Because it will assign more specialist that add GP points.I get more great people points with emphasize science or culture... not sure why.
Because it will assign more specialist that add GP points.I get more great people points with emphasize science or culture... not sure why.
That would probably cause larger problems in the AI, aka, it's a deeper bug than can be solved by a simple solution - I'll bring it up on the discord to the person who needs to consider a fix.can we pls limit workers to like 20 per civ, because in the later yrs, u always have workers (like a ton of them) in each civ just doing nothing, and making turn times horrific,
Why not just delete the excess workers? Works for me. Plus if you have the Option for Downsizing On you get some Gold back for each unit/worker removed.can we pls limit workers to like 20 per civ, because in the later yrs, u always have workers (like a ton of them) in each civ just doing nothing, and making turn times horrific,
Exactly why I feel that it doesn't play into the idea of the rest of the combat mod but does play nicely without it sure.If playing with more XP to level it takes literal ages to make a hardened veteran unit into a somewhat capable combatant.
+20% on grassland is better than 25% vs melee when one defends against mounted. The idea is to have a variety of defenses for one's stack such that the stack cannot be undone by an evaluation of its unprepared weaknesses - and yet to prepare for all scenarios is nearly impossible because of how many there are. It will, as you say, become more clear post review.Who ever picks +20% defense in grassland over +25% vs melee?
I feel that, if it ever becomes a thing, an equipment mod that works alongside unit promotions and also unit classes is going to make things a lot more interesting and also easier to mix and match for different synergies. (A infrantry unit armed with long spears and specialized on defensive combat with a scouting attachée: only one of those four things is an XP earned promotion) - A bit like the Alpha Centauri unit builder, I suppose, which everyone thought was incredibly cool. Future references.It will, as you say, become more clear post review
I'm still awaiting the addition of actual EQUIPMENT, lol.I feel that, if it ever becomes a thing, an equipment mod that works alongside unit promotions and also unit classes is going to make things a lot more interesting and also easier to mix and match for different synergies. (A infrantry unit armed with long spears and specialized on defensive combat with a scouting attachée: only one of those four things is an XP earned promotion) - A bit like the Alpha Centauri unit builder, I suppose, which everyone thought was incredibly cool. Future references.
That being said, yes, I probably shouldn't pick more XP to level along the combat options to begin withlive and learn though - I'm still on my journey to find the perfect settings. Luckily, we had a SVN save break so I'm starting over.
Yeah the thing about barb cities is they don't settle they just pop up so unlike civ cities they can come into play a LOT faster.1 thing that did not change was the Barbs and their penchant to block the Human Player from expanding!Early game on Blitz, by th time I had clubman the Barbs had plopped 2 cities within 6 to 8 tile from my Capital and only city at that time. I have a current stack with 40 Spiked Club and 12 Thief or Exiles milling around my territory. With many other stacks splitting and rejoining each other. The map around my 2 cities looks like a Poster Board for Barb expansion!
I have managed to force my way south to a river/coast tile that is adjacent to Horse Resource. Now to get that tile under my Culture and developed for Horse Riders. Obsidian is all the way across my continent next to the Zulu
. They will have Obsidian weapons long before me now. Such is the life of an Emperor!
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@turn176 on a Standard C2C World map, Blitz GS, Emperor Diff, 6 AI, my turn time was 1 min 12 secs. This is almost 25 secs longer than my abandoned game that was in the Ren Era on SVN11551(turn time was averaging 50secs). So Yes the EOT's are much longer. I suspect the new Culture Spread is the reason.why does it seem to me that turn times even with only 250 turns into the game on a small map, seems ALOT more????new SVN?
I haves some ideas about what causes it.EDIT: 52 is more than 10 X (times) slower with turn times, really starting to get boring WAITING!!!
Definitely.Something with unit cycling i guess. It's take too much time.
@strategyonly,raxo2222
: Upload save and user settings
thats exactly what i mean / / / /at this time ingame should not be more than 1-2 seconds, with at least SOME +money / /only 4 cities, small map. .(no changes to anything (default)