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I feel the Refugee Camp has too many downsides; try axing or tweaking one or two of them? Just to not make it too punishing for those who want their cities to grow like Sonic the Hedgehog.
How about this?
Refugee Camp
  • Req: Medicine
  • No Borders or Open Immigration civic
  • 1:mad:
  • 1:yuck:
  • -10% defense
  • city needs -50% :food: to grow
  • -15% espionage defense
  • +5% maintenance
  • -3 rev.stability

Also, I love all those new Despotism-exclusive buildings. They're a dream come true. BTW, make sure citizens of all cities get the +1:espionage: and not just the Secret Police-housing one.
AFAIK that's what the code does just doesn't display it properly. But will double-check it :)
 
I also decided to put -20% war:mad: for Despotism.

Note to self: Will have to balance war:mad: values. I feel that there are too many sources of reducing it. I wonder if you can reach -200% :mischief:
 
I also decided to put -20% war:mad: for Despotism.

Note to self: Will have to balance war:mad: values. I feel that there are too many sources of reducing it. I wonder if you can reach -200% :mischief:

Can't be worse than having no corporate maintenance with the right civics! :crazyeye:
 
Okay-okay! That's on my todo list too :)

Heh, just try and make sure you don't have it go beyond 90, as I previously mentioned. BTW, did you know a monarchy/hive combo can eliminate ALL maintenance, allowing for cities pretty much everywhere? :lol:

BTW, in vanilla BTS, the war weariness was balanced in such a way that only jail, mt rushmore, and police state lowered war weariness (or even affected it at all) and only with all 3 of them in use, you could eliminate war weariness for good. In ROM:AND, it's exponentially more complicated, as war weariness reductions and increases are spread all over the place, making it a huge hassle to rebalance. Good luck with all those spreadsheets! :crazyeye:
 
Heh, just try and make sure you don't have it go beyond 90, as I previously mentioned. BTW, did you know a monarchy/hive combo can eliminate ALL maintenance, allowing for cities pretty much everywhere? :lol:
Spoiler :

ants-pests-argentine1.jpg

"We don't see any problem with that."


But seriously (lol): I don't mind that and don't think it's too unbalanced either: Number of cities and distance from capital sill has their affect.

BTW, in vanilla BTS, the war weariness was balanced in such a way that only jail, mt rushmore, and police state lowered war weariness (or even affected it at all) and only with all 3 of them in use, you could eliminate war weariness for good. In ROM:AND, it's exponentially more complicated, as war weariness reductions and increases are spread all over the place, making it a huge hassle to rebalance. Good luck with all those spreadsheets! :crazyeye:

Yes, I'll have to make one :king:
I won't mind if -100%+ is reachable, just it shouldn't be very common.
 


Changelog:

Spoiler :

1.2

== Specialists ==

Changing Android (specialist) stats and making it visible
Magister: +1commerce, +1espionage (was +3), +0.34 :)
Great Diplomat: +2commerce (was +4), +3espionage (was +6), +2 :)
Adding 2 new specialists:
Doctor: +1 Science, +1 health, 3 Great Scientist points
Peasant: +1 hammer, +1 food



== Civics ==

Adding 2 new civics:
Pastoral nomads (labor) as an early alternative to Subsistence and Slavery
Belligerence (stance) as an early alternative for warmongering

*Government*
Despotism: removing the "Cities require 50% more food" penalty; -20 war weariness
Republic: 1 unhappy per 5% foreign culture
Republic and Democracy: +1 diplomacy with other Republics and Democracies
Monarchy: Moving gold and production bonus for Castle, Walls and High Walls, and production bonus Archer, Longbowman, Knight and Noble Knight to Vassalage


*Rule*
Senate: a free Magister

*Society*
Caste +1 :) with Slave Market
Feudalism: +0.25gold from Peasants

*Religion*
State Church and Free Church: "Can build missionaries without monasteries" removed
Prophets: Can build missionaries without monasteries; +1free priest in every city; -1 gold from priests; +20%GPP removed
Divine Cult: Removing -20% Great People rate

