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Éa, The Ageless and the Divine (phase 2, alpha)

Discussion in 'Éa Fantasy Mod Project' started by Pazyryk, Dec 21, 2012.

  1. Pazyryk

    Pazyryk Deity

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    The mod has to intercept game saves before they happen so it can store mod-related info into GameSaveDatabase. The developers didn't make this particularly easy, and so my solution was clunky. I've been thinking about a way to restore the normal save UI and still have the mod work. I think it can be done. It's on my list of things to do.
     
  2. onedreamer

    onedreamer Dragon

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    I see, thank you for the explanation.
     
  3. Pazyryk

    Pazyryk Deity

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    Thinking about it is about all I've been able to do. The first thing I have to do is adjust resource distribution on the map (that's a pain because the base code in AssignStartingPlots.lua is a real monster). Then I'll look at strength or other bonuses -- your xp idea is a good one. The mithril and mumakil are the two ultimate elites, but I think they work a little differently. Mithril comes at the end of a very "civilized/sciency" game. Perhaps you could go light on research infrastructure and still (barely) get to Mithril Working for Immortals. But to have any hope of pairing that with War Horses for the Clibanarii, you probably have to go a long high-tech path involving techs and policies to reduce Knowledge Maintenance. Along the way you get infantry and siege units and all the accouterments of a very civilized civilization. There will also be ways to make sure you get at least a couple Mithril regardless of the map (e.g., the Alchemist GP has a metal transformation ability).

    Beast Breading, on the other hand, has a whole lot of techs that boost your yields from animals (both the hunting and domestication line) but won't do much for culture or research. I'm going to leave Elephants with their current "lumpy" distribution (i.e., as a luxury) so you probably either have 5 or 6 available from your first few cities or you don't. If you don't then there is no reason to consider this path. So you should have your 5 or 6 elephant-mounted units as your main unit while waiting for your super-elite Mumakil. You could chance it on some other 2nd tier for a supplementary unit (archers or light infantry or siege) but this will cost you time on the Mumakil and possibly risk not getting there at all.

    I've been thinking about some way to keep warriors as a viable supplementary unit for "low tech" civs. I wish we had fractional maintenance costs for units. Not having that, I've been thinking about leaving warriors at 1 gpt and bumping up all other units to 2 or 3 or even 4 gpt maintenance. That sounds harsh, but, if you think about it, 1 strategic resource is already worth 1.5 gpt (that's what the AI will pay for it). So a super-elite would cost you 5 - 8 gpt total when you count both direct gpt and strategic resource value. A second tier archer would cost you 3 gpt and light infantry 4.5 gpt equivalent in this system (though copper maybe shouldn't be counted as 1.5 gpt since most AIs will have it in abundance so won't be buying). This all sounds very expensive, but it all depends on how available gold is overall -- and I believe the mod is currently imbalanced in the direction of "too much gold" anyway.
     
  4. darkedone02

    darkedone02 The Suggestor

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    I tried downloading your mod here, but sadly your choice of file distribution is slow and actually cause it to fail to download after nearly completion, have to wait more then 30 minutes for it to complete, which is a waste of time. I recommend something like mediafire if you could, as it's provided a better service then hotfile and any other file sharing sites out there.

    I came by every now and then and noticed that this mod is becoming rather slow on the progress of updates, i know there is hardly a deadline on your mod, but i wish that you can speed up your progress so we can quickly get this game to beta, otherwise i'm beginning to think that people will no longer be interested into your mod due to a lack of updates from the look of it. Honestly it doesn't really matter to me anyways because civilization 5 don't got that many good mods out there anyways like civilization 4 does in my opinion.
     
  5. Hambil

    Hambil Emperor

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    Thw download of the media file was slow, but I waited it out :) I ran it and took a quick peek around. I wish I had more time but I'm focused on my own stuff right now. What I saw looked very promising though!!
     
  6. Pazyryk

    Pazyryk Deity

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    Follow the "here" link above if you are having download problems. There are some suggestions (it's usually a browser cache problem) and an alternative site. Mediafire does not allow 900Mb files nor unlimited downloads, at least not the last time I checked.

    There's a ton of work going on, which you can see in the changelog in the OP. Perhaps (hopefully) I'll reach a 2 - 3 week turnaround on versions at some point in the future. That's possible when it is more "complete" and changes are more incremental. There was just too much stuff going into v6, and (more importantly) I needed to contemplate and respond to playtesting experience from v1-v5.
     
