I got the idea for this mod from Peter Shafer, who also has a mod in this forum addressing the Epic balance problems. I also worked in my idea of how fast units should move.
Playtested so far through conquest, domination, diplomatic and cultural victory in Small and Standard custom maps, using the Island and Pangaea templates. I've typically played Prince and Monarch difficulty, and am going to be moving up soon. In other words, you can play using your favorite settings without fear of game-fubar.
v0.3 feature list:
Techs cost 300% of normal. This doesnt slow the game down as much as you might think!
Add a lot more turns, # currently in flux.
Great People now discover 200% more tech points due to tech price increase.. to keep that in range.
No more inflation. It's a stupid concept in a simple economy that doesn't include wage and price growth, which are the prime movers of inflation. If the game isn't "balanced" without the concept, it needs to be fixed on its own terms.
Unit training 75% of NORMAL (not epic).. more units, as many as you can afford!
Golden ages last twice as long as vanilla--otherwise they're useless in the context of what you give up to sacrifice the GPs.
Bugfix: strategic resources now give the bonuses you expect regarding food/hammers.. if they say +1 in the window, the city gets +1 food or hammers (ie any city connected to wheat gets 1 bonus food). This is NOT fixed for commerce, as I just couldn't be bothered.. it's a lot of interface work!
FISSION reveals URANIUM (was physics)
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
SPY & SCOTLAND YARD available with NATIONALISM
SCOTLAND YARD substantially cheaper, as are spies.
GREAT LIBRARY with ALPHABET not LITERATURE
JUNGLE and FOREST allowed roads with BRONZE and IRON WORKING respectively.
SAILING now allows WHALING BOATS.
CANNONS require GUNPOWDER + ENGINEERING (was steel+gunpowder), came 2late b4.
CARAVEL carries TWO special units. Not like I ever load anything..
DRY DOCKS with ENGINEERING (was steel)
AMBUSH PROMOTION not available until you develop STEEL
BOMB SHELTER effectiveness reduced to 50%.
FALLOUT is now 10x harder to clean up.
CASTLE now available with CONSTRUCTION so they are actually useful,made cheaper.
DESERT now is irrigable.. costs 5x more to develop, this also affects incense, oil etc. The game doesn't allow per-terrain per-improvement cost adjustment. This should neuter the retarded "global warming" that happens when you throw nukes around.. nukes destroy the world and put it into nuclear winter at most, they certainly never cause it to overheat.
DESERT now allows cottages.
OASIS now improvable.
MAJOR UNIT CHANGE:
All sea units get an large movement increase (generally around 4x). Bonuses are not yet increased. Exploration is much easier and also sea transport is less painful, while requiring a whole new level of strategic thought in terms of defensive arrangements. Ships have traditionally been OFFENSIVE weapons.
All land units get a semi-large movement increase (2x early, more like 3-4x for late game units like mech inf). Movement bonuses are not increased. This allows armies to assemble more quickly and realistically.. if a turn is a year, or FIVE years.. it's ridiculous to think they can't cross a continent of friendly roads in that time. Consider the fact that in the 1940s, the US moved MILLIONS of human beings across the entire world, to SE Asia and Europe simultaneously. Also consider the conquering march of the Roman empire, two thousand years prior, to Scotland and Hadrian's Wall over a relatively short period. War is a fluid thing, and it should not be hemmed in by stupid game designers :] It's really cool to have to fence in a huge perimeter if you don't locate your borders on chokepoints.. penalizes greediness.
Air units get a default doubling of their range to reflect realistic tricks used by intelligent air forces.. midflight refueling, zeppelins in WWI, small covert airstrips.. etc.
ICBMs made far more powerful (40 strength->1000 str).
I am unsure of the effect, but if it has any at all.. it stays in.
Playtested so far through conquest, domination, diplomatic and cultural victory in Small and Standard custom maps, using the Island and Pangaea templates. I've typically played Prince and Monarch difficulty, and am going to be moving up soon. In other words, you can play using your favorite settings without fear of game-fubar.
v0.3 feature list:
Techs cost 300% of normal. This doesnt slow the game down as much as you might think!
Add a lot more turns, # currently in flux.
Great People now discover 200% more tech points due to tech price increase.. to keep that in range.
No more inflation. It's a stupid concept in a simple economy that doesn't include wage and price growth, which are the prime movers of inflation. If the game isn't "balanced" without the concept, it needs to be fixed on its own terms.
Unit training 75% of NORMAL (not epic).. more units, as many as you can afford!
Golden ages last twice as long as vanilla--otherwise they're useless in the context of what you give up to sacrifice the GPs.
Bugfix: strategic resources now give the bonuses you expect regarding food/hammers.. if they say +1 in the window, the city gets +1 food or hammers (ie any city connected to wheat gets 1 bonus food). This is NOT fixed for commerce, as I just couldn't be bothered.. it's a lot of interface work!
FISSION reveals URANIUM (was physics)
WINERIES possible with POTTERY
COTTAGES NOT possible until Monarchy (was Pottery)
SPY & SCOTLAND YARD available with NATIONALISM
SCOTLAND YARD substantially cheaper, as are spies.
GREAT LIBRARY with ALPHABET not LITERATURE
JUNGLE and FOREST allowed roads with BRONZE and IRON WORKING respectively.
SAILING now allows WHALING BOATS.
CANNONS require GUNPOWDER + ENGINEERING (was steel+gunpowder), came 2late b4.
CARAVEL carries TWO special units. Not like I ever load anything..
DRY DOCKS with ENGINEERING (was steel)
AMBUSH PROMOTION not available until you develop STEEL
BOMB SHELTER effectiveness reduced to 50%.
FALLOUT is now 10x harder to clean up.
CASTLE now available with CONSTRUCTION so they are actually useful,made cheaper.
DESERT now is irrigable.. costs 5x more to develop, this also affects incense, oil etc. The game doesn't allow per-terrain per-improvement cost adjustment. This should neuter the retarded "global warming" that happens when you throw nukes around.. nukes destroy the world and put it into nuclear winter at most, they certainly never cause it to overheat.
DESERT now allows cottages.
OASIS now improvable.
MAJOR UNIT CHANGE:
All sea units get an large movement increase (generally around 4x). Bonuses are not yet increased. Exploration is much easier and also sea transport is less painful, while requiring a whole new level of strategic thought in terms of defensive arrangements. Ships have traditionally been OFFENSIVE weapons.
All land units get a semi-large movement increase (2x early, more like 3-4x for late game units like mech inf). Movement bonuses are not increased. This allows armies to assemble more quickly and realistically.. if a turn is a year, or FIVE years.. it's ridiculous to think they can't cross a continent of friendly roads in that time. Consider the fact that in the 1940s, the US moved MILLIONS of human beings across the entire world, to SE Asia and Europe simultaneously. Also consider the conquering march of the Roman empire, two thousand years prior, to Scotland and Hadrian's Wall over a relatively short period. War is a fluid thing, and it should not be hemmed in by stupid game designers :] It's really cool to have to fence in a huge perimeter if you don't locate your borders on chokepoints.. penalizes greediness.
Air units get a default doubling of their range to reflect realistic tricks used by intelligent air forces.. midflight refueling, zeppelins in WWI, small covert airstrips.. etc.
ICBMs made far more powerful (40 strength->1000 str).
I am unsure of the effect, but if it has any at all.. it stays in.
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