I think this is a huge nerf to tradition early game. Its a much later monarchy and hence delays expansion until those slow workers connects the luxury. This makes tradition truly capital focused since late expansions means weaker satellite cities.
I played in Mad's game, which WAS A public game. We got way beyond turn 20, without any problems.Madjinn, if you don't believe there is a problem just try joining any pub game. It will crash within the first 20 turns every game.
I'm not saying it doesn't make Piety worthwhile, I just think it's the wrong way to accomplish that. First of, Reformation Beliefs are for the most part decidedly late-game effects (buying Universities and Public Schools with faith - who needs that in ancient era? Extra tourism from religious buildings - ditto?) so I don't really see the need to push Reformation up in the tree, if anything I would push it down, as regularly we now see religions reforming their religion before it's enhanced, which seems odd in the first place. It will make the belief that allows you to convert Barbarians extra sweet, however.Moving reformation up makes Piety very good as 2nd tree as you don't need to go far to get the reformation. Whether or not the AI likes to take piety first is another problem.
The policy trees are quite balanced as is. I don't want to see a buff to liberty to accompany nerf to tradition to upset the balance again.
Rationalism could have used a slight nerf like removing the university bonus of free thought and/or shifting secularism down a level.
Hah!
Scientific Wins in BNW now come with a lovely button directing you to the store page for BE.
Spoiler Big Pics :
The more you know~
I'm not saying it doesn't make Piety worthwhile, I just think it's the wrong way to accomplish that. First of, Reformation Beliefs are for the most part decidedly late-game effects (buying Universities and Public Schools with faith - who needs that in ancient era? Extra tourism from religious buildings - ditto?) so I don't really see the need to push Reformation up in the tree, if anything I would push it down, as regularly we now see religions reforming their religion before it's enhanced, which seems odd in the first place. It will make the belief that allows you to convert Barbarians extra sweet, however.
Imo. Piety should have as its major focus to allow you to found a religion. That is why I would push the Free Prophet up in the tree and move Reformation down to the finisher. This would also help the poor AI who regularly picks Piety but fails to found a religion (duh!). But of course, such a change would require more extensive changes, because you would otherwise see all the religions sniped by AI very fast on higher levels - such a change would therefore have to be accompanied by a feature that allows you to claim ownership of a religion if you conquer a Holy City - otherwise it would just be another nail in the coffin for early expansionist strategies.
• Slight nerf to Tradition, and a boost to Piety (by adding one more prerequisite for Legalism and taking one away from Reformation).
• Scale warmonger penalties by era (50% of normal strength in Ancient up to 90% in Industrial; 100% thereafter). Penalties for warmongering vs. City-States halved.
• Added Cocoa and Bison resources from the Conquest Deluxe scenario into the main game.
I'm also surprised they decided to throw cocoa and bison in; especially bison, since as a bonus resource, it wasn't really needed since all holes are already filled. Oh well, grass and plains overall are now a tiny bit more fertile.
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Though, Firaxis, I found a new bug in AssignStartingPlots.lua with your new additions:
GetListOfAllowableLuxuriesAtCitySite
Code:local allowed_luxuries = table.fill(false, [COLOR="Red"]35[/COLOR]);
You need to increase the size of this table to 45 too, just as you did with the other ones at the top of the file, shown below.
Code:amounts_of_resources_placed = table.fill(0, 45), luxury_assignment_count = table.fill(0, 45), luxury_low_fert_compensation = table.fill(0, 45),
[snip]
Pretty small change, as I understand, I doubt my choices will be affected.
Good find... and neat!Another thing added in the new patch: the BNW soundtrack under Assets\Soundtrack
Nice that they still care!
I still find it hard to understand their decisions, though. The problem with early policy trees is the glaring difference between the usefulness of their openers IMHO.
3 culture in the capital is just way stronger than 1 per city, even if going wide. By the time we make this decision, we we'll usually still be stuck with one city, even when planning REX. The total amount of culture generated will be larger with the tradition opener, to the very least until early midgame.
And we haven't even mentioned the faster tile aquisition yet, which is pretty useful for wide empires, too.
So one tree starts with a policy that is strong, always useful and provides immediate benefits.
The other 3 start with situational or less immediately beneficial abilities.
Don't you agree that there is a problem?
Nice that they still care! <>
I don't think it's an issue with MadDjinn not believing there's a problem. But, rather, that he isn't having the problem, so he needs to review the logs of the people who are having the problem in order to find out what the cause is.Madjinn, if you don't believe there is a problem just try joining any pub game. It will crash within the first 20 turns every game.
I never started close to Bison, but will Bison be affected by granaries? If not, then Bison might be one of the less desired bonus resources since you can't buff it outside of camp boost techs.