(7-1) New Beta Version

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It works on my end.
Good job ! How did you do ?
I have created my modpacks as usual but I can't get it work on my end since the spy Rework. Maybe you use another version of EUI ? To be honest I don't remember from where come my EUI folder but until now it has always worked :/
 
c5vox-size1cap.jpg
How can you have a one pop capital? It must have been larger before since they have four cities. They built the Statue of Zeus and have been at constant wars vs the Inca and Brazil. Still with that land having a capital size 1 seems somewhat odd. Did it get the plague?
I can't recall the last time I saw a one pop capital (unless it was at the start of the game and you just settled, but I just noticed this on T279 (marathon, deity)).
 
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How can you have a one pop capital? It must have been larger before since they have four cities. They built the Statue of Zeus and have been at constant wars vs the Inca and Brazil. Still with that land having a capital size 1 seems somewhat odd. Did it get the plague?
I can't recall the last time I saw a one pop capital (unless it was at the start of the game and you just settled, but I just noticed this on T279 (marathon, deity)).
On a previous beta there was a bug of settling new city in owned territory - when settling the capital and new city would have same name and pop 1
 
On a previous beta there was a bug of settling new city in owned territory - when settling the capital and new city would have same name and pop 1

Weird. Not sure if that is it tho, as all the Aztec cities have unique names. That said about some 60 turns later it's back up to size 9. Still I just found it odd how it could shrink to size 1.
 
View attachment 602145
How can you have a one pop capital? It must have been larger before since they have four cities. They built the Statue of Zeus and have been at constant wars vs the Inca and Brazil. Still with that land having a capital size 1 seems somewhat odd. Did it get the plague?
I can't recall the last time I saw a one pop capital (unless it was at the start of the game and you just settled, but I just noticed this on T279 (marathon, deity)).
Is England in the game? Could have been hit with -25% growth and overproduced settlers as well. Though it is quite strange.
 
Is England in the game? Could have been hit with -25% growth and overproduced settlers as well. Though it is quite strange.
I'm not sure yet. I don't think so. They are not on our shared continent anyway. So I doubt it. I think it must have been the plague event (-15food/t), at least that is my best guess. Cause it had popped up as an event.
 
I also noted that plague event I think that it should be changed - because when you get it at first you have some supply of extra food (it can be large or not), but when you have it depleted to 0, then you lose population with every turn. I think that could be changed - if you lose 1 pop then you gain some amount of food (1/2 or 1/3 required to gain a new citizen). Also I think that oh epic or marathon event takes more turns - so you can lose much more pop
 
It's fairly easy to counter the event tho if you want to, it's just the AI is probably not doing it and is there for having a very hard time with it. I think it's 3-5 times longer or something like that but it doesn't really matter for the human player.
 
I also noted that plague event I think that it should be changed - because when you get it at first you have some supply of extra food (it can be large or not), but when you have it depleted to 0, then you lose population with every turn...

It's fairly easy to counter the event tho if you want to, it's just the AI is probably not doing it and is there for having a very hard time with it....

You usually have a buffer with the extra food supply that lasts plenty long enough to redirect a trade route to provide food not matter the game speed. In the rare times that's not the case you can delete and build a new trade unit of you've hit the cap before you start losing pop. I imagine the AI is smart enough to do any of this.
 
If shuffling around some specialists, work other tiles, send a traderoute etc doesn't work you can just start to work on a settler as that instantly freezes the food consumption. Which will completely negate the food loss.
 
If shuffling around some specialists, work other tiles, send a traderoute etc doesn't work you can just start to work on a settler as that instantly freezes the food consumption. Which will completely negate the food loss.

Building a settler to negate the food loss sounds like an exploit to me :)
 
You usually have a buffer with the extra food supply that lasts plenty long enough to redirect a trade route to provide food not matter the game speed. In the rare times that's not the case you can delete and build a new trade unit of you've hit the cap before you start losing pop. I imagine the AI is smart enough to do any of this.
May be AI is smart enough, but CS are not for sure, because I've seen CS going to pop 1 . Especially that important at early game, because -15 food in classical hurts. How do you delete unfinished trade route?
 
Just want to voice some appreciation for the minefield change!

I played an expansive culture focused Polynesia game with Progress/Artistry/Industry, where I had several islands here and there and came ahead by power settling. Inevitable border disputes across the world and I assume being ahead eventually made me at war with like 70% of the other civs. Most notably, the Dutch who were second place and on the same continent albeit separated with some waters. I was anticipating pushback, so I kept a strong fleet and just some ranged garrisons to defend. After the Dutch had pushed me back significantly and my capital plus its satellites were getting in serious hot water, minefields were an unexpected godsend. For the first time I am excited to go towards the tech for it and will happily scour for Iron to finance them. Some of this might be due to superior human handling of its effect, but it was a welcome change to me and I love how it shook up the naval warfare a bit, so it's less static.

Ended up winning a neck to neck culture victory against the Dutch. (At least I build the wonder, but the victory never triggered? Might be a bug)

I was caught by surprise when they had gained influential on me at about the same time that I had gained influential on them as the two culture standouts. It might be good to have a notification if civs reach influential on 75% of all other civs, so the player is more easily aware and has time to stop them. I tried to flip it back, by mass producing culture, declaring war on them and send all my spies to their cities to potentially sabotage a wonder, so I could build it first, so it'd be cool if I had known sooner they were a big threat on that front.
 
At this point, I've reinstalled hot fix #3 several times via the installer / manually cleared out and turned off all other mods except for Vox Populi but still am not receiving any notifications - no wonders built, no meeting city states, religions / pantheons founded, or unit death or promotion. Unsure what the cause is at this point. Anyone have any suggestions?

I'm also having this issue. Had some weird bugs in the last beta too, but never had any problems with version 5-24 and older. Like you I reinstalled the game with just the basic Vox populi, no additional mods, non EUI and nothing changed. I can't use the EUI either as my laptop won't handle it :(. Only work around is to constantly click F7 and check the notifications log but that's a right pain as sometimes I forget and once I even lost a city without noticing! Could it be an installer issue?
 
commandos can’t enter mountains normally, but trailblazer III now gives mountain movement
trailIII.png
+10% Combat Strength Outside of Friendly Territory.
Unit can Embark, cross Mountains, and use Enemy Roads/Railroads.


 
Yes, there is a problem between the new spy system and EUI when you use them in a modpack.

I posted it to github just in case it hasn't been reported already. In the meantime, as you implied, playing without the modpack in SP w/ mods works. I wish we could play MP, but I'm sure it will be fixed in the next major release.
 
I posted it to github just in case it hasn't been reported already. In the meantime, as you implied, playing without the modpack in SP w/ mods works. I wish we could play MP, but I'm sure it will be fixed in the next major release.
Same issue.
 
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