Getting Started

I think the ideas in Sneaks post are great, especially because they then give rewards from open borders that you may or may not want to give to your Ally.

I'm not sure which I prefer, but 'Join Military Ops' seems a little useless in my opinion - I very rarely find myself fighting in an ally's territory.
 
I think the ideas in Sneaks post are great, especially because they then give rewards from open borders that you may or may not want to give to your Ally.

I'm not sure which I prefer, but 'Join Military Ops' seems a little useless in my opinion - I very rarely find myself fighting in an ally's territory.

I'll respond to this in the new thread.
 
Thal - you asked what level we play. I play King and normally, I beat the AI at that level in most games. I tend to play non-belligerent games and try for a cultural victory or science victory.

Interesting experience with 9.4 - I played Korea on the Japan map with only Japan opposing me (I like emptier maps.) Normally, by turn 100-150 I am well ahead of the AI. Not this time. When I quit the game around turn 150, the AI had 650+ score, about double my own. He was churning out wonders like a sonofagun. I had a couple but spent most of my time fighting him (he DW'd me around turn 100 and his CS minions...not to mention barbarians. He was several science levels ahead of me. And this was in spite of the fact that I had a city on Mt. Fuji (grabbed the city site ASAP after finding it around turn 30.)

So the game is even more of a challenge - I like it (I think :D ) I think that your mod is a big part of the superior AI performance, although the patches may also be helping some. In any event, it is much more like getting your money's worth out of the game now.
 
Why reverting the changes to Korea Thal ? UA was nerfed but Turtle Ship was made useful. Even in vanilla, turtleships are pretty useless because you get Frigates which are only one tech away. Korea can be comparable to Ottomans or Babylon.

Korea UA is much better than Ottoman UA. Hwatcha is very powerful & is almost as good as Janissary. Also Janissary healing is nerfed as it more turns to kill units.
Sipahi is better because Turtle Ships are useless.
So my suggestion is that change Korea a bit so its UA is not that powerful compared to others while Turtles are more useful (Compass was an ideal tech I think). A side note about Babylon. Babylon UA is not that great as it was few months back because of the UA nerf & GS can't instant bulb techs.
 
@Babri
Txurce and Sneaks explain their thoughts in posts #2183 and #2185. They just want to wait a week or two before making a decision on the new civ. I do agree with you... but want to take into consideration all viewpoints. :)
 
30 exp limit is buggering me - again, like after the previous patch. :sad: Got GlobalDefines max barb exp on 60. Didn't do anything but start the game(s) with v9.4, all other things the same as before the patch. I deleted cache before that. Also tried with all combos of mods on and off. What else can be the cause? :confused:

Got into 20unit health points ok. Thing that doesn't belong there (for me) is ignoring borders for triremes and scouts. Seems like the whole point of border meaning is annulled. I understand it for subs and I guess small ships did go unnoticed into the bay but trireme was a warship of the time. Passing through ice for older ships also seems a bit off. I know it's hard as promotions are grouped. It can't be selective with a specifical unit, right? Like ignoring borders just for subs?

Again all in all a grand work with the mod. :goodjob: :king:
 
Thing that doesn't belong there (for me) is ignoring borders for triremes and scouts. Seems like the whole point of border meaning is annulled. I understand it for subs and I guess small ships did go unnoticed into the bay but trireme was a warship of the time. Passing through ice for older ships also seems a bit off.

For me ignoring borders and ships passing through ice still feels like it goes against some of the core principles of Civ 5. Most ships going through ice also seems unrealistic. And I would add mountains, if that's still there. Part of the fun of Civ 5 for me is having impassable areas.
 
Would it be feasible to create a snap to for when a AI civ attacks an allied city state? As it is now (unless the patch secretly changed it), when an AI civ attacks a city state that you are allied to (and I think if you are friends with the city state as well), the civ's leader pops up onscreen and tells you that he's attacking a city state that you are associated with, and gives you a choice of a positive or negative comment. The game never once tells you, as best I can determine, what city state is actually being attacked. Even if I can't know what CS I'm discussing before I decide how to respond, I'd still like the ability to see who is being attacked afterward.
 
Since the latest patch I've noticed a few things no longer work. The policy that gives a free culture building in your first four cities no longer seems to work. Also, I can never make research agreements with other civs. The option in the trade screen is always greyed out and says neither civ has the required tech, even when everyone in the game is much further along in the tech tree than necessary.
 
