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Interesting to see others take on trait balance. Humanitarian + Deceiver (if map not huge+) were the most underpowered imo. I also thought imperialistic, agricultural and spiritual (if gamespeed not too fast) were some of the strongest :)
 
Interesting to see others take on trait balance. Humanitarian + Deceiver (if map not huge+) were the most underpowered imo. I also thought imperialistic, agricultural and spiritual (if gamespeed not too fast) were some of the strongest :)

I agree Deciever is weak. Humanitarian is fairly strong since the removal of inflation and increased civic upkeep costs. It gets -20% civic upkeep which could be 10-20/gold a turn medieval.

Imperialistic was weak because of the 3 city limit of chiefdom. It was hard to take advantage of cheap settlers when you have to stop and wait to reach Despotism. Other than cheap settlers Imperialistic had nothing going for it.

Agriculture got weakened when most improvement yields were decreased. The only tiles that get 5 food now are resource tiles. Cheaper agriculture buildings are not that useful.
 
I agree Deciever is weak. Humanitarian is fairly strong since the removal of inflation and increased civic upkeep costs. It gets -20% civic upkeep which could be 10-20/gold a turn medieval.

Imperialistic was weak because of the 3 city limit of chiefdom. It was hard to take advantage of cheap settlers when you have to stop and wait to reach Despotism. Other than cheap settlers Imperialistic had nothing going for it.

Agriculture got weakened when most improvement yields were decreased. The only tiles that get 5 food now are resource tiles. Cheaper agriculture buildings are not that useful.

These are all good points actually, most of which I hadn't considered. :goodjob:

Have you considered giving protective maybe the trench1 upgrade for gunpowder units instead of drill2, just sounds like a nicer fit to me.
 
Thanks. I am trying to make picking a leader/civ a meaningful choice again. I think that is my slogan around here right now, "meaningful choices".
 
Have you considered giving any other leaders the humanitarian trait? Right now, there are three philosophical/humanitarian leaders and one agressive/humanitarian. Only Seafaring has fewer leaders, and they have more balance in their other trait (imperialistic, agressive, and financial).
 
Revision 824

Tweak city maintenance costs to correctly calculate 50% of vassal maintenance for master civilization
 
Have you considered giving any other leaders the humanitarian trait? Right now, there are three philosophical/humanitarian leaders and one agressive/humanitarian. Only Seafaring has fewer leaders, and they have more balance in their other trait (imperialistic, agressive, and financial).

I reshuffled them awhile ago, giving more of an even spread in this leaderheadinfos.xml
http://forums.civfanatics.com/showthread.php?p=13387227#post13387227

It could probably be improved further, but my main complaint was that there was like 15+ aggressive civs and only a couple deceiver & scientific ones etc. So i spread them out more.
 
rev825
  • Revolution frequency tweaked, should also affect city flipping for those not using Revolution

I've run some test in the last days and I've tweaked some default values. It should increase revolt chances and city flipping if Revolution is OFF. If using revolution, I've also increased revolt rates for humans as revolts were very rare. Now you'll need to pay more attention to your cities. I've also decreased AI revolt rate in order not to cripple AI. So far it looks like it's working but I'm waiting for other feedback. Also, I've changed default values so if you want to use new values and not your current ones, you'll have to "Reset to default" under Revolution tab in BUG options OR to manually delete "Rise of Mankind - A New Dawn\UserSettings\Revolution.ini"
 
Do you recommend using the Revolution Mod with AND? I tried it once and the AI civs kept losing their cities, it was the easiest game ever, especially once my spies got to them.
 
I think the Revolutions mod is loads of fun for me, but the AI just can't seem to handle it. Especially expansionist leaders like Catherine or Shaka, they lose cities in the Classical era, multiple times, and their cities are in revolt a lot.

If we really nerf the effect for the AI it could work better, or at least get it to stop doing things that trigger civil wars. It's still fun dealing with the challenge on the player's side.
 
Hi. I'm very interested in the multiplayer OOS fix that is being worked on. Has anyone tested this to any extent yet? Just wondering if it's worth me starting a new MP game yet.
 
Free Trade and Open Borders

I'm curious... Now that the trade income has been moved from city connections to buildings that use city connections, do Free Trade Agreements and Open Borders actually boost trade gold anymore?

For the early eras, city connections seem to serve no purpose at all. And it seems that the "Isolationist" Civic prevents foreign trade connections (even though that's not specified in the civic's info text).
 
Does the EXE in the download page now include your changes to Revolutions? Just want to make sure before I start up the test game.

The Download EXE is updated automatically every night at midnight with the latest code. So - yes.

Hi. I'm very interested in the multiplayer OOS fix that is being worked on. Has anyone tested this to any extent yet? Just wondering if it's worth me starting a new MP game yet.

It is still very experimental.

Free Trade and Open Borders

I'm curious... Now that the trade income has been moved from city connections to buildings that use city connections, do Free Trade Agreements and Open Borders actually boost trade gold anymore?

For the early eras, city connections seem to serve no purpose at all. And it seems that the "Isolationist" Civic prevents foreign trade connections (even though that's not specified in the civic's info text).


Free Trade / Open Borders allows foreign city connections. Isolationism does not prevent foreign city connections.
 
What exactly does the Free Trade Agreement do and effect? I haven't really seen any noticeable changes when having one with another leader, and though the text says that it can 'upset other leaders' it's never done anything of the sort. :confused:
 
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