A New Dawn Beta Builds

Quote:
Originally Posted by arosenberger View Post
I'm considering re-balancing the civics to my liking... I was wondering, is there any way to make civics require another civic to be active? For example to make the Vassalage Power civic require Monarchy, Despotism, or Chiefdom to be active?
No, I'm afraid not.

Pity... alternately is there a way to make civics have bonuses when used with other civics? For example, If you used Monarcy with Feudal and Vassalage you would get extra troop experience? That way certain combinations of civics could produce extra bonuses!
 
Can someone explain how the inflation works? cos i looked through the civopedia and couldnt find anything.
Also, i've noticed that when i need money and drop my research down so i am getting say 600 gold per turn, sometimes 30-40% of that gold goes missing on its way into my bank...
I'll do some screens / savegames next time i notice.

I agree. Inflation on epic and faster speeds can really cause problems.

Playing with REV 387, I scaled the inflation a little differently in the gamespeed file, and so far it seems to be going better. I don't think the issue is with the cost of inflation (as I saw in REV 390), its that there is something up between what's described in the advanced economy modmod and what happens.

I'm waiting until I'm further along to post any concrete recs, but current inflation rates for normal speed especially are unplayable (you simply cannot hurry buildings on epic or normal speed because it appears to take 2-4 turns PER ITEM HURRIED for inflation to drop down).

For instance, if I add Theater to the top of the queue in all my cities, takes 3-4 turns to build. I then hurry production in my 10 cities. Inflation goes up 10% (1% per building per city). For each 1% that went up, it takes 1 turns to drop down (total of 10 turns to get rid of inflation) ...HOWEVER, that 10 turn countdown resets if I hurry ANYTHING ELSE. So in 6 turns (which is a lot on normal), inflation would have dropped by only to 6%. But if I now add forge to all the cities and hurry production, my inflation rate jumps to 14%, which would now take 14 turns to drop back to normal. You do this a few times in the first 200 turns, and you cannot hurry anything for the rest of the game

So that's why I think there's a bug -- the way the ModMod describes it, each 1% added (from hurrying 1 building) should dissipate within 8-10 turns. Right now, it's being aggregated so that it has to be X turns without ANYTHING BEING HURRIED for inflation to drop down.

Definitely something fishy there...
 
913 outta 3000 turns in my current snail, huge map, deity game (researching matchlock) and i'm really enjoying new balance alot.

Finally like first time in year or two of playing there isn't runaway civs, and the strat doesn't come to whoever conquers rest of the world first, because maintenance limits your expansion alot. I'm 4th score wise (668 with other 3 leading civs have 676, 711, 776) so it's all pretty even.

one thing i dislike (yes i posted this before) is citizen employing buildings. that makes them kinda useless till very late game and big cities. besides i don't understand whole philosophy behind it - why moneylender employs citizen and temple (or factory or any other building) doesn't??? Is there any way to make it optional?
 
sorry for the delay - this is the save from the city with huge culture at first turn.

additional info: i maybe installed the beta incorrectly, so the bug could be my fault.

i used the link on the beta announcement and followed the regular install procedure that started when i opened the d/l'ed beta file.

because of this, i deleted the RoM mod folder i was using. I placed a new unzip of the RoM in my mod folder, added the 1.74 AND modmod... and what do you know. my cities were starting with huge culture again.

i thought maybe my civ files themselves were corrupted or something dreadful like that. before panicking, i deleted all my RoM folders, downloaded new and fresh copies, downloaded a new AND .... installed them all. and well RoM:AND 1.74 is currently working as expected.

i am scared of trying the beta again w/o detailed instructions for installation for my shallow mind to understand. that said and done, here is the save from the previous screen shots i posted.
 

Attachments

I'm glad I saved all the early versions of AND and RoM.

JosEPh
 
Ok, the new Beta 2 says its a standalone package, do not install over RoM... But when i install the hefty 800MB package and load it up its nothing more than Beyond the Sword... So, is it not standalone? Why is it 800MB?
Am i missing out on something...
 
