Version 2.6 discussion

Um, okay. I'll begrungingly accept the military costs then. :) I'll let you know if I really have any issues with it. Although the logic behind 1 unit a turn makes sense in the earlier years when 20 years a turn is prevalent. I'm guessing it took 270 years to build the sphinx, but a dozen warriors shouldn't take the same amount of time. :)
Now, Tanks, in real life, we can mass produce them, or at the very least get them built in a 6 month period. Now, why yes, that equals to building it in 1 turn, I may agree that cranking out tanks may be bad. Just don't make their costs greater than the end game world wonders. :)

I disagree from you. A battalion well trained can take a long time to be formed of zero. You cited a Wonderfull, but what about a statue? Or a granary, or a wall of wood? They can be built quickly, and because for this I think most should focus on gameplay.

I think much better when the game mainly focus on the units than Buildings, in my opinion the game is tiresome when you have to be building a million things rather than attack, defend or kick a strategy. And so I prefer that the building has low value.
 
Also, if anything, a mine should increase unhealthiness, not unhappiness. I don't know why anyone would be unhappy about a mine, unless it was a Strip Mine.
[threats on zap]
People should be more unhappy with Coal and Gas, and Electric/nuclear Powerplants. :)

I also think so, if any people in ancient time were happy for mines. Gave them a steady workplace...
 
zappara, what do you think about adding new types of specialist like doctor or statesman?? Especially doctor would be helpful to fight with unhealthiness. :)

Few things:

1. Mounted unit system should be simplified - there is too many units. I would remove mounted infantry, heavy cavalry (knights were heavy cavalry) and templar knights.
then we have two paths for mounted units: recon and battle.
a. Chariot->Horseman ->Light Cavalry->Hussars (light cavalry, not Polish Winged Hussars, which were heavy battle mounted units)->Cavalry
b. Chariot->Horse Archer->Knight ->Cuirassier->Cavalry

2. There is a problem with salt. It s spams to rarely. I had games without any on a map or 1-2. Maybe adding building, which provide salt in coastal cities from salted water, will solve the problem. In that case I would increase bonus from salt, beacause its great value in antiquity and middle ages.
 
I disagree from you. A battalion well trained can take a long time to be formed of zero. You cited a Wonderfull, but what about a statue? Or a granary, or a wall of wood? They can be built quickly, and because for this I think most should focus on gameplay.

I think much better when the game mainly focus on the units than Buildings, in my opinion the game is tiresome when you have to be building a million things rather than attack, defend or kick a strategy. And so I prefer that the building has low value.

How does a battalion of troops take more time to form than the Great wall? :) A granary shouldn't take 20 years to build either, but that's not the point.
Also, a battalion can't be formed out of Zero, nothing can be formed from Zero. :)

A statue, a wall of wood/stone should both take much more time to build than an army. Like I said, 4x cost might be bad.

This game doesn't focus on miliary units simply because Civ 4 wouldn't stop forcing you to either go crazy ignoring it's suggestions, or keep mass building tanks.

The major problem is that he mentioned something about units costing less per era in base Civ 4, but I've never seen this, ever. :) This has never happened to me. Same with Buildings. A tank cost the same in the future era as it does the modern era. Same with Rifleman.

Anyhow, I just don't think the game should be focused on mass producing of buildings, or even an army.

This game has some interesting design concepts, but like Revolutions Mod, if you don't make certain changes optional, you might as well not make it in the first place.

I can understand increasing the cost of military units, but tanks shouldn't cost more hammers than The Great Lighthouse. :)
Otherwise they might as well be called "End of Game, you win" instead of tanks.
 
<snip>
I think much better when the game mainly focus on the units than Buildings, in my opinion the game is tiresome when you have to be building a million things rather than attack, defend or kick a strategy. And so I prefer that the building has low value.

We all have opinions and we all have different ways to play. I'm a "Builder" type player so I Like to build a zillion things. I fight for defence and opportunity, so my unit building isn't the same as the way you play Cruel. We just look at the game differently.

AI Civs like Shaka and others force me to fight in some games. So I must learn to fight to survive. But I've also had games where I used to win thru Culture and Space race, not conquest.

The point being that certain unit upgrades cost too much now in 2.6a for my style of play. 269 gold for taking an axeman to mace is too hard to swallow. So in 1722 AD I still have some cities guarded by the lowly axeman cause I don't have the revenue stream to upgrade. And don't even think I'm gonna take an axeman to a musketman! My treasury would never survive.

I'm spending much more time now trying to keep unhappiness down when in previous versions of RoM unhealthiness was appling the pressure.

Also in this version everthing , for me on Noble level, is taking much longer to accomplish. And not only for me but for the AI as well. I'll soon be getting Navigation in my current game and as I've stated it's already 1722AD. I'm playing on Epic speed. At the current pace I should have Infantry by the late 1800's and Early Destroyers by the early to Mid 1900's. And so far of all the AI Civs I have contact with I lead in the tech race. It's definitely different this go round.

JosEPh :)
 
I dare say I'm a builder and a war loving maniac. :)
I've not noticed too much of a tech loss at the moment, then again I'm playing on the easiest difficulty. :)

I've noticed that the Hindu Religion promotion, which technically should be given for free, maybe if you built the ultimate religion building, anyway, is really nice. It's like a free amphibious promotion. :)
Combined with a bunch of others, anyway.

also, yes, Upgrade costs are a little too high.
OH, another thing, what happened to the unit graphic in the bottom corner? Where the level and exp and promotions are displayed? It's now impossible to see what a unit has unless one looks at the tiny icon of the unit.

They used to have a unit-graphic which you could mouse over and it told you the sum of all the promotions, could you please fix that. It doesn't seem right.

Also, I really hate that ranged bombard of all siege weapons being hellishly inaccurate. My catapult and trebushet were not known for missing what's in front of them.

Also, what the heck is going on with Paved road, because I swear it shows up several different times to be built...
Oh, another thing, how come it's really hard to find anything that reduces maintaince costs. I mean, everything increases it, and very few things besides the Forbbiden Palace, courthouses and some civics reduce it.
There needs to be more ways.
 
"Slavery is only rarely an option and definately very situational"

That's what I thought until I tried it. Even with the larger research penalty, I think it will inevitably be the way to go, especially once you can build lumbermills (you'll need to keep your forests for the health), and opening up foreign trade routes negates the research penalty once you hit ports anyway. With the very strong Private civic at Usury, Toll Houses make a much earlier appearance as well. I played a game beelining Banking for Free Markets to open the routes, then went back and tried Slavery from the get go, and the difference was marked.

