JosEPh_II
TBS WarLord
No I didn't change the version number. I figured most ppl keep a copy of the last SVN export and name the folder appropriately. Guess not huh?
JosEPh
JosEPh
No I didn't change the version number. I figured most ppl keep a copy of the last SVN export and name the folder appropriately. Guess not huh?
JosEPh
I still think the underlying issue is that the mod has too many sickness causing "things", you clearly don't agree. So be it.
So, what option will turn off invulnrable 1st ring and city tile culture?
Btw on your last point, I'll say it again - never EVER seen it a single time. No culture wars at all over 1st ring and city tile culture as far as I can tell with this mod active. No revolts, no requests to join my empire, no unrest, just nothing at all. What settings you are using vs what I'm using that prevents this, I'd really like to know.
16. Religions seem rather unbalanced with a few being obviously better choices to try and found vs others. Hellenism and Taoism with their free/special unit promotions especially seem objectively better than some of the plain jane others with no special benefits of their own. Yeah it's a kind of strategic choice but I seriously doubt the AI considers these kinds of things in their research paths. Some of the religion-restricted wonders and abilities are strong as I said above, others are very weak/non-existant so from a strategic balancing on which one(s) you're trying to found it doesn't make the choices too hard to make I've found.
17. Civics are a mess, full stop. Overly complicated at times, out of left field for some of the bonuses and penalties at others, and occasionally completely useless and never ever a good choice that a player would actually want to use at still other times. I can see it already has a thread and disussion going on issues with them however so I'll leave it to that place. They do need work I think it goes without saying, I may perhaps add in some specific comments in that thread.
18. Some of the new random events are a real kick in the face and downright unfair in their frequency. The mercenaries one in particular is insane. I got it 6 times in a row in a game I had awhile back, not kidding or exagerating in the least. Some of these events were only 3 or 4 turns apart which is just "oh F-off RNG" time for me - open up WB and delete that crap that spawns in the middle of my empire on the one unclaimed tile possible, no guilt at all. Some tweaks or cool downs is needed here as it's a pretty brutal event even once, having it happen multiple times nearly in a row is just... not good.
19. More on events, this time some weirdness (bugs?). See below screenshot:
Event Text
The Harry Potter, Dock Workers' Strike, and a few other events have a text problem that causes it to appear as though it's happening in YOUR civilization when it really isn't. The problem is that these events use [CT_EMPIRE] to try and call the Dynamic Civilization Name for that empire, and it calls your empire's name instead. The events from the basic game use a string starting with % to call the nationality adjective instead (you may notice that they always refer to the triggering civ as the Something Empire regardless of its dynamic name). I don't know how to use the Dynamic Civ Names properly at the moment, as I don't know exactly where CT_EMPIRE comes from. It's buried somewhere in the DLL code, and I can't read that as well as I can read XML. Changing the text files to use the % convention will solve that problem.
Event Text
The Harry Potter, Dock Workers' Strike, and a few other events have a text problem that causes it to appear as though it's happening in YOUR civilization when it really isn't. The problem is that these events use [CT_EMPIRE] to try and call the Dynamic Civilization Name for that empire, and it calls your empire's name instead. The events from the basic game use a string starting with % to call the nationality adjective instead (you may notice that they always refer to the triggering civ as the Something Empire regardless of its dynamic name). I don't know how to use the Dynamic Civ Names properly at the moment, as I don't know exactly where CT_EMPIRE comes from. It's buried somewhere in the DLL code, and I can't read that as well as I can read XML. Changing the text files to use the % convention will solve that problem.
Please 45* remove/disable the Harry Potter Event all together. It's prejudiced and derogatory.
We had this discussion in C2C and Ori was going to change it. But since RL is restricting his participation in the Mod the Team just disabled it.
JosEPh
1) I was very glad to see the difference in cost for techs particularly in the industrial era. However I feel that the tech costs in the industrial era are slightly too high. I would propose mitigating this by reducing tech costs in this era by 10%. I dont feel too strongly on this issue though as I am still in "first impression" mode.
2) Production is way too high once one is reaching the end of the industrial era. This is because forges now stack with foundries, which stack with steel mills, which stack with factories. I was able to build the pentagon in 3 turns and rock and roll in 1 turn (!!!) in one of my cities. The fix for this is to have forges replaced by factories / steel mills and to make sure that foundries get obsolete at some point like they used to (I am guessing with the assembly line tech). This will reduce production by 30%.