  7. Pazyryk

    Pazyryk Deity

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    Finally! v6

    The manual has also been extensively revised. (download v6 and manual in the OP)

    There are a ton of new mechanisms here. Although I test everything, there are always situations where something new breaks something old, or some untested combination of new things is fatal. I should be able to work through some of these issue this weekend as they are identified.

    This version also had a total overhaul of yields. So we are back to square one in terms of balance.

    The new "Gods" are pretty cool. You will see that they still need some work. One problem I am well aware of is that some quests can't be accomplished. Once you've played with the new pantheistic toys, I hope some of you will try out a strong Ag or military focus. These are untested so I'll need help identifying the problem areas.


    Éa II, v6 (will break saves)
    • Fixed some spelling (e.g., Militerism, Granery...)
    • Can slash-and-burn jungle with Bronze Working (can chop for production with Iron Working).
    • Sawmills can be built in jungle with Forestry
    • Sawmills suppress terrain strength to zero, so improved forest or jungle won't ever spread; but feature will revert to previous strength if improvement becomes pillaged or removed somehow
    • Marsh can be removed with Masonry, or farmed with Irrigation; farmed marsh is suppressed as above [Edit: but marshes still cause -1f to non-pantheistic cities as described below]
    • Major change to Pantheism. They now need workers or slaves to improve resources. The main differences from Ag are that they can't improve non-resource plots (and get no benefit from them if they capture them) and they can improve resource plots without removal of forest/jungle/marsh. See details here.
    • Major change to water plots: Culture does not spread borders to water plots. Instead, they are claimed and improved by fishing or whaling boats, and this can happen >3 plots based on tech. See details here.
    • Camps are not built by workers. Instead, they are formed by Hunters and can be discontinuous with your borders or >3 plots from city (depending on hunting line techs). See details here. (The recon unit "Hunters" has been renamed "Trackers". Easier to remember now because you build the worker-type unit Hunters with Hunting and the recon unit Trackers with Tracking.)
    • Fixed bug where goodyhut and city state popups weren't occurring in new game, but were from save. (really a base Civ5 bug that my mod was triggering)
    • (This has been in the doc for a while, but is finally implemented) Some resources have a different name that appears on the map UI than the one used for the trade resource. So Wine now appears on the map as "Grapes", Pearls appear on the map as "Oysters", and so on. The map resource "Sheep" leads to the luxury trade resource Wool. This is a UI effect only (the game database still has only one resource in each of these cases).
    • Added The Fay. This is hidden civ that you can only meet with Faerie Lore. [Edit: now Through the Veil; see policy change below]
    • Added 28 named Major Spirits of Éa (i.e., pantheistic gods). Technically speaking, these are hidden minor civs that only Pantheistic civs can interact with. You meet one for each pantheistic policy adopted (a random god) and one for each cult founding/spreading ritual performed (for this you meet a cult-specific god, but you will run out of these after a while). They provide a gold & mana gift when met, and provide mana when friends or allies.
    • Added 21 mod-specific city states. These are of various races and are associated with 4 new minor civ traits (which aren't working yet). None of the base traits are used.
    • Removed previous system where "overgrown" or "flooded" improvements were worthless. Instead, forest, jungle and marsh give a flat -1f penalty (negated if city follows any pantheistic religion or cult).
    • Reduced yield numbers throughout the mod. Base plots are still no yield. Most resources give +3 something and improvements +2 something, both increased by specific policies, techs, beliefs, buildings or civ traits. Food requirement is now 3 per citizen.
    • The pantheistic "animal, plant and earth" system for resources is now orphaned and will probably be dropped. Since they build improvements on resources now, the policy boosts are all tied to the relevant improvement types: camp, pasture, fishing & whaling boats for animal; farm, vineyard & plantation for plant; mine & quarry for earth.
    • Changes to pantheistic policies: There is no longer a "Faerie Lore" policy. Earth Lore allows Mana Vortexes (Earth Lore: +1p1c per mine & quarry; Mana Vortexes: +1s2m per mine & quarry). Mana Vortexes and Fellowship of Leaves allow Through the Veil (which now reveals the hidden Fay civilization).
    • Swapped Domestication and Animal Husbandry (so 1st tier Domestication -> 2nd tier Animal Husbandry)
    • Added horizontal toggle arrows to tech tree screen. You can now see the whole thing even with small screens.
    • Civ naming conditions that are supposed to add a resource near the capital now do so.
    • Cntr-S or Save from Main Menu now takes you to the standard Save Game Menu (was bypassed before as part of a kludge for saving mod-specific data).
    • Added >20 "specials" to tech tree UI (the star icons) that were not automatically generated. These include reductions in Research Maint (from Writing branch techs), extended range for Hunting Camps and Fishing Boats, Learnable spells, and many others...
    • Adopting Commune with Nature policy now provides +1c1m per turn per 4 unimproved plots owned
    • Adopting Forest Dominion policy now causes all Living Terrain (world-wide) to gain +1 strength
    • Adopting Forest Dominion policy allows borders to spread to adjacent unimproved forest or jungle (2% chance per turn) even if owned by another civ (that doesn't also have Forest Dominion)
    • Tons of help text fixes
    • Victory Screen: I've added the "template". You can look at it but it doesn't work (it's full of junk text I'm using for spacing).
    • Civ Naming conditions for policy branches have all been disabled for now. These (and more) will be added back for 2nd policy within a branch (there will be ~15 or so of these).
    • GPs never given for opening policy branches. You now have to open a 2nd policy in the branch to get the GP
    • Disease & Plague
     