It's like being in a constant Golden Age, with the extra food from farms just gravy, and even the slave specialist is pretty strong when hitting the happiness limit in a city, since engineers are limited early game. With all the strong buildings in RoM, hammers are usually your limiting factor, especially on higher difficulties.
 
One other request - please remove pillaging from Galleys. I like to play high difficulty Archipelago maps on marathon, and barb galleys regularly destroy my fishing boats before turn 100, when I haven't even discovered Weaving yet, let alone Sailing. Even with Sailing, you've got the old Galley on Galley combat, which is tiresomely RNG-dependant.
 
A few points..

1) Could you remove the -:food: from International ports and Oil Refineries? They kill the AI (AI seems to love them for some reason I assume, since it's always the recommended building. I guess it doesn't understand the whole upgrading thing, so the building looks awesome), and are kind of rubbish anyway (international ports aren't much of an improvement over commercial, and you only need one oil refinery)

2) Could you include everything a religion offers in the 'pedia? It's a real hassle looking up what buildings each religion offers, and it's even worse now with new promotions and whatnot.

3) The difference between barter and free trade is far too extreme. Going from -:commerce: with no foreign routes to foreign trade routes + more trade routes + no -:commerce: is an absolutely huge difference. There's slavery in between, but frankly it makes zero sense for slavery being used to get more commerce!

4) Related, at the point free trade becomes available, everything is incredibly easy to research. 1-3 turns for everything is silly. Ramp up research costs bigtime, please! What schack said, basically. The amount of commerce and gold coming in suddenly ramps up at a ridiculous rate, but tech costs/unit support/maintenance/whatever doesn't, so you have tons of gold and research.

No idea why folks are saying they have trouble getting gold. With the crazy number of trade routes, plus all the numerous :commerce:, :science: and :gold: modifiers, it's easy to run 100% science and research everything in 2 turns while racking up gold.
 
While it is true that money gets flowing rather fast, I'm up to about 300-400 a turn, and also research gets done fast, don't increase the costs any more. By the end of the game, it will be the mid 1900s before you burn through the tech tree. That's fine. It used to be much more unbalanced. Now I have tanks in the 1700s, instead of the 1400s. :) Okay, that's rare, but I've done that before. In Vanilla... OKay, maybe 1500s.

I agree with the first three points though.
Also, my capital here has hit at least once 1150+ hammers due to bonuses. Now that is fun. :)
 
How does a battalion of troops take more time to form than the Great wall? :) A granary shouldn't take 20 years to build either, but that's not the point.
Also, a battalion can't be formed out of Zero, nothing can be formed from Zero. :)

Of course not, and you understood the point where I want to reach. Clearly, any activity needs resources.

A statue, a wall of wood/stone should both take much more time to build than an army. Like I said, 4x cost might be bad.

Do you have any idea of how long it takes to acquire training resources to mount a battalion or construct a submarine or a ship or plane? Since starting the project until the end? I'll give you an idea, the Russians who say that fast and built with few resources are spending several billion for its 5 th generation jet on a project that is beginning in the 80s and is not ready yet ...

A statue and wall of wood/stone can be made in weeks.

This game doesn't focus on miliary units simply because Civ 4 wouldn't stop forcing you to either go crazy ignoring it's suggestions, or keep mass building tanks.

Yes, the game have many options for wins, and some changes simply become too easy or simple to get the victory, as adding building elements that produce such great culture. The point where I want reach is not just a only way to win the game or my personal strategy, but put it on that level all the original forms of victory has fun and closer to "reality".

The major problem is that he mentioned something about units costing less per era in base Civ 4, but I've never seen this, ever. :) This has never happened to me. Same with Buildings. A tank cost the same in the future era as it does the modern era. Same with Rifleman.

I believe this should be modified product is not in itself, but the production capacity of this product and it comes down to having more available Hammers.

Anyhow, I just don't think the game should be focused on mass producing of buildings, or even an army.

Me too, I believe the purpose of this MOD is to provide increased quality of the game, which can and should be the same rules of victory of the original game.

This game has some interesting design concepts, but like Revolutions Mod, if you don't make certain changes optional, you might as well not make it in the first place.

I can understand increasing the cost of military units, but tanks shouldn't cost more hammers than The Great Lighthouse. :)
Otherwise they might as well be called "End of Game, you win" instead of tanks.

I don´t agree again: any civilization with infrastructure at the same time could build the great lighthouse, but none could build a tank. We have obviously the technological capacity to do.

The technology capability is the result of many years of development and the game that is as "test tubes" and not Hammers. I believe that this type of comparison you're suggesting needs to be done within the same "era" as starting a presupposed technological, where feasible this comparison. Without this, a comparison suggests that it is easier a civilization to build a tank then a great lighthouse, but is not. A civilization of that time has neither close to capacity we have today. A tank has the most varied technological equipment, since the chemical area, techniques of Steel, even in some cases even nuclear, eletronics, but our current capacity in logistics and training and productivity makes us more able to produce a tank faster than the olders civilizations building a great lighthouse.
 
We all have opinions and we all have different ways to play. I'm a "Builder" type player so I Like to build a zillion things. I fight for defence and opportunity, so my unit building isn't the same as the way you play Cruel. We just look at the game differently.

AI Civs like Shaka and others force me to fight in some games. So I must learn to fight to survive. But I've also had games where I used to win thru Culture and Space race, not conquest.

The point being that certain unit upgrades cost too much now in 2.6a for my style of play. 269 gold for taking an axeman to mace is too hard to swallow. So in 1722 AD I still have some cities guarded by the lowly axeman cause I don't have the revenue stream to upgrade. And don't even think I'm gonna take an axeman to a musketman! My treasury would never survive.

I'm spending much more time now trying to keep unhappiness down when in previous versions of RoM unhealthiness was appling the pressure.

Also in this version everthing , for me on Noble level, is taking much longer to accomplish. And not only for me but for the AI as well. I'll soon be getting Navigation in my current game and as I've stated it's already 1722AD. I'm playing on Epic speed. At the current pace I should have Infantry by the late 1800's and Early Destroyers by the early to Mid 1900's. And so far of all the AI Civs I have contact with I lead in the tech race. It's definitely different this go round.

JosEPh :)

I hope my previously answer has maded clarify better what I want say. I don´t advocating one way to win the game or I would like to more expensive units, I also think they are very expensive to upgrade despite having very much money in my games especially in more modern eras.

