjay:
Changed Strength to 3

Minuteman:
Changed Hammer Cost to 90

Missile Cruiser:
Changed Hammer Cost to 240

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

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

Mohawk:
Changed Strength to 8

Mounted Brave:
Changed Strength to 10
Added -10% City Attack

Numidian Cavalry:
Removed Immune to First Strikes

Paratrooper:
Added +25% City Strength

Patiyodha:
Changed Withdraw % Chance to 40%

SAM Infantry:
Changed Interception % Chance to 50%

Ship of the Line:
Changed Hammer Cost to 100

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

Skirmisher:
Changed Withdraw % Chance to 30%

Transport:
Changed Strength to 20

Trebuchet:
Changed Hammer Cost to 70
Changed Strength to 3
Changed Maximum % damage to enemy on attack to 60%
Changed Collateral Damage max. % to 40%

Trireme:
Removed +50% vs. Galley

Vulture:
Added +25% Forest Defense
Added +25% Forest Attack
Added +25% Jungle Defense
Added +25% Jungle Attack
Added +25% Rainforest Defense
Added +25% Rainforest Attack

War Chariot:
Added Upgrades To Heavy Horseman

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

------

Promotions

Ambush:
Added Requires Combustion

Blitz:
Changed Requirements to Combat II and Horseback Riding

City Raider I:
Removed Available To Armored Units

City Raider II:
Removed Available To Armored Units

City Raider III:
Removed Available To Armored Units

Guerilla III:
Changed Withdraw % Chance to 30%

Woodsman III:
Changed +% Jungle Attack to +25%
Changed +% Forest Attack to +25%
Changed +% Rainforest Attack to +25%
Changed + First Strikes to +1

------

Buildings

Bomb Shelters:
Added Stores 5% of Food after Growth

Buddhist Stupa:
Added +1 Free Priest

Bunker:
Added Stores 5% of Food after Growth

Castle:
Added Stores 5% of Food after Growth

Catholic Cathedral:
Added +1 Free Priest

Citadel:
Changed Hammer Cost to 100
Added Stores 5% of Food after Growth

Confucian Academy:
Added +1 Free Priest

Dun:
Added Stores 5% of Food after Growth

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

Hindu Mandir:
Added +1 Free Priest

Islamic Mosque:
Added +1 Free Priest

Orthodox Cathedral:
Added +1 Free Priest

Protestant Cathedral:
Added +1 Free Priest

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

Tambo:
Added Stores 5% of Food after Growth

Taoist Pagoda:
Added +1 Free Priest

Zoroastrian Royal Fire:
Added +1 Free Priest

Walls:
Added Stores 5% of Food after Growth

------

Natonal Wonders

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

Olympic Park:
Added +1 Production from Statesman in All Cities
Added +1 Production from Great Statesman in All Cities

Triumphal Arch:
Removed +1 Production from Statesman in All Cities
Removed +1 Production from Great Statesman in All Cities
Added +1 Production from Great Military Instructor in All Cities

------

Great Wonders

The Statue of Zeus:
Changed Hammer Cost to 100
Removed Double Production Speed with Ivory

-----

Terrain Features

Flood Plains:
Changed + Sickness in nearby cities to +0.30

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

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

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

-----

Resources

Coal:
Changed Enables to Steam Power

Copper:
Changed Reveals to Mining
Changed Enables to Bronze Working

Horse:
Removed Animal Husbandry Reveals

Iron:
Changed Reveals to Bronze Working
Changed Enables to Iron Working

Whale:
Changed Obsolete with to Industrialism
Added Requires Refrigeration for Trade

----

Civics

Animism:
Changed Anarchy Length to 2

Central Planning:
Changed Upkeep to Medium
Removed +1 Production from Mine, Quarry
Removed Double Production Speed for Public Transportation, Laboratory (reverting to orivingal, remove this notice after it is done)
Added +1 Health from Public Transportation

City States:
Changed Requires to Writing

Direct Rule:
Changed Anarchy Length to 2

Environmentalism:
Changed Upkeep to High
Added +1 Happiness from Jungle, Mud, Rainforest

Mercantilism:
Changed Upkeep to Medium

Mercenaries:
Changed Upkeep to Low

Subsistence:
Changed Anarchy Length to 2

Totalitarianism:
Added Low Upkeep

Tribalism:
Changed Anarchy Length to 2

Tyranny:
Changed Anarchy Length to 2

-----

Corporations

Luxury Industry:
Added Consumes Stone

------

Other

Changed CONSCRIPT_POPULATION_PER_COST to 56

Added 1 Happiness in All Cities for every 10% of Commerce assigned to Culture

Processes Wealth, Research and Culture:
Changed Hammer to Commerce Conversion % to 50[/SPOILER]
 
I disagree. Obviously pi is the roundest number there is.
 