Pity... alternately is there a way to make civics have bonuses when used with other civics? For example, If you used Monarcy with Feudal and Vassalage you would get extra troop experience? That way certain combinations of civics could produce extra bonuses!

You have to kind of think outside the box for this one. Look at Republic and Senate. They don't require each other, but they have some bonus together. One of the enables constructing Agoras, while the other provides a happiness bonus to them (sorry don't remember which). You could do something like make vassalage give a bonus to the Royal Monument.
 
The castle buildings seem to never become obsolete. At least I can built those dungeons etc. until future era as long as I have a castle in the city (beta 1).

They become obsolete when the Castle becomes obsolete.

Does that the mean the castle never becomes obsolete? I have researched everything by now and still can build those castle buildings (but no more Castle). Somehow it doesn´t feel right to build a Keep and so on besides a Fusion Plant ;) ...
 
Does that the mean the castle never becomes obsolete? I have researched everything by now and still can build those castle buildings (but no more Castle). Somehow it doesn´t feel right to build a Keep and so on besides a Fusion Plant ;) ...

No, the castle should become obsolete at Explosives, or whatever tech it is.
 
Example of over-production of barbarian Galleys :

10 War Galley + 30 galley

galere.jpg
 
No, the castle should become obsolete at Explosives, or whatever tech it is.

I've had the same problem in either the latest 1.74 or 1.75 beta that the castle becomes obsolete but the additions are still buildable in the future era. Building them provided no benefit but any city that had previously built a castle could still build them despite the castle being obsolete.
 
I've had the same problem in either the latest 1.74 or 1.75 beta that the castle becomes obsolete but the additions are still buildable in the future era. Building them provided no benefit but any city that had previously built a castle could still build them despite the castle being obsolete.

@ Afforess: Confirmed (Rev 387). I can build castle improvements well into Modern & Future times.

Example of over-production of barbarian Galleys :

10 War Galley + 30 galley

galere.jpg

@ Afforess
Looks like changing the barbarian Global defines isn't addressing the barbarian ship issue (although it did address the overwhelming # of barbarians). But definitely overproducing Barbarian galleys.

In REV 363, you changed the pirate ship coding...I think that's when I started noticing the overproduction of barbarian ships. Maybe there's something unintentional there?
 
Ok, the new Beta 2 says its a standalone package, do not install over RoM... But when i install the hefty 800MB package and load it up its nothing more than Beyond the Sword... So, is it not standalone? Why is it 800MB?
Am i missing out on something...

I had the same problem. After poking around the folders I realized I had to install it in the base folder, eg. \Sid Meier's Civilization 4\Beyond the Sword\Mods , NOT in \Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind, as the installer uses the previous version's install path.

So to solve it, simply navigate to that folder and you'll see another folder inside the old rise of mankind folder. Move that folder to your mods directory and you should be ready to play! ;)
 
Castle obsoletes at Economics but I'm able to construct Castle Garden that requires Castle in-city. Therefore, my only guess at "bug" that others see here is this: Castle has defense bonuses so these bonuses don't ever go obsolete. That is why you can build subsequent buildings even after Economics. I don't consider it a bug but more of a weirdness.

If you can un-weird it, then good.
If you can't, not a game breaking thing though.
 
I've tried the beta test of this, and got to say that it is gone fast... but to me, it does not really go fast enough to get pass from medieval to renaissance with little lag. Although I got to beginning to Medieval fast with very little to unnoticed-able lag. Quite good, but I can ya push it a bit farther if you can?

there is one bug that I only saw is how disorganized the whole unit build list is, it's all scrambled... and as a guy who love organized build units list, I DEMAND that you fix this disorganize build unit list :P

So far it's good, but I want it to be a bit less laggy, even though I know that I be asking something that can hardly be done or impossible to do due to so much content this game has.
 
Hi Affores!

Great beta, playing few games and all good so far:)

One thing I have noticed is that if you click transhuman era techs in the tech tree game freezes often. Maybe not first click but after few.. (have to go desktop and end task manually, couple of times have to reset computer to get out of the game). This happen only right in the beginning not later when you have researched lots of techs already.

Another minor thing, spanish galleon missing some text key but this comes with basic RoM also..
 
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