I believe the solution is to increase the number of available Hammers and further increase the time to research. As the cost of everything produced, I think that should be examined case by case and not impose a general rule.
 
A few points..

1) Could you remove the -:food: from International ports and Oil Refineries? They kill the AI (AI seems to love them for some reason I assume, since it's always the recommended building. I guess it doesn't understand the whole upgrading thing, so the building looks awesome), and are kind of rubbish anyway (international ports aren't much of an improvement over commercial, and you only need one oil refinery)

2) Could you include everything a religion offers in the 'pedia? It's a real hassle looking up what buildings each religion offers, and it's even worse now with new promotions and whatnot.

3) The difference between barter and free trade is far too extreme. Going from -:commerce: with no foreign routes to foreign trade routes + more trade routes + no -:commerce: is an absolutely huge difference. There's slavery in between, but frankly it makes zero sense for slavery being used to get more commerce!

4) Related, at the point free trade becomes available, everything is incredibly easy to research. 1-3 turns for everything is silly. Ramp up research costs bigtime, please! What schack said, basically. The amount of commerce and gold coming in suddenly ramps up at a ridiculous rate, but tech costs/unit support/maintenance/whatever doesn't, so you have tons of gold and research.

No idea why folks are saying they have trouble getting gold. With the crazy number of trade routes, plus all the numerous :commerce:, :science: and :gold: modifiers, it's easy to run 100% science and research everything in 2 turns while racking up gold.

I totally agree. :king:
 
All in all I think it's some great upgrades you have in store and I do hope the religious bonuses to units, buildings and wonders will be spread amongst the religions to give a more balanced feel.

Edit: Forgot to mention that it's now possible to found several religions again. I don't know if it's a bug or rebalancing.
In current version most religious promotions are now available only with Leader promotion and in my test game Vikings had several units with Leader + religious promotions in use so it seems that AI players value those promotions in this kind of situation. So I'm not sure at the moment how those promotions will be included in the v2.6 release.

I disabled Limited Religions feature in this patch cycle so you can find multiple religions again - many were complaining about it so I changed it :)

With Brothel now needing 50% Culture to get a 2nd happy face, who's going to spend enough to get Culture rate to 50%? I can't. RoM has become less "friendly" to Cultural Victory over the last few iterations.

And with arena giving no happy face but only 1 culture then needing 25% culture to get a happy they're worthless to me.

Coliseum is borderline useful.
I put harsh limits to them to force player to use that culture rate to keep citizens happy - that's what the culture rate is there for, to provide culture to your people which then keeps them happier... ;) This of course affects your gold, research and espionage rates and the goal is to find good balance. Getting happiness was bit too easy in previous versions. Anyway some adjustments can be still made so that the buildings will be useful.

About mines' unhappiness: Only Shaft Mines should give unhappiness (or 0,5 for regular mines, if it's possible). We can manage our cities with the early unhappy mines , but can AI? Besides, someone said wisely that people only "realize" that mines make them unhappy recently in history.
Most likely only shaft mine will have that unhappiness included in the final patch release. There's too few happiness sources early game.

Yes, Yes, Yes!!!! I would love to have a counter. One of the reasons that I changed to an unlimited number of wonders in my cities is because I never knew when I was going to hit the limit.

From a game playing point of view I agree that obsolete wonders shouldn't count towards the total. However, from a reality point of view it doesn't make sense. For example., the Pyramids are still around, adding to Egypt's "culture" and tourism even though the benefits of the Pyramids have long since disappeared.
I think it would require changes to game engine if we wanted it not to count the obsolete wonders - so this probably isn't doable. Can't promise counter either, though I think that might be doable through python (most likely requires some time to figure out how it could be done as my python skills are rather limited).

zappara, what do you think about adding new types of specialist like doctor or statesman?? Especially doctor would be helpful to fight with unhealthiness. :)

Few things:

1. Mounted unit system should be simplified - there is too many units. I would remove mounted infantry, heavy cavalry (knights were heavy cavalry) and templar knights.
then we have two paths for mounted units: recon and battle.
a. Chariot->Horseman ->Light Cavalry->Hussars (light cavalry, not Polish Winged Hussars, which were heavy battle mounted units)->Cavalry
b. Chariot->Horse Archer->Knight ->Cuirassier->Cavalry

2. There is a problem with salt. It s spams to rarely. I had games without any on a map or 1-2. Maybe adding building, which provide salt in coastal cities from salted water, will solve the problem. In that case I would increase bonus from salt, beacause its great value in antiquity and middle ages.
No great statesman or great doctor as those require SDK changes - unless those are included in RevolutionDCM which probably doesn't happen.

If you haven't noticed, Mounted Infantry is the only mounted unit that does get defensive bonuses so you should think of them as fast moving defensive units... ;) But there might be some changes for units in v2.7 patch (what that might be, I'm not telling yet!)

I believe the solution is to increase the number of available Hammers and further increase the time to research. As the cost of everything produced, I think that should be examined case by case and not impose a general rule.
In some earlier RoM patches many of the hammer production were nerfed down to slow down production - some of these might be reverted back to original values now that the unit costs are set higher. I've already returned the era train cost value percentages back to the BtS default values - these values reduce unit costs as you advance to next eras.

Plenty of stuff has been changed/added this week:
- Holy Wars 0.2 units & buildings, in modular format so player can easily disable them
- All civ specific unit flavor arstyles converted to modular format so that players can easily reduce the amount of graphics the mod will be using. Without civ specific unit artstyles the mod will use ethnic group unit artstyles.
- Completely redone renaissance->future era ship lines. Most upgrade paths have been changed and several ship classes added so that ships upgrade like this: late renaissance unit->early industrial unit->ww1 unit class->ww2 unit class->future era unit. Some of this work has not been made yet
- All ships unit AIs have been adjusted so that AI players should make better use of their ships
- Static leaderhead module made (off by default) to allow players reduce the amount of graphics. Includes 50 BtS default leaders.

I'll try to post full version list changes shortly. No new download release yet as there are some things still in middle of changes but next week we might have new alpha2 release :)

If you are wondering when v2.6 will be released, I can say that it will be at least week after new RevolutionDCM is released so that I can merge it to RoM (it will include newer Better BtS AI among other things). Also I've been waiting for BUG mod 3.6 release which should be on any day now (most of the changes from it are already included in alpha test version). So probably few weeks still...
 