Extra note: The argument that implementing the above would make it too long to build things in the industrial era would not hold water. This is because the significant increase in tech costs in the industrial era means that most of the time, your cities have everything built and end up in research mode. In short, the tech cost increase in itself has solved the production problem as there is much more time to build things due to increased research costs.
3) This is by far the most important point and I regret to have to report this: in the latest release there has been a significant increase in end of turn times once one reaches the industrial era. In the release that I have been playing over the last few months (the first one that made fixed borders optional), even in the transhuman era, end turns were never more than 10 or 20 seconds for me. I have played quite a few games and there has not been a single game in that release that has gone slower. Now in my first game playing the latest release, in late industrial era, I am looking at 1 minute and 20 seconds for end of turn times. I have not changed my game settings in this version; I still play on a huge map with about 12 civs.
mbrady10 wrote: but on the huge maps I play, at similar stages through the game (modern era) AND has amazing 15-20 sec, while C2C is heading towards 2 and a half minutes. For this fact alone, AND has become the only big mod that I can play. Amazing.
If you recall, I made the proposal of extra hammers for iron, copper and lead for forges to address the early game production problem. I never suggested that all the production buildings should stack. Now we have 30% extra production rate in late industrial era which is totally overkill. And this does not even include the stacking of base hammers for resource bonuses (copper, iron and lead) that both steel mill and forge now provide. As stated earlier, the substantial increase in tech costs alone in the industrial era has addressed the issue of slow production. Thus I propose that the 30% extra production rate that comes with the latest release be axed and techs cost per era reduced slightly to accommodate. To do this I would make the foundry obsolete with assembly line, and have the forge replaced by the steel mill.2. So you've went 180* on your original complaint? Which was addressed thru the forge line. And are now not liking 45*'s Tech rebalancing?
I just don't follow this statement. If techs cost more they take longer to research. If you are getting Tech benefits slower how does this "address the issue of slow production"?As stated earlier, the substantial increase in tech costs alone in the industrial era has addressed the issue of slow production.
I am not proposing this; I am proposing obsoleting the foundry with steel, not assembly line (just looked it up) and reducing steel mill benefits to 15%. In my proposition, forges would continue to co-exist with factories and steel mills. Also I propose removing the maintenance costs of townclock as this is in the middle age era where production rates are not too fast.The problem with obsoleting the forge when Foundry became available and then Foundry when Factory came on line was the Total Loss of Production from switch/loosing Forge till the time it took to Build a Foundry.
Nor is there really a good reason to obsolete the forge when foundry becomes available and then factory either.
Let me try and explain this; Lets assume tech A and B each allow the construction of 1 new building. Assume that each of those buildings takes 4 turns to build, and that your tech rate for A and B was 2 turns per tech. That means the building granted from tech A will only be 50% completed by the time your reach tech B, and you would still have to add to your backlog the building that has now just been granted by B. This is slow production rate.I just don't follow this statement. If techs cost more they take longer to research. If you are getting Tech benefits slower how does this "address the issue of slow production"?
Thanks for this. I am assuming then that this is due to the sheer amount of units due to the phenomenal increase in production rates.45°38'N-13°47'E;12241603 said:No changes have been made which could slow down the game. It could be just a random problem with your game, or, more probably, something related to the higher production (or better, to more units being on the map at the same time).
To tell the truth, I haven't noticed any significant slowdown but I usually play on large maps. I'll try it myself anyway.
Thanks for the report Arkatakor.
45°38'N-13°47'E;12242089 said:Rev 616 changelog
- United Nations is now a Project
Is there a way we could keep the UN as a building? Maybe by triggering a project on the building's completion? I know buildings don't have the <EveryoneSpecialBuilding> tag, but I feel like anything that is an actual structure should be a Wonder. Also, I feel like you shouldn't be forced to build both the UN Project and UN Mission at once (whoever gets the UN should be automatically eligible). I like the Mission for eligibility, but I'm not so sure about making the baseline a Project.
Also, what happens to the Secretary-General on consecutive votes if there is only one civilization left? It can happen in Mastery victories.