A New Dawn Beta Builds

Okay, separate post for a separate inquiry.

Now that the paved roads are a prerequisite to another building, perhaps we could add a second resource requirement as an or requirement? Once cement becomes available, it should be possible to build paved roads using cement instead of actual stone. I know stone is much easier to find with current resource distribution, but perhaps cement could be added as a second option for paved roads, both for the occasional stone-deficient maps and to help out the smaller commerce-focused nations later in the game.
 
Buildings Bugs ...

Storage Pit
I noticed that the storage pit can be researched again after the granary goes obsolete at agricultural engineering but before refrigeration. The only way I see to fix this is to change the storage pit to go obsolete with Agricultural Engineering instead of Refrigeration. I don't suppose making the Modern Granary require both Agricultural Engineering and Refrigeration would it?

Cormorant Trainer
You still need to fix the obsolete tech from "Screw Propeller" to "Aquaculture". That way it can take advantage of its tourism bonuses.

Florist
Florists have been around for a very long time (ancient Rome or even older). It think it would be better if it required "Aesthetics" rather than "Railroads".

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Some building additions ...

Jewish Temple, Jewish Monastery, Jewish Synagogue
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Islamic Temple, Islamic Monastery, Islamic Mosque
+1 Unhappy from Shrimp
+1 Unhappy from Pig

Hindu Temple, Hindu Monastery, Hindu Mandir
+1 Happy from Cow

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GeneralStff said he would do this to fix his poaacher's camp. However with his grandma's illness he is no longer active. Could you fix it for him in AND, please?

@ GeneralStaff

The poacher's camp seems off. We still have poachers in mordern day. Here is how I think it should be adjusted.

Changes in Red

Poacher Camp (Req Monarchy)
Gold: +3

Obsolete: Ecological Engineering

Special Abilities
  • +2% Food with Deer
  • +2% Food with Fur
  • +10% Revolution
  • +2% Gold with Ivory
  • +2% Gold with Riffling
  • +2% Gold with Semi-Automatic Weapons
  • +2% Gold with Automatic Weapons
  • +1 Unhappy with Biology
  • +1 Unhappy with Tourism
  • +1 Unhappy with Ecology

This would simulate the illegal hunting of endangered species and how weapons got better over time to make it easier as well as awareness for it for environmental efforts. I also would suggest that it cost a little bit more to build.

Thank you.
 
I haven't played far enough to get corporations up'n'running yet, but checking the Civilopedia, +4:gold: for HQ per city with corp sounds a bit high? Used to be be +1:gold: in Vanilla, is there a specific reason why it's quadrupled (I'm thinking more corps => more competition, but still it's quite high number)?
 
I haven't played far enough to get corporations up'n'running yet, but checking the Civilopedia, +4:gold: for HQ per city with corp sounds a bit high? Used to be be +1:gold: in Vanilla, is there a specific reason why it's quadrupled (I'm thinking more corps => more competition, but still it's quite high number)?

Actually, this is the way it was in vanilla BTS. It was designed this way so that the HQ can help to offset the massive city maintenance costs of having corporations in your cities. The only reason it seems so much higher now is the much larger number of buildings that increases gold production, but again this is partially balanced by the number of buildings that now increase maintenance costs in your cities.
 
OK turned mine down to 4, took out all the extra features of art folder, didnt make any difference, time between turns are over 1 minute now, on Quick, right around turn 250?:(
I even checked Lower Textures in the options.:crazyeye:

Think happend once before when i was on Blitz( but that was the old PC i had), it took forever between turns:confused: I shouldn't have any issues now with this Super Puter.:rolleyes:

I agree. Something happened with Beta 8. Turns take more than a minute after around 1800 (Epic & Marathon) I am trying Standard now. Even worse than that, there is a delay when you click on most icons, buildings, etc of 2 to 3 seconds between click and result. It is almost unplayable. I gave up after year 2000. It probably gets progressively worse. I have a top of the line, brand new Alienware with all the bells and wistles and 6 Gig Ram. I imagine it's much worse on slower computers.
 
I agree. Something happened with Beta 8. Turns take more than a minute after around 1800 (Epic & Marathon) I am trying Standard now. Even worse than that, there is a delay when you click on most icons, buildings, etc of 2 to 3 seconds between click and result. It is almost unplayable. I gave up after year 2000. It probably gets progressively worse. I have a top of the line, brand new Alienware with all the bells and wistles and 6 Gig Ram. I imagine it's much worse on slower computers.

RAM determines how big of maps you can play, CPU clock speed determines how fast it will play. Since Civ4 is not multi-threaded, the game will run slower for a Quad Core 2.4GHZ than it would for a Dual Core 3.2GHZ. Sad, but true.
 