Current patch notes:
Spoiler :
Version 2.6
-----------

Mods
----
- Updated: Orion's Inquisition mod from 1.01f to 2.00d (several fixes to Inquisition & Religion system)
- Updated: BUG mod 3.6

Terrain
-------
- Added: Storm feature to Ocean / Coast
- Changed: Coast movement cost 2
- Changed: Ocean movement cost 3
- Changed: Jungle provides fresh water (it rains almost daily in jungles ;)
- Changed: on Snow plots cities can only be built now if there's coast or fresh water close

Promotions
----------
- Added: Manuevering I-III combat +% against Wooden ships
- Added: Coastal Guard I-III, defense +% on coast
- Added: Coastal Assault I-III, attack +% on coast
- Added: Bombarding I-III, bonus for ships for bombardment
- Added: Firearms I-III, bonus for wooden ships against woodenships (crew armed with flintlock muskets)
- Added: Air Defense I-III interception bonus for later era ships, wheeled and siege units can use I-II promotions
- Added: Urban Tactics I-III modern era promotions for city attack and city defense
- Added: Trench I-III, defense against collateral damage
- Added: Chemical I-III
- Added: Transport I-III
- Added: Navigation III, terrain double moves on storm, req. tech Navigation
- Added: Crusader, req. Christianity
- Added: Kanai, req. Judaism
- Added: Mujahid, req. Islam
- Added: Pankration, req. Hellenism
- Added: Pharaoh's Propaganda, req. Amun-Ra
- Added: Flower War, req. Nagualism
- Added: Zen, req. Buddhism
- Added: Gentlemen, req. Confucianism
- Added: Waidan, req. Taoism
- Changed: Navigation I no longer require Flanking I
- Changed: Navigation II terrain double movement on coast and ocean
- Changed: Pinch 3 button
- Changed: Segmented Armor button
- Changed: Commando can be used by Clone units
- Changed: Desert Combat I can be used by Clone units
- Changed: Arctic Combat I can be used by Clone units
- Changed: Ambush I-II can be used by Clone units
- Changed: Amphibious can be used by Clone and Helicopter units, moved to Sailing tech
- Changed: Anti-Biological Warfare can be used by Clone units
- Changed: Anti-Tank Defense I-III can be used by Clone units, gives now bonus against Dreadnought units
- Changed: Charge I-III can be used by Clone units
- Changed: Guerilla I-III can be used by Clone units
- Changed: Heal can be used by Clone units
- Changed: March can be used by Clone units
- changed: Speed can be used by Clone units
- Changed: Woodsman I-III can be used by Clone units
- Changed: Berzerker II-III tuned down a bit, no longer possible to get +100% combat and -100% defense, max now 70% to both
- Changed: Fieldsman III double movement on Marsh
- Changed: Drill I-IV available for Hi-Tech and for Gunpowder units



Maps
----
- Added: Antarctica 1.01 map, original map by -sr
- Added: Tamriel large map, original map by -sr
- Added: Tamriel huge map, original map by -sr
- Added: EarthSea map, original map by -sr
- Fixed: Colonization Scenario should work now properly

Techs
-----
- Changed: Compass gives +1 movement on sea
- Changed: Amphibious warfare removed Military Science AND tech req. (included in prereqs. already)
- Changed: Artificial Intelligence removed Composites AND tech req. (included in prereqs. already)
- Changed: Artillery removed Rifling AND tech req. (included in prereqs. already)
- Changed: Modern Physics removed Plastics req. (included in prereqs. already)
- Changed: Theory of Relativity removed Scientific Method req. (included in prereqs. already)
- Changed: Biology removed Chemistry req. (included in prereqs. already)
- Changed: Fascism removed Assembly Line req. (included in prereqs. already)
- Changed: Divine Right removed Architecture req. (included in prereqs. already)
- Changed: Economics removed Education req. (included in prereqs. already)
- Changed: Biological Warfare removed Plastics req. (included in prereqs. already)
- Changed: Manufacturing removed Plastics req. (included in prereqs. already)
- Changed: Chivalry removed Feudalism req. (included in prereqs. already)
- Changed: Fuel Cells removed Organic Chemistry req. (included in prereqs. already)
- Changed: Fundamentalism removed Code of Laws req. (included in prereqs. already)
- Changed: Mechanized Warfare removed Military Science req. (included in prereqs. already)
- Changed: Shielding removed Computers req. (included in prereqs. already)
- Changed: Steel removed Iron Working req. (included in prereqs. already)
- Changed: Stirrup removed Monarchy and Military Training reqs. (included in prereqs. already)
- Changed: Superstring Theory removed Modern Physics req. (included in prereqs. already)
- Changed: Electricity requires Replaceable Parts
- Changed: Military Tradition no longer allow Defensive Pacts
- Changed: Political Philosophy allows Defensive Pacts