  8. Calavente

    Calavente Richard's voice

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    I went reading about the "elephant -mithril post" and liked the questionning.

    IIRC, the beast mastering line should still count the hunting line : why not install a skirmisher/hunter/scout unit (like the vanguard in Communitas) ?
    if there is one, it should be able to serve as a limitless unit.

    further, other idea I have here :
    why not have elephants (with a tech) give a ressource for unit equipment : elephant hide: that should make some pretty tough light armor and bucklar. almost as strong a bronze armor IMO. (only issue of these units would be lack of metal weapons. but armor / greaves / bucklar in elephant/buffalo/hippo hide would be very very tough.
    so a +2 (or +4) str to units.

    however the tech would have to be farther away than bronze-working to be balanced.
    ----> think IMPI (those would not have been as fearsome without bufflo hide bucklar ..well, and military strategy)
    -------------------------------
    (that would work if you "install" a system promotions like the metal promotions in FFH ; but in 2 version : weapons and armor : each with different aspect.

    weapons : +x%str,
    armor: +x str, and other effect : increased FS, "more life", less movement.

    then you could have
    weapons: wood (basic one : or NONE), flint/bone (+10%), iron (+15%), bronze(+20%), steel (+30%), (enchanted (+40%)), mithril (+50%)
    armor: NONE, leather (+2FS), iron (+1str) (less strong than bronze, heavier), bronze (+2str+1FS), beast (elephant/hippo/buffalo hide: as strong as bronze, lighter: +2str, +2FS), steel (stronger than hide§bronze, heavier than hide, +3str+1FS), mithril (stronger than all, no "heavy" penalty +4str, +2FS)

    and an auto-equip along this path for the AI.
    and choices for the human (or autoequip) when better is available

    you could have a chance of stealing the equipment of others when you kill a unit.
    --------------

    another Idea would be that elephant-riders units could have lesser "beast-mounted" units available more freely : cattle-riders: 1 per animal resource in empire. or cattle-herder. those would be more spammable than elephants, stronger than warriors, but less strong than medium infantry.

    well, those might be stupid, but who knows..
     
  9. onedreamer

    onedreamer Dragon

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    wow, I was about to post that watermill and windmill were useless and that I gave them 2f2p and you did the same in v6 :D

    I also had a big issue with v5 that had all my games to hang in the AI inter-turn sooner or later (sooner than later), haven't understood why. Will tell you if it's the same with v6 (hopefully not)

    edit: you renamed hunters to trackers and now hunters are available with hunting but have no strength nor any help text, what are they good for? Did you just want to rename the scout? The info in the manual about this is outdated.
    edit2: nevermind about hunters I read the log, I had been guessing it once I couldn't improve a deer with a worker, anyways. Also, I am unable to improve a fresh water grassland at game start. Does a starting civ count as a pantheistic one?
    edit3: holy city states do not provide any bonus that I can see. Is this w.a.d.?
     