*Welfare*
Private: -0.25gold from Doctors
Corporate: +1gold from Doctors
Subsidized: +1science from Doctors
Socialized: unlimited Doctors
Superhuman: +1sciemce and +1culture from Doctors
State of Emergency: +1free Doctor in every city


*Media*
Oral Tradition:
iDistanceMaintenanceModifier and iNumCitiesMaintenanceModifier down to 33 (from 50)
Culture and Science to -15% (from -20%)
no more penalty on Priest specialist

*Territory Governance*
Tribes (Territory Governance)
+25% hammers in capital instead +15% in all cities
Fiefdom: a free Noble
City states: increasing happiness penalty for being over the limit to 2 from 1

*Labor*
Android (Labor): unlimited Android Workers
Serfdom: unlimited Peasants

*Immigration*
Controlled Borders: removed happiness penalty for population overcrowding
Open Immigration: reducing great people rate to 20% (from 50%); replacing 1 unhappy in all cities penalty with 1 unhappy per 20% foreign culture; +1 diplomacy bonus with other civs with Open Immigration (instead of the penalty with civs not running it).

*Stance*
Exploration: +10% research
Prosperity: upkeep set to High (from Low); removed +1:) in all cities



== Buildings ==

Shanty Town provides a free specialist instead of +3 hammers and +3 commerce
Adding Guilds buildings from VIP mod and disabling original Guild Hall civic building
Placing Peasant slots on Granary(1), Incan Terrace(1), Grain Silo(3), Manor(2), Villa(2), Estate(2), Hydroponic Farm(3), Farm Scraper(6)
Placing Doctor slots on Foundation(1), Social Services(2), Auxiliary Body Exchange(3) (also: health and :) down to 3 from 5), Doctor's Office(1), Hospital(2), Regenerator(3), Apothecary(1), Pharmacy(2), Medical Clinic(4), Research Hospital(4), Centers for Disease Control(4, instead of the 2 Scientist), Red Cross(4), Herbalist(1)
Hippocratic Oath
free Apothecary in every city
+2science from Doctors
removed +2 health in every city
School of Medicine
+0.5science from Doctors
School of Law
+0.5espionage from Magisters
Holy Office: +5 stability, +1 :) with Intolerant, requires Religious censorship

=New Civic buildings=
Refugee Camp for No Borders and Open Migration
Labor Camp, Reeducation Program, Secret Police for Despotism


== Other ==

Removed Slave Camp and Slave (resource) from previous version
 
I also moved gold and production bonus for Castle, Walls and High Walls, and production bonus Archer, Longbowman, Knight and Noble Knight from Monarchy to Vassalage.
Makes more sense there. Monarchy is already very strong.
Those bonuses are era related, just as Vassalage, while Monarchy isn't.

I hope that with these changes Despotism will also be a favored choice for smaller (warmongering) civs. Republic is to be for smaller peaceful civs, Democracy is for bigger but rather peaceful ones and Monarchy is for empire building :king:
At least that's the goal.

P.s.: I have left State of Emergency for now but probably will ax it later. Just wanna get to the modern era in my running game first.
 
Magister seems like a very odd term to use for a commerce/espionage specialist. Are they supposed to be teachers and professors?
 
Magister seems like a very odd term to use for a commerce/espionage specialist. Are they supposed to be teachers and professors?

Lawyers, judges, police officers, diplomats, politicians, etc.
I lowered the commerce and espionage bonus to balance the added :) bonus, which represents errr... representation of judicial affairs of your Sims citizens.
 
NICE.

Time to finally test this baby out.

So? Any impressions so far? :)

______________________

Other: I'm thinking of moving or cutting Virtual (Rule) civic.
It's a cyber version of Democracy and I can hardly imagine it being combined with Monarchy and would be very strange with Despotism :sad:
So it's place is either in Government or should be just axed. However, it's civic building (Voting Uplink) is a good one, and would serve Democracy well.
 
So? Any impressions so far? :)

Very good, very good. Me being me, I got carried away and made a few adjustments, but even in the medieval era as the Iroquois, I love it still.

If you want me to, I can give you the altered stuff and you can see if it's good or not.

