A New Dawn Beta Builds

You will have to ask the maker of the map script.

I do not really care if the date is enabled or not. All you to do is check a box if you want it on.:D

Why should I ask the makers of the script? It comes installed with ROM 2.81, no? If anything AND should change to maintain its compatibility.
 
Why should I ask the makers of the script? It comes installed with ROM 2.81, no? If anything AND should change to maintain its compatibility.

No. The mapscript was accidently included in RoM 2.8, it doesn't actually work with it. (Only mapscripts with the RoM_ prefix work). So it's not my fault that the screen comes up each time. If anything you guys should be whining to Zappara.
 
OK, but are there plans to fix this bug?

Just tell Zappara to put ROM_ before that mapscript. The problem is the first time you come to Custom Game, you are faced with the very first mapscript in alphabetical order. To clarify: I meant the first time you come to Custom Game after you install a fresh copy of RoM 2.81 or RoM 2.81+AND.

EDIT: Finally Afforess beat me to it :lol:.
Yeah, talk to Zappara about removing it.
In meantime, it is easy to fix.
Just after you install the fresh copy, just go into PrivateMaps and delete that mapscript. That's it.
 
I'm playing a game and am halfway through the industrial era with beta9 and figure I should get some feedback in before I miss beta11 too.

Settings: Monarch, ROM Huge earth map with 28 civs, snail speed, most mods turned on, dark ages were off. I started the game as France.

Food/Health:
I know beta10 addressed this a little, but the food/unhealthy ratio isn't anywhere close to being balanced. I'm playing with the domesticated animals mod turned on, which is ultimately the big culprit. More specifically, corn is. There are 6 buildings in domesticated animals that provide a 5% bonus to :food: with corn, for a total of 30% bonus. This is fine and scales well until you get 30+ pop cities utilizing the super sized fat crosses.

With all the +:food: buildings, that +30% just from corn alone far outstrips the ability of unhealthiness to balance out. One city, granted it had a few +:food: resources, was getting almost +200 :food: from just +% bonuses. This also has the effect of making corn the single most valuable resource on the map, even though the AI doesn't recognize that value in trades.

Some possible solutions:
  • Change some +:yuck: modifiers to be percentage based instead of flat rate.
  • Change the corn bonus from +5% to +2%-3%
  • Change the domesticated animals buildings to use multiple resources as the +% bonus instead of relying on a single resource.

Religion
In my game with limited religions turned on, Hinduism and Kemetism were both founded in North/South America respectively by the AI. They seem to have achieved parity with each other, one with 10% and the other with 8% coverage. Some overlap, but by and large each having a sizable core area.

The Abyssinian's(a relatively weak AI in Africa) founded Zoroastrian about 40 turns before I founded Judaism. Zoroastrianism has yet to spread beyond more than 2-3 cities not under Abyssinian's control, and I think even those might have been owned by them at one point.

By contrast, within 40 turns of me founding Judaism, it had spread to nearly every city in Europe, Asia, and Africa without having built a single missionary. At the time I was easily the most powerful civ, and had already started opening up trade routes to most civs, so that may have been a factor in it spreading quicker.

The LAGMONSTER
I've tried with previous betas to play a game on the giant earth map, but each time around the classical era it just becomes too unbearable to click end turn. On the huge earth map, I'm now in the industrial era and the time between turns is bearable, about 40 seconds each on a relatively decent machine(Core2 2.5ghz with 4gb ram).

Two places lag did become a problem were changing specialists and build queues. In one example I timed, the game was pausing for 7 seconds each time I added a new building/unit to the queue, or adjusted the specialists in any way. I had multiple production turned on if that helps narrowing this down.

Revolutions
I never had a single problem with revolutions, although I expanded slowly, methodically, and generally only to cities on the edge of my cultural boundaries.

The vikings were a vassal of mine occupying Scandinavia. The English had long since been conquered. A viking revolt turned into an English revolution outside one of their cities. A few turns went by and some English reinforcements showed up. This was all very convenient for me, since I was hoping for the English to win, and then I'd conquer the cities back for myself instead having to declare war on a vassal(nevermind the fact that the WB would crash at this stage of the game). Unfortunately, after about 10 turns from the original revolt, and just when the English had enough reinforcements to assault the city, they capitulated and became a vassal of my rival, then were removed from the game due to not having a city.

If a revolutionary party is about to capture a city, they shouldn't be capitulating.

