Question:
Is there a way using the config files to upgrade Barbarians? So spearman->pikeman, archer->composite, etc? There's a lot of customization about quantity of units, but not their strength. In the meantime I turned up the healing rate to 75, but flanking pretty much allows one-shots anyway.
Why:
Right now I like that the barbarian threat is real. But since it is just masses of weak units, military civs get MASSIVE amounts of science and culture and other bonuses from raging barbarians (and if you get Bribe upgrade or Orders building etc you are unstoppable). For example, my culture in my current game is +21 per turn, but I average 140 bonus culture per turn from clearing camps. Barbarians should be a threat and a nuisance, not a "Oh good! A Barb camp! I needed a bunch of culture!" I think the dynamic should be more that military civs can expand and explore first, but other civs should be able to catch up with fewer cities and more defensive play.
And not to mention the tedium of dealing with all the barbarians each turn. So I would prefer FEWER units that are individually much STRONGER so the challenge remains without the culture/science balloons floating around everywhere.
Really don't second this! Barb hunting is fun and it would favor militaristic leaders way too much - not to mention the AI on higher levels.Perhaps it would be better to increase the camp bonus to +300% defense or higher, so that more units are required to clear. In particular, there are more ranged units, since it is doubtful that the AI will dare to melee attack against such a large bonus.
Tradition and Progress will simply be able to hold back the roaming bands of barbarians, exterminating them on their territory and not moving far from the cities..
The authorities will have to allocate larger detachments to travel to the camps.
Civil Society gives food to unique Improvements (e.g. Kuna, Brazilwood Camp, Eki), not GP improvements.Now my question/issue - Playing freedom I took the policy that’s supposed to give +4 food to GP Improvements (civil society maybe?). However it only makes them give up to 4 food which was a huge bummer for my OCC game as Arabia with 20 odd GP improvements to work and most of then already on 4 food or more. Also as a side note on food - the percentage modifier for food doesn’t make sense to me. Some modifiers are in the format where +100% means double the food while for some + 200 % means double. And it is hard to calculate in which order food is created, eaten and modifiers take effect.
I accepted the default for both the re-install of Civ V and of VP. I'm repeating that now, reading what VP wants to do more carefully. It says it wants to install in the docs/.../MODS folder, but in the program files tree. I assume that's correct and will continue.Did you install the EUI in the correct folder? Check you Civ 5 installation folder
Thanks! I just figured Unique meant GP since Freedom is GP-focused. But I got an hour in yesterday and realised my mistake when I reread. Came here to edit but saw your reply. The question on how food is calculated (i.e when food eaten is removed and if percentage modifiers add up or compound/multiply) stands. I’ll try to upload a screenshot to clarify if the question was too unclear.Civil Society gives food to unique Improvements (e.g. Kuna, Brazilwood Camp, Eki), not GP improvements.
Freedom has New Deal to boost GPTIs, but none of them would gain food from this tenet.
If you “eat” the food after multipliers the numbers make more sense - but to me it then adds up like this:202 * (100% + ~350%) - 106 = 761
Seems about right.