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On the warpath (new submod RaR)

Discussion in 'Civ4Col - Mods and Files' started by Ognepoklonnik, Aug 28, 2017.

  1. Ognepoklonnik

    Ognepoklonnik Chieftain

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    Attention, submod makes the game more difficult, the author is not responsible for the broken keyboards and your crying under the blanket at night.

    This is a standalone submod to the best mod of colonization in the universe "Religion and Revolution" v 2.6.
    https://forums.civfanatics.com/threads/religion-and-revolution-welcome-read-first-please.473251/

    The author expresses his gratitude to the whole team TAC and RaR and does not pretend to their laurels.

    1756 year. Great colonial powers share a vast continent full of wealth and new opportunities. Driven by their own interests, they ignore the interests of the indigenous population. Patience can not be unlimited. It's time to retaliate.

    Changes:

    1. Indians are strengthened. Increased their growth. The chance of getting guns and horses is increased. Be careful in the early game, do not anger the locals, buy weapons and canons, do not build unprotected citie
    2. The army is not a bunch of clones, a doctor or priest with a gun will behave differently than a miner. All colonists have their strength in dependence on their profession. Doctors are weaker, but can cure, criminals rob, and pioneers have more power.
    3. It's time to build on your own strength. The quest for European wars is removed from the game. I closed the opportunity to get reinforcements from the King.
    4. Cheap free colonists and servants are no longer available on the screen of Europe. Buy them
    at the wharf of Europe. In the Port Royal you can buy cheap criminals, but they can be smuggled out only by smugglers
    5. The education system is redone. Now all the professions are free and available for training immediately if you have a teacher. The speed of training and the number of seats is increased.Traits in reducing the cost of training changed.
    6. Conquering the new world is not a romantic walk. All animals are strengthened.

    This is a beta version, I played it on a revolutionary, a giant map and normal speed. But there may be mistakes that I did not notice. I await your feedback and criticism.

    Excuse my English. This is Google translator)


    Unzip and put in "MODS" folder.
    Make sure that the resulting folder immediately available game files, and not a folder with the same name
    https://drive.google.com/file/d/0Bww4aUitdtq0TGc4MGZ1Y0ZCYkU/view?usp=sharing
     
    Last edited: Nov 14, 2017
  2. Hecur

    Hecur Chieftain

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    I tried your mod today, i think its good that the animals are stronger. I havent had time to test all features but i think i encountered a bug. When you ask the king for troops you only get normal colonists and no soliders.
     
  3. Ognepoklonnik

    Ognepoklonnik Chieftain

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    Hello, this is not a bug, the king no longer gives cheap or free troops, but I can try changing the text of this request so that it does not mislead. The main idea is that getting troops from the king, IMHO, broke the game. It was much cheaper than training your own soldiers. I always defeated the king by his own highly trained soldiers. On the one hand we have the receipt of a colonist, supplying him with weapons, getting him a veteran, on the other hand just buying is twice cheaper. This is not an equal choice. AI does not take this opportunity. And so the player was always stronger. My main idea is to remove the imba of the player's possibilities and push him face to face with difficulties. A new world is an adventure, a challenge. The first colonists did not go on victorious march without stopping. It was a dramatic process.
     
  4. Ognepoklonnik

    Ognepoklonnik Chieftain

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    I closed the opportunity to get reinforcements from the King.

    The request itself remained, because I do not know how to cut it without damaging the rest of the diplomacy
     
  5. Ognepoklonnik

    Ognepoklonnik Chieftain

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    Spent a few games with this mod. The following changes were made to the test results:
    1. The natives - from quantity to quality-the population growth is reduced, but the number of guns and horses needed to create stronger units is also reduced. The native with a gun now has 1 more force. At the moment, the accelerated growth of the population of the natives begins only after the construction of the totem (the cost of the totem is now 60 hammers). But be careful if you settle near developed cities with totems.
    2. The growth in the cost of military units in Europe has been significantly reduced-this is necessary in order for those players who choose to trade could have sufficient protection. But all cheap troops from the king are still not available, either through diplomacy, or through quests.
    3. Changed prices for some products. The fat of whales has become more expensive to buy, but now it can be sold at a normal price (earlier one could not get fat at all, it was enough to buy it at 4 or 5 and make a product with a very high cost). Valuable wood has a slightly higher initial price and is more resistant to falling prices (what had previously made this wood useless, it is already produced in less quantity for 1 person than conventional raw materials). Coca (a strange resource, in plans I want to replace it with vanilla, which according to history was sold in much larger quantities and was much more interesting to Europeans) now has a slightly higher initial price and greater resistance to falling prices (no need for production, and if you built a building for her and taught her a specialist, you are interested in the fact that at least for some time she will be interested in terms of profit). Prices for silver, gold and gems are now falling much more often (well, it has always been in colonization, and from a historical point of view it's also true. Plus, it's important in terms of balance, I know that everyone likes to find a place near a large number of mountains and feel Lanister , but this can not be prolonged long-term inflation)
     
  6. devolution

    devolution Chieftain

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    I am intrigued by some of your balancing changes. In particular the removal of the reinforcements from the king is something we should strongly consider to include in RaR itself since it's simply broken and unbalanced IMHO. I'd also like to overhaul the education system by making it cheaper to educate "lower" professions and allow the player/AI to choose which profession to target when assigning the colonist to be educated. As for the indians and their access to horses / guns, this is priority for me to improve. I want to have the AI buy these yields in Europe and then trade them to natives near their rivals as long as the tribe in question does not have any villages near the AI. I think this should make the natives far more challenging since they rarely get to field their best troops.


    Btw: We have removed the silver yield from mountains in 2.7, you now need a silver resource (just like gold/gems)
     
  7. Schmiddie

    Schmiddie Chieftain

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    Hm, to be honest, I like the feature reinforcements from the king...and it is not broken, it works...But we can have a deeper look into the other changes
     
  8. devolution

    devolution Chieftain

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    I apologize for my wording, I meant to suggest that it is overpowered rather than broken. Either we reduce it even more or we give the opposing player the exact same units. I quite dislike hand-outs/ freebies, I am of the opinion that the game should be about making the best decisions possible and not to depend on luck. The same argument goes for the semi-exploit (parking a scout on jungle / making sure the scout always ends his turn on jungle) that Sarin pointed out (in another thread).
     
    Last edited: Nov 16, 2017
  9. HermanHeydt

    HermanHeydt Chieftain

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    Looking forward to try this out - really good amendments

    Hope some of this makes it to the main branch

    Agree with all of these points
     

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