Gem 1.13.4 (Civup 2.5.2) Feedback

Hawawaa

Prime
Joined
Mar 31, 2012
Messages
573
Location
Michigan
1. Give warriors a bonus vs cities (10-15%)
2. When a unit attacks or gets attacked the xp and damage taken pop ups overlap. Sometimes its hard to read. 2 ideas- delay one or move them apart.
3. Isn't this a bit expensive? 50-70 gold change.
Spoiler :
4FDF8A1D08D43FAC4F8ACED4FFBD381A801D16C8

4. Ah thats alot of cash for the courthouse. I can understand if its like 25-40% more gold than buildings of its time.
Spoiler :
291EFB99EE09CF75ACBB60EA600B61DCB34A24A7
 
For some reason I can only obtain 1.13.4 (Civup 2.5.1) Not 2.52

I have tried subscribe unsubscribe..
 
. Give warriors a bonus vs cities (10-15%)
The intention is that you aren't really supposed to be able to take cities with just warriors.

Ah thats alot of cash for the courthouse
The courthouse deliberately has a very high gold cost multiplier to make it difficult to buy. You're supposed to have to build it, while suffering from the penalties of occupation. This is designed to make conquest and annexation a bit harder, particularly for chain conquests during wartime.
 
Part of the reason the courthouse looks so expensive might be that before its per pop modifier didn't seem to be working so it was always cheaper. It's now set at the intended cost for ~ size 14 city I believe. I much prefer it costing a lot.

Warriors were already boosted to :c5strength: 9, so I think further boosts are unnecessary.

I think a number of opportunities were increased in cost, but also provide better bonuses.
 
I much prefer it costing a lot.
I agree... except that I think it is a bit too unmanagable in the early game which deters Classical era conquest too much, and the penalties for staying occupied aren't large enough (the puppet yield penalties are gone, so it's just a modest happiness hit).

I'd much prefer to get the pop-modified cost to work.
 
Right. That'd be better on both fronts.

It should still have a high gold modifier either way though.
 
This isn't the full bonus this wonder gives. Also it isn't upgrading the look of the mountain.
Spoiler :
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1. Once someone meets the Resistance age, if you have a embassy setup with a neighbor and they have meet someone you haven't you automatically meet them (cuts down on unknown ai scores running away).

2. You can upgrade your military units in allied CS or Military allied CS.
 
I dont have the 3Food-4Hammer city sites. it is still 2Food-4 hammer. (Yes I deleted cache, older versions and moduserdata)
 
This isn't a new issue, but I suddenly realized why other civs always outpace me on Social Policies - it's all the free happiness they get in combination with the Tradition opener.

I dont have the 3Food-4Hammer city sites. it is still 2Food-4 hammer. (Yes I deleted cache, older versions and moduserdata)

Same here.
 
@agc, open the data.xml file in the cities director in notepad. Adjust the min city value for food to 3. It wasn't updated but was on the change log. It's fortunately easy to fix.

Should be right at the top.
 
The current problem is that in terms of taking cities (at least on deity which is where i play), scout > warrior, and sentinel > swordsman.

Scout/Sentinel with March+Survivalist+(Medic) is nearly invincible. They can stand within the enemy cityfire raidus without taking harm at all.

If you send in two scout/sentinels, and the enemy can only attack one of them, which will heal back to (almost) full HP the next turn. If you send in 3-4 scout/sentinels, you can rotate them, attacking the city with the full HP ones, and then allowing the lowHP ones (if any) fortify to heal.

The problem is that swordsmen are much more expensive, has higher maintenance, requires iron, AND cannot take cityfire. They can't heal backup to full health if they are damaged. They go in, and then have to immediately retreat, otherwise they die. Scout/sentinels can stay inside enemy city radius indefinitely.

EDIT: this is especially true for river/jungle/forest-surrounded cities...Swordsmen walk too slow..
 
I intend cities to be difficult to conquer until we have Classical era units. I did this because challenges should match rewards. Ancient rushes require little skill or strategy, and in the past, successful ancient rushes usually won the game. There are a few exceptions to this like the Huns.

Something happened to the variable POST_COMBAT_TEXT_DELAY in G&K. It used to specify the delay between experience/culture/gold message popups over units. Now any number I set it to seems to have no effect... it's always 0 seconds.

Instantly healing a unit in the early game can be a very powerful effect.

@mystikx21
The pop-based cost worked in vanilla, but relied on the old left-side production panel. Firaxis changed a lot of the code in that panel and I haven't had time to update it. I intend to update the panel this sometime in the next few weeks, mainly to get it to sort items again. The panel currently displays buildings in the order it encounters them in the database, which is irrelevant to the player.

@Hawawaa
When you encounter bugs, please post them in the bug tracking forum. I separate them from general discussion because bugs require complex problem-solving, and some days I just don't have the mental energy for it. I usually take care of all known bugs in one big sweep every few days or weeks when I can focus on that task. :)

@agc28
I'd like deity to be Nintendo Hard. What do you feel would be the best way to make it impossible? I could increase AI priority to build walls, city defense units, give them more experience, or so on.
 
I noticed something in the new version for the short time i played it. The pop up that displays the happiest nations in the world came up early classical era and everyone had -1 happiness. Exactly. I was ok with why i had 1 happiness as i had expanded twice quick and hadn't gotten calendar to get plantations on one of my resources but I'm not used to the AI struggling so much with happiness.

I like this but is the an intended change?
 
I have the imnpression that India is very weak at the start of a game.
The UB looks very powerful, but the worker at the beginning functions mroe like a major penalty if you don't turn off barbarians. You can't scout and miss all the goody huts and CS gifts and have a lot of catching up to do. Maybe give them a warrior at the beginning and grant a free worker after resarching pottery ?
 
I can't mine gems even though I have mining technology. When I have a worker on the tile with gems there is no option to mine.
However there is an option to mine for Iron. So it seems the problem is with gems and not with mining.
I presume gems has not been changed for CIVUP and GEM because the tooltip still says that gems can be mined.
 
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