Since the latest patch I've noticed a few things no longer work. The policy that gives a free culture building in your first four cities no longer seems to work. Also, I can never make research agreements with other civs. The option in the trade screen is always greyed out and says neither civ has the required tech, even when everyone in the game is much further along in the tech tree than necessary.

The "culture building" policy is buggy, and Thal is trying to figure ot out.

The latest patch doesn't affect RA's. In VEM you automatically get 5% of the combined beakers per turn that you and a civ with whom you have a DoF generate. This has been how it works for a long time, but we're discussing alternatives to it in its own thread: http://forums.civfanatics.com/showthread.php?t=435601
 
For me ignoring borders and ships passing through ice still feels like it goes against some of the core principles of Civ 5. Most ships going through ice also seems unrealistic. And I would add mountains, if that's still there. Part of the fun of Civ 5 for me is having impassable areas.

Is there an easy way to remove "going through mountains and ignoring borders" promotion for scouts? I'd like submarine to keep it and I can live if all recon ships have it. Though, it really should be only accessible to subs and some kind of small speedboats. Smugglers? ;)
 
Jorlem,
I like to help my city-states too. They can go down quickly, so i send about 4 units immediately to that state. The problem is that half the time the city-state is conquered before my units arrive. The units I donated disappear and I have to rebuild and army after losing all my patronage points.

The other problem is that city-states from across the map ask for help and I can't see whether Genghis has a stack nearby or not. Most of the time the CS was just threatened. Once again, I have to rebuild my army while they keep my units and stay friends.

I don't know how hard this is to fix.

Post your bug complaints in the bug section!! You'll see I've been tracking a number of wonder and policy bugs like Ceremonial Rites. We need more testers and perspectives.
 
I feel that we should allow exploring ships or explorers pass through enemy lands undetected. I liked that promotion from awhile back where I could do that with my vanguard unit.
I always have a few guarded or hostile states that refuse to let me pass.
Panagea is sadly narrow in most games, so that's blocks off most of the map until caravels.
I am trying to meet city-states for my patronage tree.
(It's sad that most city-states share the same resource)

I have to declare war just to get through even though my hands are full.

Why not a spy unit?
 
I feel that we should allow exploring ships or explorers pass through enemy lands undetected. I liked that promotion from awhile back where I could do that with my vanguard unit.
I always have a few guarded or hostile states that refuse to let me pass.
Panagea is sadly narrow in most games, so that's blocks off most of the map until caravels.
I am trying to meet city-states for my patronage tree.
(It's sad that most city-states share the same resource)

I have to declare war just to get through even though my hands are full.

Why not a spy unit?

Isn't that part of the penalty for hostile or guarded attitudes toward you?
 
It is defesive pact working properly?
I (india) had defensive pact with Arabia who declared war to Persia. The pact should be cancelled but it didn't so when Syjam declared war to Arabia, I automatically started war with Syjam. All that happened in 1 turn. Some time after that I was attacked by Mongol while I was having defensive pacts with others and none of them declared war to Mongol.
Have you guys experienced the same?
edit: after signing def. pact with AI, I still could do it again in the next turn.
 
It is defesive pact working properly?
I (india) had defensive pact with Arabia who declared war to Persia. The pact should be cancelled but it didn't so when Syjam declared war to Arabia, I automatically started war with Syjam. All that happened in 1 turn. Some time after that I was attacked by Mongol while I was having defensive pacts with others and none of them declared war to Mongol.
Have you guys experienced the same?
edit: after signing def. pact with AI, I still could do it again in the next turn.

I have had some cases where an AI did not respond to our defensive pact.
 
What annoys me about impassible areas is the randomness of it. One ice tile here instead of its neighboring tile there can have dramatic effects on the game of 20+ turn navigation times! :lol: I got around this in Civ 4 by constructing a line of forts along the edge of the map as a canal. We can't do this in Civ 5 so I'd just open the tuner and move an ice tile each time. I still found this frustrating so I made the icebreaker promotion. Ice is still an obstacle, but we can overcome the randomness with a 2-promotion explorer. It's not a free investment after all... that's a lot of experience for a ship and doesn't provide much actual combat benefit.

@Truetom
I'm not really sure why barbarians would be limited to 30xp. I've got it set up at 60xp in VEB - General.xml.