  10. Killzerslaul

    Killzerslaul Chieftain

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    Thanks for the update! I downloaded and played a little last night, it all seems a great improvement over the last version I played. (which was like, v2)

    I like the new setup for camps and fishing boats, but right now it seems the +1 or so food you can get from remote resources is a little low. I think they would have to have a slightly higher bonus to be more interesting.
    Maybe you could use specialists to simulate working remote plots?

    also, a requested feature: are you able to make the "Sleep" action actually work for GPs? Especially when I'm playing the Sidhe, the buildup of random GPs has me building whole new cities just so I have somewhere to put them to use on a leadership action.
     
  11. MrL567

    MrL567 Warlord

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    Minor question, once you get the working, what do the new city state traits mean?
     
  12. Pazyryk

    Pazyryk Deity

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    Added Hunter help text for next version (that's pretty important!).

    For remote camp resources, you get +1f (w/ Smokehouse) or +2f1p (w/ Smokehouse & Hunting Lodge). Keep in mind that you don't have to have a citizen to work the plot (1 citizen cost 3f) so I think it is probably reasonable. You could potentially pile up a good amount of food and production that is independent of populations (though you do need to maintain a lot of surrounding wildlands for this).

    I'll look into the worker/farm situation -- that's a bug. It's a bit complicated due to the pantheistic restriction. Perhaps the restriction is being misapplied here.

    Yes, CS traits are useless right now. The plan is:

    Mercenary These produce good military units for hire, which you can always hire if you are allies (regardless of your policies). Having the Mercenaries policy allows you to hire regardless of relationship status, as long as you are not at war, and provides better pricing with friendship and ally status. (All other city state types will hire mercenaries from you if you have the Mercenary policy)

    Slavers These act as both buyers and sellers of slaves. You need Slave Trading to take advantage of this.

    Arcane These provide Mana and access to some arcane spells (Azzandara followers gain nothing from them). The Arcane trait becomes "disabled" if the city is converted to Azzandarayasna.

    Holy These provide Divine Favor and access to some divine spells to followers of Azzandarayasna. They will slowly accumulate Azzandara followers (after the religion is founded) and eventual convert on their own. If the CS is converted to a non-theistic religion, then the Holy trait becomes disabled. If the CS is converted to Aŋra, then they become Unholy and provide Mana but only to Fallen civs.

    Yes, I know this makes many CSs not very useful to you in any particular game. But I kind of feel that CSs are too important in the base game, so I wanted to dampen their role a little (or at least make it less common to want to ally with so many of them in every game).

    You should never want to "sleep" your GP. They now all have a direct yield producing action (Build, Trade, Research, Perform or Worship) and can have any number of GPs doing this in a single city. (The Take Residence action is still there, but that is a percent modifier so will generally be less then the yield until you have bigger cities.) They still wake up when ready for promotion -- after promoting them, you can either select the yield action again or just cycle on to the next unit.
     
  13. MrL567

    MrL567 Warlord

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    Thanks for that info, which is really good. Another question, when I look at there traits, what does sun, river, and the other thing mean?
     
  14. Pazyryk

    Pazyryk Deity

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    These should be indicated as "Spheres" (I know it says "Traits" right now). Each god has one to several spheres. Doesn't do anything right now.
     
  15. MrL567

    MrL567 Warlord

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    Thanks again, and sorry if I am wasteing your time with you answering these questions for me. On the first new playthrough I finally was able to get some light infantry and starting to get elephents, was very fun.
     
  16. Pazyryk

    Pazyryk Deity

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    I just tested in a new game and my worker was able to build a farm on grassland next to river. Was your's next to a lake (should work), or hills (should not work)?

    Edit: Did you have Agriculture? :)lol:)

    However, I noticed that I couldn't build farm on non-freshwater grassland. That's not right. I should be able to farm without freshwater on grassland (but not plains -- that's really the only difference between grassland and plains). I'll look into that.


    Edit2: Sorry for the :lol:. I see now that it is riverside enabled but not freshwater enabled, so I'm guessing that you have a lakeside plot. I'll fix that.
     
  17. MrL567

    MrL567 Warlord

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    I have a minor (or major) suggestion about the way range units work again. While I like that now range units have shorter range, I suggest that you split up the "main" archer line into two group, light and heavy. Light range units would retain the short range and would consist of the slinger/atlatist/javliner type units. While they would have lower range, damage and strength, they would make up for it in that they would require not resource to be built, and could move after attacking. The "heavy" archer line would consist of bowmen, Longbowers, and Crossbowers (you could change names around) The first two units of the line would require timber, with the third requiring Iron instead. The reason is they are tougher then the "light" line, have 2 range instead of 1, deal more damage, and can take more damage. The difference would be that you would unless you had wood use light range units, for more hit and run tactics. The heavy archer line would be more in the line of normal civ 5 range practice.