Other stuff
  • Corporation/guild costs probably need looking at. Some of my guilds had a maintenance cost of only 1 :gold:, while I had a corporation costing me 200 :gold: with the corporation friendly civics.
  • I know dates don't matter, but turns do if you're playing for a end-game victory. On snail speed the early game techs were taking too long for the game to be fun, while on the other end around the middle game things have sped up too fast with me researching techs in 1-2 turns.
  • Is there anyway to remove buildings from the city hoverbar? Once you get most buildings around the mid-game the hoverbar becomes unusable due to buildings taking too much room. Removing obsolete buildings/wonders alone would alleviate the issue somewhat, but an option to remove entirely would be best.
  • So far I have had no crashing issues.

I think that's all for now. I'm going to try and continue this game into the future era to test that end of it, even if I have to skip beta12.
 
I like having the date on. I don't put too much stock into it, but it's a nice benchmark. I know in Rhye's and Fall the date is hidden until you discover Calendar. Maybe this could be a compromise, since it covers up the weirdness of researching Iron Working or Military Training in 200 BC in a slow game, but allows you to eventually track your progress through history once you have a reliable way of marking the passage of time.
 
Just to comment on Judaism, I was playing a Beta 10 game yesterday where it spread everywhere and far surpassed the religions founded before it. The other religions were only being used by their founders, while about a dozen civs were using Judaism. I was wondering what the heck was happening since it was too early in the game for the AI to be able to be building missionaries. Might be a coincidence, but I thought I would comment that I had seen it too.
 
One other thing that bothers me is with the polar buildings mod, the buildings are all restricted to the arctic. I see no reason why those shouldn't be allowed to be built around the south pole as well.
 
Just to comment on Judaism, I was playing a Beta 10 game yesterday where it spread everywhere and far surpassed the religions founded before it. The other religions were only being used by their founders, while about a dozen civs were using Judaism. I was wondering what the heck was happening since it was too early in the game for the AI to be able to be building missionaries. Might be a coincidence, but I thought I would comment that I had seen it too.


the "State Religion" Civic allows you to build Missionaries without Monasteries :lol:
maybe that was it?
 
Hey Afforess, get this lemon and make a lemonade. Build a mod that selects an pre-determined event in the game and name its year as 0. It can be the first discover of an important tech, or another thing, you name it.

I don't think this could be implemented in a way I would approve of. If it were when Christianity is founded, that far too oversimplified and Christianity-centric. How could that possibly happen in a game where Christianity doesn't have as much influence as it does in reality? Also, the date system would have to be adopted by different civs at different times. How could a civilization that has had no contact with Christianity (or whatever event you tie the date system to) measure time passing with Anno Domini? There have countless schemes for numbering years used throughout history; it doesn't make sense for every civ to use the same one. That is why in my game, I will turn date off.
 
the "State Religion" Civic allows you to build Missionaries without Monasteries :lol:
maybe that was it?

This is true, I suppose it was possible that the civ in question built just enough missionaries to start a chain reaction, I've just never seen a later civ take over the world and supercede the earlier religions so fast.

It just doesn't seem like seeding missionaries was logistically possible in the amount of time. Most of the empires are 3-5 cities and Judaism has spread across a supercontinent while earlier religions were still stagnating in their first few cities. I lost military units in the wilderness just trying to explore, so I know missionaries were not crossing the known world. Judaism spread like wildfire and superceded everything before it while the game is still in the Classical Age.

It could have just been a fluke, these things happen, but it is odd that someone else had the same experience. Maybe the spread rates need to be tweaked for a couple religions. Overall, I think religions were spreading a bit too fast back in 1.52, 1.53.
 
I'm playing a game and am halfway through the industrial era with beta9 and figure I should get some feedback in before I miss beta11 too.

Settings: Monarch, ROM Huge earth map with 28 civs, snail speed, most mods turned on, dark ages were off. I started the game as France.

Food/Health:
I know beta10 addressed this a little, but the food/unhealthy ratio isn't anywhere close to being balanced. I'm playing with the domesticated animals mod turned on, which is ultimately the big culprit. More specifically, corn is. There are 6 buildings in domesticated animals that provide a 5% bonus to :food: with corn, for a total of 30% bonus. This is fine and scales well until you get 30+ pop cities utilizing the super sized fat crosses.

With all the +:food: buildings, that +30% just from corn alone far outstrips the ability of unhealthiness to balance out. One city, granted it had a few +:food: resources, was getting almost +200 :food: from just +% bonuses. This also has the effect of making corn the single most valuable resource on the map, even though the AI doesn't recognize that value in trades.

Beta10 is much better in this respect.

For future reference, the custom game installation screen shows the checked boxes that match up with the recommended install. I highly recommend the "Recommended" install, barring the Blue Marble terrain or UI changes. Domesticated Animals is not in the recommended installation for a reason.