@Jorlem
I believe the AI "we're attacking your citystate" is done in the game core only Firaxis has access to. Based on your feedback, I've added it to my long-term todo list for when we get core access.

@timbuktu
Defensive pacts are very buggy, but done in the game core we're unable to access.
 
What annoys me about impassible areas is the randomness of it. One ice tile here instead of its neighboring tile there can have dramatic effects on the game of 20+ turn navigation times! :lol: I got around this in Civ 4 by constructing a line of forts along the edge of the map as a canal. We can't do this in Civ 5 so I'd just open the tuner and move an ice tile each time. I still found this frustrating so I made the icebreaker promotion. Ice is still an obstacle, but we can overcome the randomness with a 2-promotion explorer. It's not a free investment after all... that's a lot of experience for a ship and doesn't provide much actual combat benefit.

While I like the explorer's risk of not finding a NW PAssage, and Civ 5 allows passage one one end or the other to oceans, I don't really have a problem with icebreakers. The biggest reason I dislike it is that the AI seems to go for it disproportionately - I often find ships parked in the ice.

I have a much bigger issue with ignoring borders. Breaking this core rule has resulted in sea borders being ignored regardless of promotions, and units taking advantage of mountain passage to circumvent otherwise well-defended cities. (I just took one with a 3-turn Light Infantry passing through a mountain.) For me this just cheapens the game. I can ignore the promotion (and almost always do), but the AI doesn't, and it leaves mountains in a weird no-man's land.
 
I have a much bigger issue with ignoring borders. Breaking this core rule has resulted in sea borders being ignored regardless of promotions, and units taking advantage of mountain passage to circumvent otherwise well-defended cities. (I just took one with a 3-turn Light Infantry passing through a mountain.) For me this just cheapens the game. I can ignore the promotion (and almost always do), but the AI doesn't, and it leaves mountains in a weird no-man's land.

I agree.

@Thal: I changed that to 120 and 60 (below) and now it goes to 60. :)
 
I gave up playing civ5 last winter, but after I encountered your mod some weeks ago, I did not play any other game.:) You made civ 5 worth playing! Very much thanks for this!
(deep bow)

While playing I made some notes of things I would change, to make the game even better (at least for my tastes;)). Because of having no experience with modding I don't know if some of my ideas are possible and some my be to far from vanilla for your mod, so feel free to ignore them.

1. Instant healing for units. This one really angers me if the AI uses it and if I use it myself I just feel like a cheater. Nobody forces me to use it, but if the war is on egde its hard to resist. So i really wouldn't miss it.

2. Pikeman obsolet with Gunpowder(?, the Musketman-technology) seems to be too early for me. Pikeman are still good against knights and making them obsolet with rifling would fit better. I even think it would be more historical.

3. Make Rifling a must-have for infantry. At the moment you can get infantry without even inventing gunpowder. Very strange. Makes the endgame to easy. Just tech the upper part of the techtree, get all the nice science and culture bonuses and then destroy your foes with even better units.

4. Mechanized Infanty too early in the tech tree (and perhaps in the wrong part of the techtree) makes tanks nearly useless.

5. Is it possible to get no unhappiness from a conquered city if you decide to burn it? Or at least minimize the turns needed to destroy it?

6. In the later part of the game (citysize 20+, some production-buildings) units are way too cheap. My cities often need only 2-3 rounds per unit and I fear its nearly the same for the AI (or even less on higher levels). Result is totaly overcrowded map after the renaissance. Although I think it would be more fun, if units would not die that fast. Well promoted knights kill longswords in the open often in one attack! Same goes for longswords against crossbows or trebuchets. And these are units from the same era and not even the specialised ones to kill the other type!
I think it would be better too make units way more expensive (I mean two or three times from renaissance on, not that much earlier) but also more durable(double hit points without doubling damage). So every unit is more valuable, the map is not that crowded, but the war itself will last as long as before (without doubling the hp, wars maybe decided too fast.).

7. I really dislike the naval battle system. Its unfun and unhistorical. Non-steel-ships should have a range of 0 like meele units. So they don't shoot on land units far from the coast and both side get damaged in naval battles. Early ships shoting inland is just annoying and seabattles are always won by the one who shoots first. Consequently archers and crossbows should have a trait like -80-100% against naval.

Thanks again!
 
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