45°38'N-13°47'E;12811601 said:The game still needs balancing, I'm currently working on it.
Since your still balancing, you might want to give some thought to not having Electricity before Power Plants are available. Seems strange to have Broadway before having power.
Also, farms in the Dessert may want to be put off until later in the game. And while I'm at it, Tundra should have much reduced food capabilities if any. I know this not real life but, while there are a few plants that can withstand the conditions of the Tundra, food crops are not among them.
Question, do Calvary units have the ability to move more that one tile through forests, if there is a cart path? Mine do.
45°38'N-13°47'E;12819307 said:Tundra food is also going to stay because otherwise civs starting in tundra don't have any chance to develop. Moreover, while there are no food crops in tundra, food can be gained by hunting. There are animals living in tundra. I guess it's already hard enough for civs to develop in that environment, I don't want to make it harder.
The part about animals living in the tundra got me thinking... What about a hunting camp or something that can only be placed in Tundra Forests, or a similar food producing improvement for Tundra Rivers?![]()
No barbarians spawning & other issues:
Got the latest rev build, am in the year 2600 bc, gigantic map size, 21 civs.
And barbarians are activated per setup.
I am on a huge continent with only 2 others, lots and lots of free space everywhere.
Yet i hadnt seen 1 single barbarian.
Is this a bug?
Also:
Why is the early goverment civic only allowing 3 cities? none of the other civs got stoneworks yet so here we are spending thousands of years on empty continents restricted to 3 cities.
why not 6?
Plus i think there should be something between "Stammeskultur" (only know the german word) and Despotism, as it feels like a huge gap between them, most civs don't go to despotism right away so the early game is pretty empty.
Was playing a Huge (Global?) Highlands map a dozen barbarians spawned almost every other turn, and five civilizations kicked the bucket at the dirty hands of the barbarians before even the Classic Age
Babylon and the Vikings were in danger during that era, and I sent a large group of War Elephants over to help Babylon (Ragnar hated me so I left him to his fate) but when I saw FORTY horsemen, axemen, and spearmen headed towards Babylon I high tailed it out of there. Ten turns later Ragnar left the game, and Hammurabi followed shortly later.
In fact, the barbarians posed a threat to the only three civs left (That could defend themselves. A few civs were tucked away in a corner behind America and myself, so they were never in danger but also could never grow) up until the Reinessance era.
All this without Raging Barbarians (Rev657 I believe)
Because this was so vastly different than most my other games with the same revision, where even Raging Barbarians yielded very passive barbarians, I can definitely agree with 45° on the mapscripts spawning barbarians in different ways (And I believe the Highlands one is very harsh with barbarian activity even in Vanilla BTS)
I am looking forward to when Barbarians can launch naval attacks again, since while frustrating that was a very nice addition and kept my island bases busy instead of twiddling their thumbs for years on end ^^
As for Chiefdom, is it possible to scale the City restriction to gamespeed? Normal and lower it'd be three cities, Epic to Eternity it might be 5 or 6 even? I'm actually okay with the three city limitation regardless, being a very early civic, but hey![]()
45°38'N-13°47'E;12838049 said:<snip>
Also Chiefdom was designed to limit initial expansion. 6 cities is a huge limit for smaller maps. That limit should be mapsize-dependant and I've imported some code for this feature but it's not active yet because I'm not sure what kind of troubles it might cause. It will be fixed in the future.
If you don't use the map size scale then it needs to be removed completely. It's an old carry over to kill Expansionist play style and AI Leaders with Expansionist trait. I absolutely dislike this false limit and it's intent. And yes I feel very strongly about this.
JosEPh
I thought Chiefdom limited you to three cities not six?
Or was that changed and I just didn't notice?![]()
I just noticed something with the newest revision... But I can't select multiple units in a transport by shift-clicking. It only allows me to select one at any time =/
It happens with Galleys, Caravels, and doesn't really seem to matter what sort of unit it is either. They could all be warriors and I can only select one at a time. Makes it tedious when launching large naval attacks onto a city or just unloading troops in general ^^
I don't remember it being like this before though, did something change?
(I edited in a galley and two units because I was too lazy to wait two turns for the galley I already hadThat and that city is in danger of revolting so... >_>)
*On a separate note, is it possible to have the AI stop asking you to make peace with leaders you're at war with? As far as I can tell, the Diplomacy options in the BUG menu only affect you - the AI can still demand you make peace (Even with leaders you're at war with that they hate, amusingly enough)
45°38'N-13°47'E;12843285 said:Nothing was changed in this sense recently from what I remember; I'll have to look. As for AI asking you to make peace, I don't know if there's something I can do right now, besides suggesting you to use the "Stop bothering me" phrase.![]()
Compared to what I remember from my previous games 6 months ago, I see needing a lot more culture for culture expansion, the barbarians seem totally absent, AI is building lots more archers and lot less settlers.