Units
-----
- Added: Long Range Bomber (B52)
- Added: Knight Hospitaller
- Added: Knight Templar
- Added: Teutonic Knight
- Added: Marshall of the Hospitallers
- Added: Marshall of the Templars
- Added: Marshall of the Teutons
- Added: Hospitaller Sergeant
- Added: Teutonic Sergeant
- Added: Templar Sergeant
- Added: Mercenary Infantry
- Added: Heavy Cruiser (WW2)
- Added: Battleship (WW2)
- Added: Pre-Dreadnought
- Added: Dreadnought (WW1 ship)
- Added: Torpedoboat (WW1)
- Changed: All ships' UNITAIs have been checked and adjusted so that AI players should make better use of their ships
- Changed: All Medieval era units' cost increased by 25% ie. 1.25x as before (note: game settings affect costs so increase might be higher on slower game speeds, on bigger maps and on higher difficulty levels)
- Changed: All Renaissance era units' cost increased by 50% ie. 1.5x as before
- Changed: All Industrial era units' cost increased by 100% ie. 2x as before
- Changed: All Modern era units' cost increased by 200% ie. 3x as before
- Changed: All future era units' cost increased by 300% ie. 4x as before
- Changed: Manowar upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Ship of the line upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Iron Frigate ignore terrain cost, upgrades to Pre-Dreadnought and to Battlecruiser
- Changed: Ironclad ignore terrain cost, upgrades to Pre-Dreadnought and to Torpedoboat
- Changed: Transport ignore terrain cost, requires Oil Products instead of Oil
- Changed: Landing ship tank ignore terrain cost, requires Oil Products instead of Oil
- Changed: Early destroyer ignore terrain cost, intercept chance reduced to 5 (due to promotion line changes), moved to Artillery tech, has now new graphics + new button
- Changed: Destroyer ignore terrain cost, intercept chance reduced to 5
- Changed: Battlecruiser ignore terrain cost, upgrades to Heavy Cruiser, strenght 32->30, movement 5->7, bombard range 2->1
- Changed: Battleship ignore terrain cost, renamed to Modern Battleship, movement increased to 8, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Battleship Yamato ignore terrain cost, replaces Modern Battleship, movement increased to 7, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Cruiser ignore terrain cost, intercept chance reduced to 5, movement 6->8
- Changed: Missile Cruiser ignore terrain cost, movement 7->9
- Changed: Stealth Destroyer ignore terrain cost, intercept chance reduced to 20, movement 8->10
- Changed: Aegis ignore terrain cost, intercept chance reduced to 20, movement 7->9
- Changed: Stiletto boat ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Fusion Transport ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Submarine ignore terrain cost
- Changed: Attack Submarine ignore terrain cost
- Changed: Nuclear Submarine ignore terrain cost
- Changed: Stealth Submarine ignore terrain cost
- Changed: Carrier ignore terrain cost
- Changed: Nuclear Carrier ignore terrain cost
- Changed: Fusion Cruiser ignore terrain cost, intercept chance reduced to 20
- Changed: Fusion Battleship ignore terrain cost
- Changed: Fusion Carrier ignore terrain cost
- Changed: Fusion Destroyer ignore terrain cost, intercept chance reduced to 20
- Changed: Colonist button
- Changed: Pioneer button
- Changed: Anti-Air Gun now in wheeled weapon group, upgrades to Mobile SAM instead of Flak88 (longer use)
- Changed: Flak88 now immobile unit, moved to siege unit group, upgrades to Mobile SAM instead of SAM Infantry (longer use)
- Changed: Motorcycle requires Semi-Automatic weapons, belongs now to Recon unit group, flat movement costs, ignores terrain movement costs, strength 18->15, only defensive, same free promotions as adventurer has, no longer flanking strikes, can be upgraded to Humvee, bonus against animal units
- Changed: Hellenic missionary graphics
- Changed: Zoroastrian missionary graphics
- Changed: Amun-Ra missionary graphics
- Changed: Nagual missionary graphics
- Changed: Crusader can not be trained anymore, instead King Richard's Crusade wonder provides these units every few turns, tech requires removed since this unit doesn't need to be shown on tech screen
- Changed: Cuirassier no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Conquistador no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Cavalry units no longer upgrade to Motorcycle
- Changed: Adventurer upgrades to Motorcycle
- Changed: Assault Mech air combat limit 50%, bombard rate 25%
- Changed: Scout Mech air combat limit 50%, bombard rate 15%
- Changed: Hitech robot air combat limit 75%
- Changed: Sentinel air combat limit 75%
- Changed: Nanite Cloud air combat limit 100% (can kill air units), air combat 3->30
- Changed: Offshore platform ignores terrain movement cost
- Changed: Extraction facility ignores terrain movement cost
- changed: Submerged town platform ignores terrain movement cost, button changed
- Changed: Mobile SAM bonus against helicopter units increased from 50% to 200% since this unit belongs to Wheeled unit group and helicopter has bonus against that group
- Changed: Galley can not pass Storms
- Changed: War Galley can not pass Storms
- Changed: Trireme can not pass Storms
- Changed: Viking Longboat can not pass Storms
- Changed: Workboat can not pass Storms, can be captured now
- Changed: Siege Quinquereme can not pass Storms
- Changed: Light Cavalry moved to Stirrup, can be built with Obsidian, strength increased to 7, added flanking strike ability against archery units
- Changed: Ansar warrior moved to Stirrup, can be built with Obsidian
- Changed: all tank units immune to collateral damage from animal units
- changed: all helicopter units immune to collateral damage from animal units
- changed: all wheeled units immune to collateral damage from animal units
- changed: all hi-tech units immune to collateral damage from animal units
- changed: All mech units immune to collateral damage from animal units
- changed: dreadnought immune to collateral damage from animal units
- Changed: Mechanized infantry immune to collateral damage from animal units
- changed: Nanite cloud immune to collateral damage from animal units
- Changed: Chariot can be upgraded to Mounted Infantry
- Changed: Horseman can be upgraded to Mounted Infantry
- Changed: Horse Archer can be upgraded to Cuirassier
- Changed: Light Cavalry can be upgraded to Cuirassier
- Changed: Swordsman can be upgraded to Maceman
- Changed: Longbowman can be upgraded to Arquebusier
- Changed: Crossbowman can be upgraded to Arquebusier
- Changed: Modern grenadier can be upgraded to Anti-Tank, has bonus against Animal units
- Changed: Warrior can be upgraded to Light Swordsman
- Changed: Arquebusier can be upgraded to Rifleman, has bonus against Animal units
- Changed: Musketman has bonus against Animal units
- Changed: Rifleman has bonus against Animal units
- Changed: Grenadier has bonus against Animal units
- Changed: Infantry has bonus against Animal units
- Changed: Guerilla has bonus against Animal units
- Changed: Cavalry has bonus against Animal units
- Changed: Cuirassier has bonus against Animal units
- Changed: SR-71 air combat values changed to 1 and 1% max damage, can't perform Fighter Engagement mission anymore and DCM bombing values removed,
- Changed: Bomber upgrades to Long Range Bomber instead of Stealth Bomber
- Changed: A10 Bomber collateral damage can now kill units, collateral unit amount decreased from 6 to 5, bombard amount decreased from 20% to 15% (same as Bomber), range decreased from 10 to 6 (now short range tactical bomber), has now bonuses against Tracked and Wheeled units
- Changed: Stealth Bomber range increased to 24, does collateral damage now up to 10 units and up to 75%, air combat increased from 20->26, bombing increased from 20%->26%
- Changed: Orbital Bomber range increased to 32, does collateral damage now up to 15 units and can kill units
- Changed: Atomic Bomber air combat changed from -1 to 1 and max air damage changed from 100% to 10%
- Changed: Heavy cavalry strength now 11 and added flanking ability against archery units
- Changed: Teutonic Knight renamed to Mailed Knight
- Changed: Hospitaller Knight renamed to Mailed Knight
- Changed: Templar Knight renamed to Mailed Knight
- Changed: Jewish Missionary amount limited to 2
- Changed: Assault Mech no longer national unit (can be built unlimited amount), extra cost 500 gold
- Changed: Dreadnought no longer national unit (can be built unlimited amount), extra cost 750 gold, renamed to Dreadnought Armor (Dreadnought name used for ship class)
- Changed: Nanite Cloud max amount increased from 3 to 5
- Changed: Jeep requires now also Automatic Weapons, bonus against animal units
- Changed: Bazooka combat bonuses against melee, archer and animal units
- Changed: Anti-Tank bonuses against melee, archer and animal units
- Changed: SAM Infantry bonuses against melee, archer and animal units
- Changed: Marine bonuses against melee, archer and animal units
- Changed: Modern Marine bonus against animal units
- Changed: Paratrooper bonus against animal units
- Changed: Modern Paratrooper bonus against animal units
- Changed: Modern Infantry bonus against animal units
- Changed: Special forces bonus against animal units
- Changed: Armored car bonus against animal units
- Changed: BTR80 bonus against animal units
- Changed: Mechanized Infantry bonus against animal units
- Changed: Humvee bonus against animal units
- Fixed: Egypt War Chariot upgrades
- Fixed: Hittites chariot upgrades
- Fixed: Persian Immortal upgrades