    The non-archer range units such as elephants should have another change also. There would be the two categories, the range elephant, and the melee, 1 would be better in range, the other in melee. Both would have a strong melee strength because they are elephants, but the melee due to its nature it would be higher, and likely have fear. Mumakil would aslo be split between normal, and siege version. The normal would be the same as normal, but the siege would require wood, but make up for it by having a very good range attack that would be meant for taking down tough units or cities.
     
  18. Pazyryk

    Pazyryk Deity

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    @MrL567, At the moment, I'm rather attached to the idea that only siege units can fire at "long range" (i.e., 2 plots), since I think that makes them really different than archers. I know, they were different already due to the setup time and city bonus. But I felt in many games of Civ5 that I was using archers/crossbowmen in a way that was more appropriate for siege. The 1-range archers and mounted archers are different than melee or mounted because they can attack without taking any damage. I could change my mind in the future. I haven't had much chance to play around with the military yet, and I'm not sure that any testers out there have either.

    On the farm side, I seem to have things almost fixed up now (though not exactly what I want). Flat grassland can be farmed with or without freshwater. Plains can be farmed only with freshwater. Unfortunately, every other terrain type can also be farmed with freshwater, which is not what I want. Can you farm snow in base Civ5?! I'll play around with this some more, but I might not get exactly what I want.
     
  19. MrL567

    MrL567 Warlord

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    Its okay, I was just throwing that idea up there imo. Your idea is still very good and changes warfare by making us actually use siege units in combat to take down cities. While I was not able to mess around with combat to much, I notice that now every bit for Strength counts, due to barb amounts and the pain they can use, that extra 2 STR from light infantry compared to warriors is very nice. Also another question, would it be possible in a later expansion (late 2- any part of 3) to add airial units? Because I find the idea of a floating sky Galless pretty cool, and would be a nice reward for going into the tech and magic side of the tree, making it one of the super units along with the Immortal, Cillabari, and Mumakil.
     
  20. 400cats

    400cats Chieftain

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    I had a bit of time to test the new version today, so I played a couple of games on Emperor difficulty. There's a lot of cool new stuff going on! Here's some of my impressions based on some quick notes I took while playing:

    I got the "No farms next to lake" thing as well. Hopefully it'll be an easy fix, and it's not particularly game-breaking unless your entire strategy is built around lakes. Also, the Girnar 1-tile irrigation spread ability doesn't seem to be functioning yet either, but that's also a very minor setback.

    I played a short game as Agrarian Man up to turn 72 (I'll try to continue it from a quicksave later if I can retrieve it). I started in the middle of a lot of plains with a river, two wheat, one salt, and various other resources that I actually didn't utilize. I immediately chose Agriculture, started researching towards Irrigation, and built a Worker. At turn 32, I got the Girnar naming trigger and had two farms on Wheat, one producing 6 food and one producing 5. This was supplemented with a couple of 3-food basic farms. The city reached pop 7 pretty fast and showed absolutely no signs of stopping; I estimate that it would have comfortably reached 10 in the next 25-30 turns without any intervention from me. This is also considering that I was missing at least 1 food from the lack of the Girnar trait. In addition, I was beelining towards Crop Rotation (probably a bad idea that early in the game). It would have taken me 30-40 turns to reach, but upon research the tech probably would have given me +7-10 food (for each citizen on a farm). Due to the research and production bonus per citizen, the city functioned decently. It wasn't a production powerhouse, but it could build things as it needed. I need to play more to be sure, but right now it feels like Agrarianism has some teeth.

    In one game, I was on a coast-heavy start near a lot of tundra and forest, so I got to play around with both the new Fishing Boats and Hunters lot. The new system is a great addition for a lot of reasons. First, the fact that city borders no longer spread into the coast made it possible to explore the coast with biremes without being stopped by other people's borders (on a personal note, I think that having cities with few/no territory on the water is also visually pleasing, for some reason). Second, the fact that you can eventually reap the yield of resources >7 tiles away puts another level of strategy into city placement. I started on a long, narrow peninsula (I was playing on Fractal), and I suddenly realized that I could access sea resources on both sides of the land strip. I spent a decent amount of time looking at different tiles and figuring out which one had the most resources in its 7-tile radius. Often times, however, the tile with the most long-term resources was lacking on short-term immediate resources, forcing me to choose between immediate gain and receiving a ton of food in the future through Harbors, Ports, etc.