Religion
In my game with limited religions turned on, Hinduism and Kemetism were both founded in North/South America respectively by the AI. They seem to have achieved parity with each other, one with 10% and the other with 8% coverage. Some overlap, but by and large each having a sizable core area.

The Abyssinian's(a relatively weak AI in Africa) founded Zoroastrian about 40 turns before I founded Judaism. Zoroastrianism has yet to spread beyond more than 2-3 cities not under Abyssinian's control, and I think even those might have been owned by them at one point.

By contrast, within 40 turns of me founding Judaism, it had spread to nearly every city in Europe, Asia, and Africa without having built a single missionary. At the time I was easily the most powerful civ, and had already started opening up trade routes to most civs, so that may have been a factor in it spreading quicker.

I saw this on a game I was playing too; religion spread is wacky. I plan on visiting it for 1.70; I haven't modified it from base BTS, but the strangeness of religions is more apparent with the extra religions.

The LAGMONSTER
I've tried with previous betas to play a game on the giant earth map, but each time around the classical era it just becomes too unbearable to click end turn. On the huge earth map, I'm now in the industrial era and the time between turns is bearable, about 40 seconds each on a relatively decent machine(Core2 2.5ghz with 4gb ram).

Two places lag did become a problem were changing specialists and build queues. In one example I timed, the game was pausing for 7 seconds each time I added a new building/unit to the queue, or adjusted the specialists in any way. I had multiple production turned on if that helps narrowing this down.

In A New Dawn's defense, you are comparing apples and oranges. Compared to RoM alone, A New Dawn is ~100% faster; but 100% faster than RoM still isn't the same as BTS speed, I know.

Also, you are playing a giant map. If you have to have giant maps, consign yourself to longer turn times, standard size maps don't get over ~40 seconds until the Future Era for me.

As for your computer, remember that Civ is single-core, you could have a 2.2GHZ Octo-Core computer, but Civ would run faster on a 3.4GHZ Dual Core. The Engine for Civ is now 6 years old, it's showing it's age.

Revolutions
I never had a single problem with revolutions, although I expanded slowly, methodically, and generally only to cities on the edge of my cultural boundaries.

The vikings were a vassal of mine occupying Scandinavia. The English had long since been conquered. A viking revolt turned into an English revolution outside one of their cities. A few turns went by and some English reinforcements showed up. This was all very convenient for me, since I was hoping for the English to win, and then I'd conquer the cities back for myself instead having to declare war on a vassal(nevermind the fact that the WB would crash at this stage of the game). Unfortunately, after about 10 turns from the original revolt, and just when the English had enough reinforcements to assault the city, they capitulated and became a vassal of my rival, then were removed from the game due to not having a city.

If a revolutionary party is about to capture a city, they shouldn't be capitulating.

I know, Lol. I use this as a tactic sometimes, just out-wait rebels until I can declare peace and they die instantly.

Other stuff
  • Corporation/guild costs probably need looking at. Some of my guilds had a maintenance cost of only 1 :gold:, while I had a corporation costing me 200 :gold: with the corporation friendly civics.


  • Haven't gotten that far in my game, but I will make sure to watch for that.

    [*]I know dates don't matter, but turns do if you're playing for a end-game victory. On snail speed the early game techs were taking too long for the game to be fun, while on the other end around the middle game things have sped up too fast with me researching techs in 1-2 turns.
    I can tweak this pretty easily.

    [*]Is there anyway to remove buildings from the city hoverbar? Once you get most buildings around the mid-game the hoverbar becomes unusable due to buildings taking too much room. Removing obsolete buildings/wonders alone would alleviate the issue somewhat, but an option to remove entirely would be best.

    Try th "Hide Unavailable Builds" option in the graphic settings, it hides all buildings you can't build for whatever reason, it speeds up the city bar a lot.

    Thanks for your comments and suggestions, I appreciate it when people give me details like this, too often I just get "XYZ feature sucks..." ;)

    One other thing that bothers me is with the polar buildings mod, the buildings are all restricted to the arctic. I see no reason why those shouldn't be allowed to be built around the south pole as well.

    The latitude's aren't north or south restrictions, you should be able to build them at both poles.
 
I personally don't think the generated year is worth much. For starters, the whole point of Civ is to be able to play out alternative histories. Why try to make your game always sync in with how our world turned out? And even if you want to make them coincide, you'll never succeed in all cases; larger and more resource rich maps support more population and science output than smaller / more barren ones so not all games will support research at the same speeds...
 