Traits
------
- Changed: Aggressive gets Combat I promotion for Hi-Tech and Assault Mech units
- Changed: Protective gets free promotions for Hi-Tech units
- Changed: Expansive no longer get cheaper Doctor's Office or Healer's Hut
- Added: Nomad, free promotions for recon, animal, mounted and wheeled units
- Added: Agricultural, bonus to food production
- Added: Seafaring, free promotions to ships
- Added: Deceiver, might be renamed to Treacherous/Traitorous, +2 espionage per city, free promotions to spies
- Added: Scientific, +2 science per city, +10% research
- Added: Humanitarian, +1 health per city, +1 happiness per city, cheaper health buildings

Buildings
---------
- Added: Teutonic Major Chapter House
- Changed: Stable double production speed with Nomad trait
- Changed: Mongol Ger double production speed with Nomad trait
- Changed: Guild Hall graphics
- Changed: Healer's Hut button, double production speed with Humanitarian instead of Expansive, 1 extra happiness with Humanitarian trait
- Changed: Doctor's office double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait
- Changed: Hospital double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait, +1 health from Obsidian (it's been used for surgical knives)
- Changed: Intelligence Agency gives +2 free experience for Spy units
- Changed: Security Bureau gives +1 free experience for Spy units
- Changed: Meeting Hall requires level 5 unit, gives now +1 experience to melee and recon units (was +2), +2 experience for sea units (was +3), obsoletes at Radar tech
- Changed: Arena no longer gives +1 happiness, instead it gives +1 happiness per 25% culture rate
- Changed: Brothel no longer gives +1 happiness, instead it gives +1 happiness per 50% culture rate
- Changed: Bazaar no longer give happiness from Ivory, Silk or Spices, instead this building gives bonus gold from each of those resources when resource is present in the city, still gives +1 happiness from Pearls since this is the only building which uses Pearls for happiness, gives gold from Pearls too
- Changed: Tannery no longer requires resources
- Changed: Granary double production speed with Agricultural trait instead of Expansive
- Changed: Modern Granary double production speed with Agricultural trait instead of Expansive
- Changed: Food Processing Plant double production speed with Agricultural trait instead of Expansive
- Changed: Artesian Well double production speed with Agricultural trait
- Changed: Bakery double production speed with Agricultural trait
- Changed: Irrigation Canals double production speed with Agricultural trait
- Changed: Shipyard double production speed with Seafaring trait instead of Expansive
- Changed: Drydock double production speed with Seafaring trait instead of Aggressive
- Changed: Lighthouse double production speed with Seafaring trait instead of Organized
- Changed: River Port double production speed with Expansive trait
- Changed: Brothel double production speed with Deceiver trait
- Changed: Jail double production speed with Deceiver trait
- Changed: Police Station double production speed with Deceiver trait
- Changed: Intelligence Agency double production speed with Deceiver trait
- Changed: Aqueduct double production speed with Expansive
- Changed: School of Scribes double production speed with Scientific
- Changed: Alchemist's Lab double production speed with Scientific
- Changed: Observatory double production speed with Scientific
- Changed: Accelerator double production speed with Scientific instead of Creative
- Changed: Bunker double production speed with Protective
- Changed: Radar Station double production speed with Protective
- Changed: Anti-Missile Batteries double production speed with Protective
- Changed: Laboratory double production speed with Scientific
- Changed: Bath House double production speed with Philosophical
- Changed: Cloning Laboratory double production speed with Philosophical
- Changed: Convention Center double production speed with Philosophical
- Changed: Tannery double production speed with Nomad
- Changed: Butchery double production speed with Nomad
- Changed: Naval Academy double production speed with Seafaring
- Changed: Jewellery no longer require Forge in the city
- Changed: Viking Trading Post gives now Coastal Assault I promotion instead of Navigation I
- Fixed: Roman Forum gets happiness from Olives and Cotton just like Market


Routes
------
- Changed: Railroad accepts Oil Products as requirement


Improvements
------------
- Changed: Submerged town button
- Changed: Mine adds 1 unhappiness to nearby cities
- Changed: Shaft Mine adds 1 unhappiness to nearby cities
- Changed: Waste Refinement factory adds 1 unhappiness to nearby cities

Python
------
- Added: building upgrade lines now check power plants, when nuclear plant, hydro plant or fusion plant is built in city, coal, shale and oil plants are removed from the city
- Changed: onUnitBuilt in CvEventmanager, added extra check so that game doesn't make unnecessary civic checks until player reaches Future Era
- Changed: with Technocracy civic unit can now have Sensors I promotion only if it's valid promotion for that unit class
- Changed: SettlerEventManager now checks if Multiplayer fix is turned on in GameDefinesAlt.xml
- Fixed: Inquisition code blocks moved from BugEventManager to CvEventManager, no longer 2 different event methods to Inquisition functions
- Fixed: Building Carthage Cothon removes now River port from city (Harbor upgrade line) and River Port can't be built if city has any of the Harbor buildings
- Fixed: Building Modern Granary removes now Incan Terrace from city (Granary upgrade line)

Game defines
------------
- Disabled: Opportunity Fire component is disabled now by default
- Disabled: Limited Religions component is disabled now by default (religions spread out quite well without it)
- Added: setting to GameDefinesAlt.xml to turn on Multiplayer fix for Colonist/Pioneer units. Set to 1 for multiplayer games. Separate multiplayer fix file no longer needed.
- changed: NUM_GAME_FEATURES increased to 9 (Storm feature type added)
- Changed: GLOBAL_WARMING_FOREST increased from 50 to 60 (forests plots are global warming defense and now forests are more valuable), this values is the only thing that protects you from global warming (and of course the number of the forest plots on the map ;)
- Changed: GLOBAL_WARMING_UNHEALTH_WEIGHT from 20 to 10 (because mod has more unhealthy buildings than BtS, this value needs to be lower), this value affects to rule on how many plots global warming happens when it's triggered (nukes is the other factor)



