Modular RoM Civics Buildings

For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...
 
For bandits, how about just nerfing there defense. Mercenaries were notoriously cowardly. After all, if they die, they can't very well collect payment, can they? So just make it so they are weak defenders...

Sounds good. Giving them defense penalties in Tundra, Ice, Plains, Grassland, and Desert would work (I would give them a slight boost in Hills defense though, Bandits have historically done well in hilly areas).
 
Bandit riders already don't receive defensive bonuses, and a spear with even CR1 poses a decent risk to them - 8 vs a spear's effective 6, and that's before promotions. Not to mention the hammer cost on the bandit is higher, and requires more techs. The tough part comes if you're facing footpads with a promotion or two and don't have axes, or they're in woods - since you likely don't have ironworking to chop woods next to your cities you can't do anything about them then.
 
Bandit riders already don't receive defensive bonuses, and a spear with even CR1 poses a decent risk to them - 8 vs a spear's effective 6, and that's before promotions. Not to mention the hammer cost on the bandit is higher, and requires more techs. The tough part comes if you're facing footpads with a promotion or two and don't have axes, or they're in woods - since you likely don't have ironworking to chop woods next to your cities you can't do anything about them then.

Well, chasing down Bandits in the Woods would be hazardous to soldiers (see Robin Hood). Also, if you are facing down footpads, and don't have axes, then you would be in trouble anyways; footpads are available at the same tech as axemen. If you do not have access to axemen, then you would have issues dealing with AI axemen since Chariots are not a good counter since the AI also Spearmen spams and are weak anyways. For woods next to cities, dealing with Bandits means chasing them around in the vast forests early on, the AI is likely to do that or suicide Bandits into your units (6 vs 10(Axeman in Forest)).
 
Oh I'm agreeing with you generalstaff, was just mentioning the times when they're tough to face. I usually play with start as minors, so the AI uses the bandits as a normal unit instead of like a guerilla.
 
Oh I'm agreeing with you generalstaff, was just mentioning the times when they're tough to face. I usually play with start as minors, so the AI uses the bandits as a normal unit instead of like a guerilla.

Sorry for the misunderstanding then. My point was that Bronze Working is a critical tech, and if you do not get it before the AI results in bad times. I also noticed that they use bandits like normal units or explorers as well, this is an issue with the AI not understanding the value of hidden nationality units.
 
Or if you're unlucky enough to lack a source of bronze anywhere near you, ironworking is a LONG way off.
 
Or if you're unlucky enough to lack a source of bronze anywhere near you, ironworking is a LONG way off.

I think you can build axemen with Obsidian, but that may have ended in 2.7. However, you can always fight Bandits with Bandits, they just require having a decent sized income.
 
I already had to change details of the Body Exchange since Zap added a version of it in 2.8. I will start thinking up a new building for Green. It will be a challenge since the Recycling Plant is a default building and I do not want to edit default buildings for this module. Any ideas are welcome, the update will be in the next version.

OK, now that I had time to think, an idea for a "Green" building

Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)

Thoughts?
 
OK, now that I had time to think, an idea for a "Green" building

Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)

Thoughts?

I don't know, it seems like it's a contradiction in terms. Who ever heard of a sustainable factory?

I think a Wind or Solar Power plant would be better; but that's just my humble opinion...
 
Sustainable industry is just an industry that uses source material that can be replenished, like a tree farm vs clearcutting (and doesn't create harmful byproducts). I'd have it give +2 happiness when running the "Green" civic. You haven't heard of them because technology hasn't hit the stage where it's gone beyond prototypes and pet projects, it wasn't that long ago we were dumping so much waste in rivers you could light some on fire.
 
I think a Wind or Solar Power plant would be better; but that's just my humble opinion...

I think the Solar Plant is a much better idea. Provides non-pollution power, but is very time consuming to building and requires Chemicals resource (Tech: Environmentalism, Semiconductors).

I confused Hydro's link with another, causing me to think Power Plants were off the table completely.
 
I confused Hydro's link with another, causing me to think Power Plants were off the table completely.

Hydromancer is under the impression that the power mod will somehow be finished in our lifetimes. Go ahead and make a power plant. If, somehow, the power mod gets miraculously made, the overlap will be the least of our worries.
 
Hydromancer is under the impression that the power mod will somehow be finished in our lifetimes. Go ahead and make a power plant. If, somehow, the power mod gets miraculously made, the overlap will be the least of our worries.

Actually I have been trying to think of alternative ways to make the power mod. It would not be as spectacular as the one i proposed in the beginning though.

And I don't want to post my ideas for it yet since you already have enough of my suggestions on your plate to finish first.

Right now I have in the works of planning are ...

- Music Pack
- Power Pack
- Water Pack

OK, now that I had time to think, an idea for a "Green" building

Sustainable Factory
+10% Production with Biofuel
+10% Production with Geothermal
+10% Production with Methane Ice
+5% Commerce with Chemicals
+1 Unhappiness: Coal, Oil
Req: Factory
Tech: Environmentalism (or whatever tech gives Green)

Thoughts?

What about like a "Conservation Center"? It would still be in the "Green" theme and would not involve power plants.
 
I think the Solar Plant is a much better idea. Provides non-pollution power, but is very time consuming to building and requires Chemicals resource (Tech: Environmentalism, Semiconductors).

I confused Hydro's link with another, causing me to think Power Plants were off the table completely.

Isn't solar power plant already in RoM or was that HiTM?
 
A lot of the buildings in the modmod are just red bubbles, and a lot don't have pictures in the civilopedia. Just pink boxes. Is there a way to fix that? Did I not install it correctly?
 
There is a problem when some player will try as much as possible civics to build civic buildings, then, they got a huge advantage (specialy for spiritual leader).
We need some solution, to dissable effect of civic building when civic was changed :).

I just found some ways

1-Civic building (CB) will -happiness or health, and only increase happiness (health) in their civic type.
For ex CB for President - 3 happiness, but +5 happiness with President. So, when player change civic from President to Parliament, this building will - 3 happiness in Parliament.

2-To build CB, must use Civic Unit. In my mod mod, there is a Civic Unit for Communist which harder to build and spam (national unit, very limited quantity, high cost, or required many conditions of resource, building, wonder, ... to build), and only them can build CB People Council.

3-CBs are required Religions or Corporations. So, some CBs will only be built when you have right Religion or Corporation in the city, and its another way to halt the CB spamming, or atleast, make this civic is much more unique :).

But, the perfect way is ask Zap to create some python files to disable effect of civics building ^^.
 
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