I find hunkering down and waiting out a revolution can be realistic. If it wasn't Revolution mod would almost be too powerful. I find that when you get a few different cities angry for different reasons, they can form a chain effect where you just can't get the cities happy again. And Revolution mod is very generous with reinforcements -- if you can't stamp out a Revolution in the first few turns, pretty soon the enemy is bigger than you.

I've actually had a game where I expanded a bit too fast conquering my neighbors, and my 6 city empire got knocked back down down to 1 city after struggling to get on top of the revolutions. The reason being, each time a city revolts, it gets a trait called "Rebellious nature" (or something like that) and it keeps going up. It quickly outstrips early game civics ability to manage stability. I couldn't even stabilize my empire when I got down to 3 cities...I had to let everything go, let my capital calm down, and by then I had republic and senate, so I switched to them and restarted my conquests.

Anyhow, sorry for the long story, but I think being able to hammer out a peace treaty with the rebels is reasonable, then all the enemy troops put down their weapons and go back to work in the fields. :D
 
One bug still persists, ALL of the Domesticated Animals keep repeating themselves again, then again, and again etc. I know i have built at least four Horse Farms in this one city already.


EDIT:

I guess it's not just the DA, its happening all over the place now??:(
 
Beta10 is much better in this respect.

For future reference, the custom game installation screen shows the checked boxes that match up with the recommended install. I highly recommend the "Recommended" install, barring the Blue Marble terrain or UI changes. Domesticated Animals is not in the recommended installation for a reason.

I did a custom to install the blue marble and saw that the domesticated animals mod was now checked by default, I figured that meant it was now part of recommended. I'll play my next game without it.

In A New Dawn's defense, you are comparing apples and oranges. Compared to RoM alone, A New Dawn is ~100% faster; but 100% faster than RoM still isn't the same as BTS speed, I know.

Also, you are playing a giant map. If you have to have giant maps, consign yourself to longer turn times, standard size maps don't get over ~40 seconds until the Future Era for me.

As for your computer, remember that Civ is single-core, you could have a 2.2GHZ Octo-Core computer, but Civ would run faster on a 3.4GHZ Dual Core. The Engine for Civ is now 6 years old, it's showing it's age.

I'm fine with the turn length, but I'm more concerned about the delay in the building queue/specialists. This delay started very early on in my game, possibly at the beginning and I just didn't notice since I don't bother with queues or microing specialists until later in the game.


Try th "Hide Unavailable Builds" option in the graphic settings, it hides all buildings you can't build for whatever reason, it speeds up the city bar a lot.

Take a look at this image and maybe that will give you a better idea of what I'm talking about. The buildings are the main culprit, but if the specialists were stacked like they are on the city screen that would also free up some screen real estate.

 
I don't think this could be implemented in a way I would approve of. If it were when Christianity is founded, that far too oversimplified and Christianity-centric. How could that possibly happen in a game where Christianity doesn't have as much influence as it does in reality? Also, the date system would have to be adopted by different civs at different times. How could a civilization that has had no contact with Christianity (or whatever event you tie the date system to) measure time passing with Anno Domini? There have countless schemes for numbering years used throughout history; it doesn't make sense for every civ to use the same one. That is why in my game, I will turn date off.

It would extremely biased if we take Christianism founding as year 0, I agree. I didn't propose that. Along the same line, it's extremely biased the years being counted in Civ as BC and AD, don't you agree? I talked about a certain tech, or special happening.
 
Upgrading from Ship of the Line to Iron Frigate still gives money instead of costing. Is this because of lower strength of IF or just a glitch ?
 
Upgrading from Ship of the Line to Iron Frigate still gives money instead of costing. Is this because of lower strength of IF or just a glitch ?

IDK, I need to look and see how that code works.

@StrategyOnly, what beta version are you playing? Beta 9 had this problem.
 
This is true, I suppose it was possible that the civ in question built just enough missionaries to start a chain reaction, I've just never seen a later civ take over the world and supercede the earlier religions so fast.

It just doesn't seem like seeding missionaries was logistically possible in the amount of time. Most of the empires are 3-5 cities and Judaism has spread across a supercontinent while earlier religions were still stagnating in their first few cities. I lost military units in the wilderness just trying to explore, so I know missionaries were not crossing the known world. Judaism spread like wildfire and superceded everything before it while the game is still in the Classical Age.

It could have just been a fluke, these things happen, but it is odd that someone else had the same experience. Maybe the spread rates need to be tweaked for a couple religions. Overall, I think religions were spreading a bit too fast back in 1.52, 1.53.


I have played to games and both games Judaism spread the fastest. But that might be becasue I was the one founding them so.... I was helping it along, but it did seem like it spread way faster then anything else.
 
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