Sooooooo... no reactions or opinions? I added three whole new units, nobody thinks any of them are under/overpowered or the AI uses them too much or too little?

I am already working on a new version btw, though so far I only adjusted tech costs upwards for pretty much anything after the Renaissance in lieu of tuning civ specific modifiers. I might look into sugar near Suriname, and the recent bug fixes put Git compatibility higher on my priority list. (As in it isn't in the very last spot any more.)

Now then, I thought some more about civics, which is fitting considering they were what initially prompted me to develop this modmodmod, and this is what I came up with so far:

Government
-Theocracy replaced with Oligarchy, for the Roman Republic, the Holy Roman Empire, USSR post Stalin and China post Mao. No idea about effects yet.
-no other changes

Society (Or was it called Organization? I can never remember.)
-No changes (though I would like to rename Absolutism to something more general, but not as diluted and meaningless as Bureaucracy)

Labor
-Capitalism, Industrialism and Public Welfare all removed
-no changes for Slavery
-Agrarianism renamed to Serfdom
-Caste System brought back
-Wage Labor
-For the missing slot I'm considering either something like Palace Economy (which Egypt would then get from the beginning instead of Slavery) or Civilian Conscription (this with Central Planning is USSR while Wage Labor with CP would be today's China), but I'm still open to ideas because neither is really convincing.

Economy
-Environmentalism removed
-Mercantilism perhaps renamed to Autarky
-As replacement for Environmentalism either Corporatism or Mixed/Welfare/Social Market, but I don't want two civics with the same word in them so in the case of the latter I would rename Free Market to lassez faire or however you spell it.

Religion
-Scholasticism removed
-no changes for Pantheon, Organized Religion and Secularism (though Secularism shouldn't allow Persecution)
-Fanaticism replaced with Theocracy
-State Ideology (for most of the so called communist block and maybe Nazi Germany, no state religion, unhappiness for religions allows persecution, no idea about effects yet)

Military
-No changes
 
Nobody plays your communist anticapitalist mod.

You do know those two words are synonyms, right?

How come there have been 75 downloads so far then? Also I actually nerfed Central Planning again in the last version.
 
The communists always find a way to force people to do something, for example, voting for the same person at the elections or downloading a mod.
 
I added three whole new units, nobody thinks any of them are under/overpowered or the AI uses them too much or too little?
I had an idea of str 8 cataphract between str 6 HA and str 10 knight too, but I think metal casting is too early for them. Too close to HAs. Heavy swordsmen require machinery, heavy horsemen should too?
Police - OK, they are for internal garrisons/monarchy/totalitarianism anyway, not for battlefield.
Modern infantry - probably, OK.
 
The communists always find a way to force people to do something, for example, voting for the same person at the elections or downloading a mod.

Boy, you really have your heart set on that trip to Siberia, don't you?
 
Lisn' up son, I don't manage to build more than 10k tanks as the USSR did. CP lacks unit zerg and production bonus
 
I wonder how, after sending so much people there, you've still got some place available there.

Siberia is very, very, big.
 
Centralization?

Eeeeeeh maybe, but while it's not quite as bad as Bureaucracy it still is a bit too generic, and while it certainly is about the opposite of Vassalage I don't really see how for example Totalitarianism can't be centralized too.

Lisn' up son, I don't manage to build more than 10k tanks as the USSR did. CP lacks unit zerg and production bonus

It still is the best civic for production in the economy category with the exception of Guilds maybe though, as it should be.
 
I am currently in the process of figuring out Git. I will stay up to date dammit, even if I have to download a zip archive every other day!

I had an idea of str 8 cataphract between str 6 HA and str 10 knight too, but I think metal casting is too early for them. Too close to HAs. Heavy swordsmen require machinery, heavy horsemen should too?

Hm, maybe, but then they would come a bit too late imo, but then again it could be argued that Machinery comes a bit too late.