RAM determines how big of maps you can play, CPU clock speed determines how fast it will play. Since Civ4 is not multi-threaded, the game will run slower for a Quad Core 2.4GHZ than it would for a Dual Core 3.2GHZ. Sad, but true.

I have a dual core 3.1 Mhz. So you don't think there is anything wrong with over 1 minute turns and 3 second clicks? I did not have this problem with AND 1.55. I played several games into year 2050 with 15 second turns and no click delays. Something happened on the way to Beta 8.

If you feel it's normal, any suggestions on how to improve it? If it cannot be improved, I feel I'll go back to 1.55 which is perfectly playable and a lot of fun. As 1.6 stands right now, it is too slow to play, especially the clicks. I'm not being negative. I love the game. Just being realistic.
 
I have a dual core 3.1 Mhz. So you don't think there is anything wrong with over 1 minute turns and 3 second clicks? I did not have this problem with AND 1.55. I played several games into year 2050 with 15 second turns and no click delays. Something happened on the way to Beta 8.

If you feel it's normal, any suggestions on how to improve it? If it cannot be improved, I feel I'll go back to 1.55 which is perfectly playable and a lot of fun. As 1.6 stands right now, it is too slow to play, especially the clicks. I'm not being negative. I love the game. Just being realistic.

Don't misunderstand me; I am actively working on reducing the lag with the interface; I agree it is unacceptable.

As for slower turn times, I need to find out how much some of the new game options affect turn times.
 
One last comment on the Early Buildings component, and I think I will have addressed everything. It looks like the potter's hut now requires both Copper and Lead. Previously, it required neither of these items.
 
Don't misunderstand me; I am actively working on reducing the lag with the interface; I agree it is unacceptable.

As for slower turn times, I need to find out how much some of the new game options affect turn times.

It has to be something that was added after 1.55. Maybe it's the Guilds. I can try installing without it if that will help. If I can help you in any way to test without some options, let me know. We've got to find the pesky culprit.
 
I would imagine that the new victory conditions (Final Five and so on) would slow down the game, amongst others.
 
It has to be something that was added after 1.55. Maybe it's the Guilds. I can try installing without it if that will help. If I can help you in any way to test without some options, let me know. We've got to find the pesky culprit.

No it has to be something that was done from Beta 6 to Beta 7, thats when it happend. Beta 7 just seems to laggggggg between turns, alot more than it used to.:( Beta 6 was 3 times faster but then it had the building problems.

And now the btns are small and big again also (in 7)?
http://forums.civfanatics.com/showpost.php?p=8881261&postcount=922
 
I would imagine that the new victory conditions (Final Five and so on) would slow down the game, amongst others.

No, they actually have very little effect on the game. I doubt if they take more than 1 extra ms per turn.

No it has to be something that was done from Beta 6 to Beta 7, thats when it happend. Beta 7 just seems to laggggggg between turns, alot more than it used to.:( Beta 6 was 3 times faster but then it had the building problems.

And now the btns are small and big again also (in 7)?
http://forums.civfanatics.com/showpost.php?p=8881261&postcount=922

I saw. I'm going to profile and measure turn times, and see if I can't find what is taking so long.
 
Are the "building bugs" mentioned above actually bugs or are they supposed to need resources as prereq's to build them?

Thanks.
 
I decided to play RoM + AND with the lot ie with all my stuff which includes AAranda's and OrionVetrans stuff (I just found those). Interestingly enough the movies are playing twice for AAranda's and OrionVetran's wonders but not at all for the normal ones :confused:. OrionVetran's stuff needs a few minor tweeks to work with RoM mostly to be compatible with BULL.

See screen for text problem with civic screen. Cancel is being over wrritten with the turns of anarchy.
 
Wow, I didn't come a few days, then the beta 9 had been released.

I really want to download and play it for a while, but I'm sorry I do not have enough time now.

Keep going Afforess! Wish you can make it better!
 
Any reson for Dog Breeder not requiring Animal Husbandry? Also, it might be that I notice it just now, but workboats sent on auto to connect fishes etc. build tunnels all the way to the resource they are supposed to connect. It's my first game till now that I actually got as far as civil engeneering tech without winning so that's why I ask.
 
Any reson for Dog Breeder not requiring Animal Husbandry?

The dog breeder represents how dogs and man have been together for mot of human history before breeding other livestock animals. Note you do need hunting to build a dog breeder. Also unlike the other animal buildings they do not require a specific resource.

The other animal building that doesn't require animal husbandry is the reindeer farm since reindeer are not as domesticated as say cows or horses. They require the deer resource though.

In addition the animal husbandry box on the tech tree was getting pretty full so it was better to spread them out.
 
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