just thought to copy your E-mail to the forum and answer it right here.
I have never used Pacifism in Version 3.6.1 except when I had built the Great Library. For some reason I always used to get caught up in quite early wars , and didn't like the +1 military support cost on Pacifism then. So I cannot say much about it.
But it is definitely a useful civic, even with the additional -50% military production handicap in version 4.0. It can help for example when you start on a small isolated island, or when you are on VERY good terms with your neighbours.
So you should not nerf Pacifism further. It works mainly for isolated players, with the high military gold and production costs. I agree with you that with the oracle and an early religion, Pacifism could well be too powerful, giving a too strong boost to isolated players. But then, better remove the stance-civics unlock from the Oracle instead of nerfing Pacifism. There does not have to be a great wonder with that ability. It sometimes seems that you are a bit crazy with those civic-unlock great wonders (old Silk Road )
I have only played half a game so for, because of the renaissance lag problem [btw., I was wrong about industrial age, it's somewhere in the start of the renaissance age].
The new prehistoric era is excellent, much better than in version 3.6.1. The woodland cottage, the new techs and most of the new units - all of that makes sense. I have not tested all of the new units yet however, and didn't meet many of the new wild animals yet.
Plus, I like the 3 new tech invention rules - diffusion(1), doubling rates for unresearched techs in previous ages (2), and the 25% research bonus for double prerequisites (3).
I'm not sure though, how the tech diffusion is exactly calculated, although I understand the general meaning.
And, you need to make sure that the AI is able to consider those three new rules properly.
I can't comment yet on anything else, because having played only half a game is not much.
......
@EVERYBODY:
Is there anybody out there who played a game with Mongoose Mod 4.0 against the AI, and did NOT notice a strong time lag in the AI calculations, once the AI has reached the early renaissance age?
LunarMongoose said:Were you okay with Pacifism now that it has a big second penalty on it? (Plus the other Great People rate effects in the game having been nerfed...) Or is it still too high at +100%?
I thought maybe it would be overpowered with the new category unlock for it on the Oracle (whereas it's normally not available til slightly later), but then I realized it's actually hard to have a state religion yet at the point you build the Oracle, b/c religions are just starting to be founded at that point, and then you have to spread it to your cities. So maybe the unlock would still be okay with Pacifism at only +50% without a state religion. Not sure, hehe.
I have never used Pacifism in Version 3.6.1 except when I had built the Great Library. For some reason I always used to get caught up in quite early wars , and didn't like the +1 military support cost on Pacifism then. So I cannot say much about it.
But it is definitely a useful civic, even with the additional -50% military production handicap in version 4.0. It can help for example when you start on a small isolated island, or when you are on VERY good terms with your neighbours.
So you should not nerf Pacifism further. It works mainly for isolated players, with the high military gold and production costs. I agree with you that with the oracle and an early religion, Pacifism could well be too powerful, giving a too strong boost to isolated players. But then, better remove the stance-civics unlock from the Oracle instead of nerfing Pacifism. There does not have to be a great wonder with that ability. It sometimes seems that you are a bit crazy with those civic-unlock great wonders (old Silk Road )
LunarMongoose said:...
Plus, what do you think of 4.0, just in general? I know the Industrial Lag problem is a big problem, but I'll fix it soon, and there's a new Prehistoric Era, an overhauled civic set, an overhauled leader trait system, and a bunch of scaling improvements for world sizes and gamespeeds that aren't Huge / Eternal... Bunch of new units, and a huge amazing update to the PM mapscript which I still think is the biggest thing of all... Just seeing what you thought overall, since you haven't really said much yet.
I have only played half a game so for, because of the renaissance lag problem [btw., I was wrong about industrial age, it's somewhere in the start of the renaissance age].
The new prehistoric era is excellent, much better than in version 3.6.1. The woodland cottage, the new techs and most of the new units - all of that makes sense. I have not tested all of the new units yet however, and didn't meet many of the new wild animals yet.
Plus, I like the 3 new tech invention rules - diffusion(1), doubling rates for unresearched techs in previous ages (2), and the 25% research bonus for double prerequisites (3).
I'm not sure though, how the tech diffusion is exactly calculated, although I understand the general meaning.
And, you need to make sure that the AI is able to consider those three new rules properly.
I can't comment yet on anything else, because having played only half a game is not much.
......
@EVERYBODY:
Is there anybody out there who played a game with Mongoose Mod 4.0 against the AI, and did NOT notice a strong time lag in the AI calculations, once the AI has reached the early renaissance age?