New Version - January 29th (1/29)

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Gazebo

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Alright, I've fixed a few more nagging bugs (thanks to my rapid playtesters) and introduced the policy change we discussed. This is a minor update.

Here's the brief changelog for (1/29):

  • Ideologies now require you to complete 3 social policy branches, or reach the modern age. Factories no longer have anything to do with ideology.
  • Civilizing Mission has the factory from conquest ability again
  • Reduced cost of social policies and gold purchase cost slightly
  • Fixed bug that caused a freeze in the homeland AI (endless loop) - should address YNAEMP/Archipelago bug
  • Moved settler to pottery (buff that tech a bit more)
  • Reduced AI likelihood of dropping into a new policy branch before finishing their current branch


Sorry for the rapid turnaround, but I figure you all would rather have a fully-working game sooner than later!

I'll post this shortly (~1:45am EST). Will be an update for the CP, CBP, EUI Compatibility files, and CSD.

G
 
Not really, The ability to make factories early without being limited by coal supply still seems pretty significant. Tying ideologies to factories never really made sense anyway.
 
Not really, The ability to make factories early without being limited by coal supply still seems pretty significant. Tying ideologies to factories never really made sense anyway.

Trying ideologies to factories was meant to symbolize industrialisation.

Well losing the ability to grab an ideology 4 techs before everyone else is still a pretty big nerf :D
 
Trying ideologies to factories was meant to symbolize industrialisation.

Well losing the ability to grab an ideology 4 techs before everyone else is still a pretty big nerf :D

I think the narrative goes like this: as people started moving to cities because of the demand for labor, they also began to be more politically aware due to class warfare. that political awareness made them receptive to the grand dreams of philosophers and/or statesmen.
 
Hmmm, maybe we should have ideologies tied to yields other than culture (policy trees) and science (modern age). If we kept the factory system alongside policy tree requirement, ideologies will also be tied to hammers and beakers.

I'm also thinking of tying ideologies to city density, not sure how you'd go about balancing that though
 
Suggestion: 3 society trees + industrialism era OR modern era. Otherwise culture civs can get crazy good.
 
Suggestion: 3 society trees + industrialism era OR modern era. Otherwise culture civs can get crazy good.

In my game one AI unlocked ideology in early renaissance, I unlocked it in late renaissance (playing a 4city empire for better culture) no one else unlocked before I hit modern era. So except for Poland, I don't think anything is out of control really
 
Montezuma can also go crazy...

Would like England to keep the ability to get to ideology early however, so how about we let them pick an ideology when they enter industrial and generate any great person?
 
Montezuma can also go crazy...

Would like England to keep the ability to get to ideology early however, so how about we let them pick an ideology when they enter industrial and generate any great person?

Anyone 'can' go crazy really just like anyone techincally could gain an ideology in medieval era in the old patch, it was just really rare.

In my current game only 3 of 10 civs(me included) actually got ideology from filling out three trees, the rest got it from entering modern, so on average this change actually slowed down the ideology aquisition for the AI :D
 
Anyone 'can' go crazy really just like anyone techincally could gain an ideology in medieval era in the old patch, it was just really rare.

In my current game only 3 of 10 civs(me included) actually got ideology from filling out three trees, the rest got it from entering modern, so on average this change actually slowed down the ideology aquisition for the AI :D

Not necessarily a bad thing - having ideologies emerge in the modern period makes sense (historically), especially since the 'modern' period in civ 5 fills the 1880-1940 time-frame.

Also, I forgot to mention I added 1 happiness to circuses and stadiums. This was largely to help the AI, and to make unhappiness from over-expansion slightly more manageable.

G
 
Not necessarily a bad thing - having ideologies emerge in the modern period makes sense (historically), especially since the 'modern' period in civ 5 fills the 1880-1940 time-frame.
I was on your side, I personally liked the fact but I haven't played enough games to see anyone really snowball out of control. I think the celts in my game were pretty much out of control(they were like 8 techs ahead of me at one point), thats why they got an ideology in early renaissance, but it might just have been all other civs being slow. Their new sexy cultural specialist in their UB probably helped aswell (I love it).

Also, I forgot to mention I added 1 happiness to circuses and stadiums. This was largely to help the AI, and to make unhappiness from over-expansion slightly more manageable.
Is that global or local happiness? I've only played one game and i didn't expand at all in it so I never got to the point where I was unhappy, but it would be nice to know how it actually works.

Also a suggestion if I may, since we are talking about circuses and stadiums, how about unlocking them from the rest of the building-line, there are in my opinion way too many building-requirements in the game at the moment and cutting this 4 building line in half atleast (Making colosseum-zoo a line and circus-stadium one) would help.
 
Just curious, has anyone had a problem with the auto move to your next unit after updating? I have it turned on in the options but since going to this version it doesn't work anymore.
 
This mod is looking fantastic these days. I for one appreciate the work being put into it. Although I do hope my England is still as strong as ever. :)
 
This mod is looking fantastic these days. I for one appreciate the work being put into it. Although I do hope my England is still as strong as ever. :)

They probably need a bump, honesly still think their factory-replacement was too weak before the huge nerf in this patch. But i never actually managed to play England to industrial era.
Early-game gets so damn boring when you have no uniques and nothing really to look forward to. I also think their unique decisions seems rather weak, but again I haven't actually played far enough to get to use them.

If you've got some acual experience with England please discuss them with me so I can get a better idea of where their power is located, and make a better case for a balance change.
 
Not necessarily a bad thing - having ideologies emerge in the modern period makes sense (historically), especially since the 'modern' period in civ 5 fills the 1880-1940 time-frame.

Also, I forgot to mention I added 1 happiness to circuses and stadiums. This was largely to help the AI, and to make unhappiness from over-expansion slightly more manageable.

G

But cultural civs are unlocking the ideologies too early, which just contradict what you said.
 
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