JosEPh_II
TBS WarLord
I thought I did that, like I always do. Is it now the opposite?
JosEPh
JosEPh
I do use every econ building but I don't use trade caravans. It's been discussed that using the TCs was an exploit, so I don't use them unless I'm desperate.
Now a list of things noticed in early gameplay with 1.74b4:
1. Crossing a single desert hill causes 15% damage to units. A single hill? Huh?
2.Crossing a single tundra tile (with or w/o hill) same. This makes exploration of polar regions too expensive in terms of unit losses and time (needed to find a place to heal)(forested tundra should not cause damage, even moreso with a river adjacent, just doesn't make sense to me) Huh?
3. Too much tobacco on map.
4.Ice doesn't cause damage? Huh?![]()
5.Foundling Hosp. listed twice in build list
6.City Council shows up Before Town Hall even w/o Village hall being built.
7. Fishing Port shows up same time as Piers. So why bother building with piers? Unless they are additive in their effects.
8. (personal preference here) Goodie Huts ain't so good anymore, too many barbs generated.
Edit: So Apple orchards can now be built on any forested tile? Of course you need to have apple 1st right?
For Advanced Start:
AIs don't add technologies. They just add cities/units(they add them too much, imo.). I think they should consider adding techs.
When I added a technology which gives a religion, the religion wasn't founded.
I know it is normal (It is same as BTS, isn't it?), but isn't it weird while you can get a religion tech and the religion from goodie huts?
If AIs add techs with points and religions are founded, I think it considerably help AIs to get/beeline religions.
I have a report of strange AI behavior.
The last 2 games I started, Zoroastrianism is the first religion that is founded, usually around 5000 BC. This means the AI is beelining Dualism, which is strange AI behavior in my opinion.
If you switch Civics to Republic (gives 3 angry faces to 8 largest cities) and Senate (gives 1 redface to 8 largest cities) on same turn, this causes 3 turns of Anarchy (which also produces redfaces), the combined effect of Redfaces is Too OP!
Republic Gov't Civic choice should Never give 3 redfaces while Fascist gives happy faces!!! Incredulous! Somebody has a twisted view of gov'ts.
If I can't figure out how to disable Revolutions I will abandon this game and quite possibly this AND ModMod version. It's too lopsided in it's stance of allowing revolts. Especially when 5 of my 8 cities revolt and produce a new CIV who is at war with me and has more forces than I do. And is pillaging my worked tiles as soon as they( new Civ units) are formed.
Not unusual. I fixed Religion AI. Tough,![]()
Don't switch to Repubilc yet than.Republic Gov't Civic choice should Never give 3 redfaces while Fascist gives happy faces!!! Incredulous! Somebody has a twisted view of gov'ts.
Within the time span of 1100BC to 985BC, 5 of my 8 cities are in revolt. Only the 3 newest cities are not. A size 7 city has 5 angry citizens and even trying to build or buy the state religions temple is not enough. Early game has WAAY too many redface producing buildings, civics, etc.
This current game is trashed IMHO.
I just found it unusual that Zoroastrianism was being founded way before Hinduism and Kemetism.
If you switch Civics to Republic (gives 3 angry faces to 8 largest cities) and Senate (gives 1 redface to 8 largest cities) on same turn, this causes 3 turns of Anarchy (which also produces redfaces), the combined effect of Redfaces is Too OP!
Republic Gov't Civic choice should Never give 3 redfaces while Fascist gives happy faces!!! Incredulous! Somebody has a twisted view of gov'ts.
I don't know if the model is from AND, but is it possible to include a smaller version of the trade caravan unit? The model is so big, that it covers most of the city.
<fScale>0.3</fScale>
Some buildings impact Civic benefits -- e.g., Barracks cause +2for Republic (I believe). So it's likely not the civic causing the issue, but the buildings you've built being impacted by the civic.
The colonist and pioneer auto-build barracks when they found a new city; I use the CTR+A to sell the barracks off to get rid of +2
I never build barracks anymore because of the +2 or +3for my favorite early-to-mid-game civics: Republic & Senate.
SVN is slightly out of date, it's still at Beta3. Beta 5 is a couple days, maybe a week away.
Looks like we're at REV 187 -- is that like pre-Beta5?![]()
As for RoM and the civics I have voiced my displeasure over Republic and Senate Civics if you pick them at the same time to zappara. In fact I've posted to him that Monarchy especially now and Despotism to only a slightly lesser degree are virtually worthless early game IMHO. But he's not gonna change them as he's said he's done with tweaking Civics.
So if I annoy you then I'll bug out.
JosEPh
1.Start with Ritualism+Stone Tools -> Mysticism -> Ceremonial Burial : 104
2.Start with Ritualism -> Mysticism -> Polythiesm : 120
3.Start with Ritualism -> Mysticism -> Stone Tools -> Ceremonial Burial : 136
3.Start with Ritualism -> Mysticism -> Priesthood -> Dualism : 210
Kemetism/Hinduism seems way easier to get than Zoroastrianism.
But AIs beeline Dualism everytime. They are obsessively in love with Dualism.
Afforess, is beelining limited in ancient era religions(Hinduism, Kemetism, Zoroastrianism, Judaism)?
So, if these all are founded, will AIs go back to research Agriculture/Hunting/Weaving/Fishing/Wheel etc.?
Looks like we're at REV 187 -- is that like pre-Beta5?![]()
Hard to wait for beta5?
Anyway, Afforess, are Avoid Unhealthiness/unhappiness buttons fixed in this revision too?
Okay,thanks. I've fixed it. I've got a surprise feature coming to the SVN soon, then beta 5 sometime tomorrow.