RevMod integration will happen after the merge of K-Mod is finished. Whether or not there is a release between the two is still up for consideration.Is Rev Mod going to happen any time soon? Playing 3 player with two friends and between us we're eating up the earth with no penalty for our huge empires?
Balance is completely gay.
Why the hell i'm supposed to look at cities that become unhappy on population 3 and press "end turn" forever because i can't grow cities, i can't found new cities, i can't research techs fast enough etc???
I played at least 50% of the more or less popular strategy games in the last 15 years, and this mod has one of the worst balance in the early game out of them all.
Uninstalled. Waste of time.
I doubt they really miss you anyway.
"happiness/health switches"
Not a bad idea.
Hey Walter H, I think I had mentioned before an idea to change pacifism to -50% military production and take out the dreaded 1- gold per unit charge. I did that and like the change alot, as it makes sense as a peace-time civic.
I was looking the last couple of days at the govt. types and finding I wanted to try to make a few changes based on how they functioned in-game. Im going to list the changes and you can decide if any of them seem worthwhile, if not thats finebut I have fun tweaking things a bit.
Barbarism, +75% maint cost for distance from palace, +10% military production , +5 free military units, 1 unhappy in 5 largest (same as before I think) Thinking barbarism civic should more greatly stifle early expansion far from cap. Also raiding far away cities but not holding encouraged.
monarchy added -10% sci all cities, added can draft 1 per turn , added 15 free military (representing vassel units), added +1 unhappy per-non state religion , other items same, Thinking of the religious turmoil often apart of monarchies, some vassel units, science could be conflicting with religion of time
oligarchy +25% gg emerge from +50%, distance from palace pen 20% from 25%, 4 free units (ruling family servants), 5 free miltary units, -5% science due to less science/religion conflict
theocracy, Added -20% sci rate all, unlimited priest same, took off -10% gold pen., +20% military production , 20 free miltary units
other parts same theocracy now functions more like in the older civs, strong military less science.
parlimentary system -10% distance from palace bonus instead of -25%, 1 free specialist per city, extra representation equals more specialist activity and each city can choose bonus
dictatorship same federlism same
Hopefully adds some better variety into the choices and a little more historical, going to run these a while, and see how they balance with others.
Already implemented in SVN.
We have rebalanced and reworked lots of civics for the next version as well. What we have now is quite different from what you did, but of course everyone has his own ideas on how stuff should work. Actually, if you make extensive changes to RI, you should think about releasing a modmod.
Well, you can just post the changed files that people need to overwrite to play your modmod. If it's only XML, it won't take much space, and you'll be able to host it almost anywhere. But of course I understand that running your own mod is a chore, and I sympathize with anyone who just wants to play and enjoy without going into that. Have fun! (and might I suggest you have SVN fun, and comment on that - the more beta testers we have the better)
Thx Walter H, I might think about posting an upload of the civics xml file but I want to play the changed ones a while first, but posting just the file to overwrite is a great idea, thx again. If I do that, do I just link it here or actually start a mod of mod thread?