Other: I'm thinking of moving or cutting Virtual (Rule) civic.
It's a cyber version of Democracy and I can hardly imagine it being combined with Monarchy and would be very strange with Despotism :sad:
So it's place is either in Government or should be just axed. However, it's civic building (Voting Uplink) is a good one, and would serve Democracy well.

Cut it and put Voting Link to the democratic civics. Because to be honest, I had the same doubts myself. And after putting Voting Link in Republic/Democracy, have it replace the Agora/District Office (though Agora tends to go obsolete in the Renaissance... no idea why), as it'll be useless after people can vote at the comfort of their own homes.
 
Very good, very good. Me being me, I got carried away and made a few adjustments, but even in the medieval era as the Iroquois, I love it still.

If you want me to, I can give you the altered stuff and you can see if it's good or not.
Please, write it here what you have changed. If I download your files, I may not spot all the changes :)
Cut it and put Voting Link to the democratic civics. Because to be honest, I had the same doubts myself. And after putting Voting Link in Republic/Democracy, have it replace the Agora/District Office (though Agora tends to go obsolete in the Renaissance... no idea why), as it'll be useless after people can vote at the comfort of their own homes.

Yes, VL with republic could be way overpowered. Even with Democracy I want to weaken.
I could replace the "gov.center" bonus with a regular -X% maintenance, but that would take away the specific flavor of the building.
I could make it require X of Y buildings so you could build it only in every X city, but... same as above.
What I think of is adding +25% war :mad: (or even 50?); +2% anarchy length (the bigger the empire, the more are the disagreements too).
 
Please, write it here what you have changed. If I download your files, I may not spot all the changes :)

Wait for my next post, as they're a bit extensive.

Yes, VL with republic could be way overpowered. Even with Democracy I want to weaken.
I could replace the "gov.center" bonus with a regular -X% maintenance, but that would take away the specific flavor of the building.
I could make it require X of Y buildings so you could build it only in every X city, but... same as above.
What I think of is adding +25% war :mad: (or even 50?); +2% anarchy length (the bigger the empire, the more are the disagreements too).

Sounds fair. Adding a few punishing side effects on the side would put things down to an acceptable level.
 
And how do you like the new loadscreens? :)

New loadscreens?

Anyway, sorry for not providing the changes list right now, but I want to experiment a little bit more. Particularily on changing the happiness in x largest cities bonus to lower unhappy with crowding. Once I got something 100% satisfactory, I'll give you the changes and have you look.

One change I did, fyi, is in the welfare civics: Public works has -10% unhappy from crowding (people are put to work and are too busy to be unhappy), Socialized -20% (the gov't paying healthcare costs in full means people have to worry about much less), and Superhuman +25% (the non-superhuman prole class doesn't like being treated as inferior). Caste also has a +10% unhappy from crowding, because of lack of social mobility.

And since Androids are like Slaves, I removed that pesky +25% from crowding to let androids drive up the anger. Lets see how that works out in my test game...
 
New loadscreens?
Yes. 15 new artistic loadscreens for the 3 default menus (5 for each). I made a mistake with one of them so you may see a pink screen, but I will fix it soon.
Anyway, sorry for not providing the changes list right now, but I want to experiment a little bit more. Particularily on changing the happiness in x largest cities bonus to lower unhappy with crowding. Once I got something 100% satisfactory, I'll give you the changes and have you look.

One change I did, fyi, is in the welfare civics: Public works has -10% unhappy from crowding (people are put to work and are too busy to be unhappy), Socialized -20% (the gov't paying healthcare costs in full means people have to worry about much less), and Superhuman +25% (the non-superhuman prole class doesn't like being treated as inferior). Caste also has a +10% unhappy from crowding, because of lack of social mobility.

And since Androids are like Slaves, I removed that pesky +25% from crowding to let androids drive up the anger. Lets see how that works out in my test game...

Hmm...
Those make some sense. I tink I will add them :)
 
Any chance for the new loadscreens to be released as a separate module? I'd really love to play with them, but I see that your modmod is still needs balancing, so...
 
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