True Earth Start with Cleopatra, the computer put me literally right next to Saladin, who insta-settled, of course. That's some great playtesting there, guys.
Can you move units with the keyboard yet? The notes said something about more keyboard bindings but I like to use the mouse as little as possible. And I'm really hoping there's a big UI fix somewhere down the line.
"Added more bindable keys (Toggle Resource Icons, Toggle Tourism Lens, Alert action)."But not Fortify Until Healed - what the hell Firaxis?!
Shocking.
I'll be curious to see if they're functional.
There is a "build Queue" Mod on Steam and it works good.Decent list of stuff in that patch.....so soon after the last one. The one thing I wish they'd hurry up and put in, though, is a BUILD QUEUE. Seriously, it'd make life so much more convenient!!!
Any feedback about the AI?
Is the AI training enough army units to defend itself?
Is the AI's units the latest units or obsolete units?
Does the AI attack with large armies when it declares war? or does it stay passive and doesn't attack?
Is the AI training siege units and using them to conquer cities?
This can anyone confirm this? Not really interested in Australia or some random UI or map details.
These are all reasonable changes, but they don't do anything to address the game's biggest balance problems. Production is still the "limiting reactant" far too consistently, and the AI's front loaded bonuses still make early game wonder/GP competition next to impossible without actually providing a serious long term challenge. These issues are seriously hurting the game's replayability, and it's getting frustrating to see patches ignore them.
I disagree that production is a balance problem. On higher difficulties, that's the point: you're not supposed to be able to outproduce the AI. At every stage of the game, there are intelligent decisions you must make regarding how you focus your production. Wonders are usually a poor idea in the early game because you would need to focus too narrowly in order to complete them. Mid game, wonders can still take a long time, but with trade routes they are definitely possible. And late game, you have a lot more flexibility, so producing just about anything is possible if that's your focus. The only production topic I would argue was not properly balanced was space ship projects, which were fixed in the previous patch.
Yes, districts can take a ludicrously long time to build later on in the game. However, if they were not, they would be grossly overpowered. You can still work around it to finish it if you want to, but you need to plan and appropriate your resources accordingly, like switching trade routes and using builders to cut trees. This is basically the point of strategy games: deciding what is worth your time now, and how best to accomplish it.
Great people are absolutely possible early game, even on deity. Like anything, you just have to make it a priority. Sometimes you don't even need to do city projects to get them; Divine Spark will often get your there anyway. In my opinion, it's an extremely overpowered belief and should definitely be nerfed.
City ranged attack alert also works but only if you have auto end turn enabled.
If you build 20 junk cities mid-late game to build 20 holy sites in 10 turns each, that's pretty overpowered. If you build 20 junk cities mid-late game and build 20 commercial zones, that's pretty overpowered. If you put campuses or theater squares with them, you can go through the trees ridiculously quickly. By the time that district costs become unreasonably high, you should already be on your way well enough that you don't need more districts. If you don't put some limit on it around mid-game, it blows totally out of proportion.[I also completely disagree that ludicrously long district build times are needed to prevent any sort of imbalance (I don't even think it makes any more sense to say districts would be overpowered- you wouldn't say "buildings are overpowered" or "units are overpowered"). Chopping and trade route distribution are important and interesting strategic mechanics, but they shouldn't be required simply to access a core mechanic like districts in the late game.]
I pushed sciennce and got early redcoats , typical vicky unstoppable, idc if most people think she is bad.Dunno why so many people dislike Victoria. She's incredibly good. You can steamroll better with her than anybody IMO.
Yeah, she seemed really good to me, especially on culture. Those themed archaeology museums, pretty powerful.I pushed sciennce and got early redcoats , typical vicky unstoppable, idc if most people think she is bad.
Well AI is still no better but units are definately upgraded, planes as well.
It is definately training seige units
Genrally not many units to defend itself but you must remember that they have badly designed cities still and really bad amenity issues
Some improvements including planes but meh
I do love the -12 for having one of their cities, +14 for freeing one of their cities.