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
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 +
buildings, that +30% just from corn alone far outstrips the ability of unhealthiness to balance out. One city, granted it had a few +
resources, was getting almost +200
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 + 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 , while I had a corporation costing me 200 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.