I'll throw out some ideas about what effects my new civics should have:

Oligarchy
Enabled with some Classical tech, perhaps Alphabet now that I moved City States to Writing?
Low Upkeep?
+1 Commerce per Specialist?

Absolutism
Renamed to Centralization? Reeeeeally have my doubts about this

Slavery
Decrease the amount of hammers you get per pop from whipping to 25 to make it less overpowered

Serfdom
Remove the extra worker speed

Caste System
Enabled with Writing because India?
No or Low Upkeep
+1 Free Specialist in all cities (throw something else at Multilateralism)

Wage Labor
Enabled with Economics, Corporation or some early Industrial tech
No or Low Upkeep
Extra production or commerce with Towns and rushbuying

(Palace Economy
Enabled with the Wheel or Pottery?
High Upkeep
+1 Happiness from Palace (removed from Dynasticism again), extra food in Capital? Extra wonder production? Some other extra stuff from Capital? I don't want it to be a copy cat of Absolutism, but its effect just have to be something that are good for ancient one city civs.)

or

(Civilian Conscription or Forced Labor or Collaboration?
Enabled with some Industrial Tech, maybe Communism
no idea about Upkeep
eeeeeeeeeeeeh maybe give whipping effect to this civic here and give Slavery lots of extra yields from Mines, Quarries etc. or something? Eh, whipping has to be pretty early to make sense from a gameplay standpoint, so scratch that. Extra Production? Extra Production from Workshops? Basically renamed Industrialism?)

Free Market
Move food and production from trade routes to here and give the free trade route to Multilateralism

whatever replaced Environmentalism, probably something like Public Welfare
Just take the effects of current Public Welfare

Tolerance or Secularism
If renamed to the former you can in theory adopt a state religion but you should get no extra happiness from it.

State Ideology
Enabled with Nationalism (French Revolution), Communism (opiate of the people) or Fascism (Führerkult)?
no upkeep
no state religion
+2 Unhappiness from Religion (so even with temples you don't break even)
+X% Culture? (to make up for the culture you lose from removing religions and MUH PROPAGANDA and resettlement)
move reduced city maintenance of some sort from Totalitarianism and/or Mercantilism to here, Totalitarianism would get extra military unit production to balance, or maybe give that to State Ideology?
+X% Espionage? (synergy with Totalitarianism is something I most definitely want with this civics)
 
Updated the file again btw, I mostly increased tech costs across the boards past the Renaissance and included the savegame patch.

The next version I will base on the current state of DoC in Git, maybe rework some bulb paths, maybe add Sugar near Suriname, add a forest or two in the Netherlands in the first two scenarios and rework the civics roster.

Edit: Oh right, Changelog:

Spoiler :
Changelog 0.2

--------

Technologies

Advanced Flight:
Change Beaker Cost to 4500

Artillery:
Change Beaker Cost to 3600

Assembly Line:
Change Beaker Cost to 4200

Biology:
Change Beaker Cost to 3200

Combustion:
Change Beaker Cost to 4000

Composites:
Change Beaker Cost to 5800

Computers:
Change Beaker Cost to 5200

Divine Right:
Add First to Discover Receives a Great Prophet

Ecology:
Change Beaker Cost to 4200

Electricity:
Change Beaker Cost to 4500

Fiber Optics:
Change Beaker Cost to 6200

Fission:
Change Beaker Cost to 4800

Flight:
Change Beaker Cost to 3600

Fusion:
Change Beaker Cost to 7500

Genetics:
Change Beaker Cost to 6000

Industrialism:
Change Beaker Cost to 4800

Laser:
Change Beaker Cost to 5800

Medicine:
Change Beaker Cost to 3800

Physics:
Change Beaker Cost to 3400

Plastics:
Change Beaker Cost to 5600

Radio:
Change Beaker Cost to 4500

Railroad:
Change Beaker Cost to 3800

Refrigeration:
Change Beaker Cost to 4000

Robotics:
Change Beaker Cost to 6500

Rocketry:
Change Beaker Cost to 4600

Satellites:
Change Beaker Cost to 5500

Scientific Method:
Change Beaker Cost to 2800

Stealth:
Change Beaker Cost to 6200

Steam Power:
Change Beaker Cost to 2800

Steel:
Change Beaker Cost to 2500

Superconducters:
Change Beaker Cost to 5500

Theology:
Change Beaker Cost to 400

-----

Other

Applied the Savegame Patch
 
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