    In the game above, I was Pantheist Sidhe. Pantheism is much more balanced now because it has to rely on technologies and workers instead of just immediately getting Wildlands. The playstyle still felt different from Agrarianism; having the forests on your side is still a huge help, and the unique bonuses from the culture path are still effective and noticeable despite being rebalanced. I had some difficulty with Lumberyards; forests and jungles with roads on them don't seem to count as "unimproved," so they don't go towards the Timber resource provided by the Lumberyard. Maybe reducing the ratio of unimproved forests/jungles per lumber to 3:1 instead of 4:1 would help with this, or classifying forests/jungles with roads on them as "unimproved."

    I also played a third game where I was Sidhe and I started in the middle of a forest surrounded by jungle. I tried to eschew Pantheism and Agrarianism and go with Tradition just to see what would happen. The results were... interesting. I got a lot of culture and a pretty unusual set of Great People (1 engineer, 1 artist, 2 sages). I managed to start removing forests via slash-and-burn, but I had a large variety of resources which all required different techs. By the time I had gotten most of the techs for these improvements, I was starting to feel the sting of knowledge maintenance, and I had been crippled by barbarians because I tried to focus on libraries and other buildings too much. It didn't help that the Ys were exploding in growth right next to me, effectively hemming me into a peninsula. If I had been patient and played the game better, I probably could have done pretty well, but by the time I crashed out by accidentally clicking the icon of a GP in the bottom-left, my civ was going downhill.

    Some random tidbits of info:
    -I hit the "No Research!" 99% Knowledge Maintenance in one game with 6 first-tier techs, 6 second-tier techs, and 3 third-tier techs (none of these were the science-focused ones).
    -Without any health buildings, my cities would randomly be hit with disease when they were around size 6-8. Sometimes the disease only lasted 1 turn and wasn't too horrible. Sometimes the disease went for 4 turns and halved my city's population. Surprisingly, disease was never too back-breaking; it would take a while, but my cities would always recover their pop over time. I never got hit with famine.
    -Meeting the new city-states and gods and the Fay was really cool and exiting and I can't wait to see what they do woooooo!
    -In one game, a tribe of Man named the Mayd civ on turn 22. I was right next to them, so I saw what happened: they chose Fishing as their free civ and immediately built two boats, at (I assume) 11 turns each. They certainly got down to business.
    -Speaking of civ names, I saw the Cruithini, Parakhora, and Hippus (yay!) civs named for the first time in my games.
    -The changes to social policies (no policy civ names, GP granted at the 2nd policy instead of the first, slower policy accumulation (although I could just be imagining this)) were good. They allowed for more variety in the civ naming and made the early game less about racing to build monuments and opening culture goody huts. This change also foiled a Sidhe strategy I was starting to work out in v5, in which I would open Tradition, get a Great Artist, build a library, make a specialist and wait for a Great Sage. Once I had the sage (and maybe an extra GP if I got lucky along the way) I would totally focus on culture and try to open Commerce, Pantheism, and Militarism as fast as possible in order to get a ton of immortal great people. I only did this a few times, but it gave me some pretty broken starts (at the expense of other social policies).
    -Barbarians are still jerks
    -Observatories can be built without being adjacent to a mountain
    -Farm graphics didn't show up on non-resource plains in one of my games
    -In one game, I declared war on an enemy by moving my unit into his territory and clicking "Yes" for the go to war popup. The game immediately crashed. I had gotten a couple of Lua error messages for the past 50 turns or so, but they didn't seem to impede my game at the time
    -Judging from one of the messages, one of the AIs ran out of policies to acquire that were still within its strategy
    -Because policy civ names were removed, The Hod (and thus Azzandara) weren't founded in any of my games.

    In case that was tl;dr:

    So far v.6 seems a lot more balanced than v.5, and the new ideas that are being implemented are tantalizing. If there's any particular strategy/part of the game you want tested, I can focus on that the next time I play. I'm planning on playing a few more Agrarian games to get a feel for the policy branch when I get the chance. Once again, thank you for working on this wonderful mod! It's incredibly awesome, and I feel like it's almost got enough content to be its own standalone game.
     

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