Advanced Scorelist
------------------
- changed: Score list can now show more civs (can have a set limit too, set in BUG mod options ctrl+alt+o)
- changed: Dead civs are no longer by default shown on score list


Resources
---------
- Changed: Uranium causes 1 unhappiness

Wonders
-------
- Added: Montfort Castle
- Added: Krak des Chevalier's
- Added: The Al-Aqsa Mosque
- Changed: King Richard's Crusade requires State Religion to be present in the city
- Changed: The Eiffel Tower double production speed with Steel instead of Iron
- Changed: Statue of Liberty requires Liberal civic to be active

CityLSystem
-----------
- Fixed: Arcology no longer scale around the city, instead it's placed on city center with set scale (in building art defines)

Mapscripts
----------
- Fixed: RoM_Arboria should work on Giant and Gigantic map sizes
- Fixed: RoM_Boreal should work on Giant and Gigantic map sizes
- Fixed: RoM_Donut should work on Giant and Gigantic map sizes
- Fixed: RoM_Ice_Age should work on Giant and Gigantic map sizes, Marsh and Swamp inits fixed
- Fixed: RoM_Team_Battleground should work on Giant and Gigantic map sizes
- Fixed: RoM_Global_Highlands should work on Giant and Gigantic map sizes
- Fixed: RoM_Inland_Sea should work on Giant and Gigantic map sizes
- Fixed: RoM_Lakes should work on Giant and Gigantic map sizes
- Fixed: RoM_Maze should work on Giant and Gigantic map sizes
- Fixed: RoM_Mirror should work on Giant and Gigantic map sizes
- Fixed: RoM_Terra should work on Giant and Gigantic map sizes
- Fixed: RoM_Tilted_Axis should work on Giant and Gigantic map sizes
- Fixed: RoM_Great_Plains should work on Giant and Gigantic map sizes
- Fixed: RoM_Fantasy_Realm should work on Giant and Gigantic map sizes
- Fixed: RoM_Earth2 should work on Giant and Gigantic map sizes
- Fixed: RoM_Oasis should work on Giant and Gigantic map sizes
- Fixed: RoM_Pangaea should work on Giant and Gigantic map sizes
- Fixed: RoM_Rainforest should work on Giant and Gigantic map sizes
- Fixed: RoM_Ring should work on Giant and Gigantic map sizes
- Fixed: RoM_Wheel should work on Giant and Gigantic map sizes
- Fixed: RoM_Highlands should work on Giant and Gigantic map sizes

Events
------
- Changed: Billionds and Billionds requires now Democracy or Federal civic active and does not trigger if player has Divine Rule or Intolerant civic active
- Changed: Synthetic Fuel event gives Oil Products resource instead of Oil


Civics
------
- Changed: Caste button
- Changed: Fascist button
- Changed: Federal button
- Changed: Folklore button
- Changed: Green button
- Changed: Oligarchy button
- Changed: Survival button
- Changed: Slavery science penalty increased from -10% to -25% (should become less popular civic)

Gamespeeds
----------
- Changed: Snail research cost percent increased from 400% to 500% ie. before it was 4x tech cost and now it's 5x tech cost but difficulty setting affects it too (Tech cost values used are set in TechInfos.xml)

Eras
----
- Changed: Renaissance train percent returned back to 90% (BtS default value)
- Changed: Industrial train percent returned back to 80% (BtS default value)
- Changed: Modern era train percent returned back to 70% (BtS default value)
- Changed: Future era train percent returned back to 60% (BtS default value)


Sevopedia
---------
- Changed: Resources show now buildings which affect the resource
- Fixed: Unit category lists now show correctly air combat strength for air units
- Fixed: Unit category lists now show Air range instead of Moves for air units
- Added: Fighter Engagement pedia to RoM Concepts
- Added: Limited Religions pedia to RoM Concepts
- Added: Religious Victory pedia to RoM Concepts
- Updated: Inquisition pedia in RoM Concepts

National Wonders
----------------
- Added: St. John's Chapter House
- Added: Templar Chapter House
- Changed: UN Mission no longer requires Palace in the city so it can be built in any city
- Changed: Red Cross +1 happiness with Humanitarian trait
- Changed: Heroic Epic no longer require Barracks in the city, requires now level 6 unit (was level 4)

Leaders
-------
- Changed: Bismarck has now traits Aggressive and Scientific
- Changed: Suleiman has now traits Scientific and Expansive
- Changed: Gilgamesh has now trait Agricultural instead of Creative
- Changed: Hannibal has now trait Seafaring instead of Charismatic
- Changed: Victoria has now trait Seafaring instead of Financial
- Changed: Ragnar has now trait Seafaring instead of Financial
- Changed: Genghis Khan has now trait Nomad instead of Imperialist
- Changed: Kublai Khan has now traits Nomad and Imperialist
- Changed: Pericles has now trait Scientific instead of Creative
- Changed: Mansa Musa has now trait Scientific instead of Spiritual
- Changed: Huyana Capac has now trait Agricultural instead of Financial
- Changed: Pacal has now trait Agricultural instead of Expansive
- Changed: Montezuma has now Agricultural instead of Spiritual
- Changed: Sitting Bull has now trait Nomad instead of Philosophical
- Changed: Wang Kon has now trait Deceiver instead of Financial
- Changed: Tokugawa has now trait Deceiver instead of Protective
- Changed: Suryavarman has now trait Agricultural instead of Expansive
- Changed: Gandhi has now trait Humanitarian instead of Spiritual
- Changed: Lincoln has now trait Humanitarian instead of Charismatic
- Changed: Hammurabi has now trait Humanitarian instead of Organized
- Changed: Selassie has now trait Humanitarian instead of Organized

Modules
-------
- Added: Holy Wars 0.2alpha buildings, wonders, units
- Added: Arabia unit artstyle
- Added: Aztec unit artstyle
- Added: Babylon unit artstyle
- Added: Byzantium unit artstyle
- Added: Carthage unit artstyle
- Added: China unit artstyle
- Added: Rome unit artstyle
- Added: Netherlands unit artstyle
- Added: American unit artstyle
- Added: Static Leaderheads module (off by default), located in 'Rise of Mankind\Assets\Unloaded Modules\'. If you want to use static leaderheads move the folder Static (with the subfolder) from 'Unloaded Modules' to 'Modules' directory. Included are only 50 leaders ie. BtS default leaders.

Unitartstyles
-------------
- Changed: All civ specific unit artstyles are now in modular format to allow players easily reduce the unit graphics amount if they're running the mod on bit older computer (less graphics -> less MAFs). These artstyles can be found from folder 'Rise of Mankind\Assets\Modules\Custom Artstyles' and you can disable them by moving each module to folder 'Rise of Mankind\Assets\Unloaded Modules' (no need to delete the files, moving them is enough to disable them). When unit artstyle is disabled the civ will use the default BtS unitartstyle or ethnic group artstyle set for that particular civ
- Added: Marine to Middle East (arabia)
- Added: Marine to Arabia
- Added: Marine to Babylon (arabia)
- Added: Mailed Knight to Middle East (arabia)
- Added: Mailed Knight to Babylon (arabia)
- Added: Mailed Knight to African
- Added: Axeman to America
- Added: Crossbowman to America
- Added: Longbowman to America
- Added: Mounted Infantry to America
- Added: Maceman to America
- Added: Heavy Swordsman to America
- Added: Heavy Pikeman to America
- Added: Pikeman to America
- Added: Swordsman to America
- Added: Infantry to America
- Added: Grenadier to America
- Added: Horse Archer to African style
 
Of course not, and you understood the point where I want to reach. Clearly, any activity needs resources.



Do you have any idea of how long it takes to acquire training resources to mount a battalion or construct a submarine or a ship or plane? Since starting the project until the end? I'll give you an idea, the Russians who say that fast and built with few resources are spending several billion for its 5 th generation jet on a project that is beginning in the 80s and is not ready yet ...

A statue and wall of wood/stone can be made in weeks.



Yes, the game have many options for wins, and some changes simply become too easy or simple to get the victory, as adding building elements that produce such great culture. The point where I want reach is not just a only way to win the game or my personal strategy, but put it on that level all the original forms of victory has fun and closer to "reality".



I believe this should be modified product is not in itself, but the production capacity of this product and it comes down to having more available Hammers.



Me too, I believe the purpose of this MOD is to provide increased quality of the game, which can and should be the same rules of victory of the original game.



I don´t agree again: any civilization with infrastructure at the same time could build the great lighthouse, but none could build a tank. We have obviously the technological capacity to do.

The technology capability is the result of many years of development and the game that is as "test tubes" and not Hammers. I believe that this type of comparison you're suggesting needs to be done within the same "era" as starting a presupposed technological, where feasible this comparison. Without this, a comparison suggests that it is easier a civilization to build a tank then a great lighthouse, but is not. A civilization of that time has neither close to capacity we have today. A tank has the most varied technological equipment, since the chemical area, techniques of Steel, even in some cases even nuclear, eletronics, but our current capacity in logistics and training and productivity makes us more able to produce a tank faster than the olders civilizations building a great lighthouse.

Sigh, good point on some, but on others, huh?
Bare with me here. Tanks should never take longer to build then the lighthouse, which is bigger than the Ultimate tank, the Dreadnought.

I would like it be realistic in the sense that the bigger the object, the more it costs. Not the more advanced. :)
Seriously, The Great Wall took 1600 years in Real life to build, you're recommendation on making certain armies and tanks and such take a lot to build wouldn't make sense in compassion.
Again, the bigger it is, the longer it takes to build. A battecruiser should take longer than a tank, yes, but not longer than the Colossus.
Again, advanced doesn't mean expensive. Technically.
Oh, and no jet ever takes 20 years to build, period. The Russians are more than likely working on several different jets at once.
To Zappara? Hey, I posted a lot of stuff, will you take a look at it and reply?
 
Actually the great wall took the life time of one Emperor to build - What he did was link the defensive wall of previous dynasties - the links however were quite major thing to build in themselves. An as for your assumption the bigger it is the longer it takes to build - absolute poppycock

With the units the time it takes to build them it related to the time it takes to build and train up a competent military unit - one that can actually fight and not get annilated in the first battle (just look what happened to quickly put together units of the first and second war (e.g. when the germans started running out of pilots in the 1st world war they just trained cadets to fly and sent them up - most did not survive the first encouter nor damage the enemy and were as such totally ineffective)

As for lighthouses taking longer than tanks - in the UK there are lighthouses that were replaced in less than 6 months after the previous one was washed away whereas the the first Mark IV tank took over a year to build
 
zappara wrote:I put harsh limits to them to force player to use that culture rate to keep citizens happy - that's what the culture rate is there for, to provide culture to your people which then keeps them happier... This of course affects your gold, research and espionage rates and the goal is to find good balance. Getting happiness was bit too easy in previous versions. Anyway some adjustments can be still made so that the buildings will be useful.

Usually the best I can get my culture up to, and still win the tech race, is about 20%. I find that I need to keep espionage rate at 10-15% to keep from being robbed blind. Consider that I'm a "Builder" type player and getting the edge in the tech race is what keeps me from being overrun by the War type AI like Shaka. So if I'm spending 30- 40% of my Gold on Culture and Espionage and I need at least 15-25% of the Gold for upkeep, then I only have 40 -50% for Research. Early game this amount may not keep you abreast of your rivals. I will admit that after Medieval when certain techs like Usury and Banking are available then maintaining the 50% for research is easier and I can drop the research rate to 40% if necessary.

Also something to remember is that I do Not play with the RevMod. I know most of the RoM players love it, but I don't. This is most likely rooted in the fact that I'm not an expert player and Noble and Prince levels can "eat my lunch" more often than not. I play what I call "Core" RoM, the basic setup of earlier versions. I started with RoM.80. (In fact I still have those early versions stored away cause I enjoyed them so much.)

I guess what I'm saying is that as the Mod gets more complicated/difficult I'm getting uncomfortable. Which is not a bad thing. But what bothers me most is that the "pace" of the Mod is making everything take longer. In my current game of 2.6a I'm at 1851AD and I just got Frigates and Musketmen! This is easily 200+ years later than when I would get them in even RoM2.52. That bothers me. Is my play that bad? Or is there something Mod wise that is the cause? Am I the only one experiencing this?

Change is good, but can also be disturbing. Maybe it's just "growing" pains for an "old and slow.......player". ;)

JosEPh
 
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