hey guys,
im started a multiplayer game,
its nice so far.
few notes:
-i cant attack a human player directly - unit just goes over the other human unit - so to declare war: alt button and click on the human civ.
-python error using PLE , hovering on a unit pops a py error.
-lots of copper
- Buddhism wont be researched by ai - it leads to no where, so ai wont learnt it.
maybe im not sure, its probably an easy fix on the moveinto function somewhere.. I would have thought this is normal BtS behavior
It is annoying me so that I would fix it myself, if I knew where to look for it (once modded a variable in Civ4).
Stonehenge is not buildable right now. We might reintroduce it later on though.I have a stupid question - is it possible to build the Stonehenge? I can't see any requirements for it.
Glad you like it.I just finished my first game with this mod and it was very interesting. I really appreciated a lot of the design decisions and it opens up several mod-mod options. My game settings were Noble, 18 players, Continents, Low sea level, Normal speed, No tech trading, No goodie huts. I rolled Charlemagne and my starting spot was middle of the continent. There ended up being 2 major continents.
We didn't change that tooltip from BTS. "National Wonder: 1 left" supposedly means "you can only build 1 more of this building in your cities", and not "you only build 1 more national wonder in your city". As in BTS, the limit is 2 national wonders per city. But I can totally see how the tooltip is confusing.* The number of national wonders per city was unclear. The tool tip would say 1 allowed, but I could build more.
Agreed, that could be improved. Meanwhile, you can activate "Bug Mod options" -> "City screen" -> "Building actual effects" to show effective commerce gain (shows as "Net effect: +4 gold").* The hotel building was unclear. It would show the only benefit as unhealthy but once built it would add other benefits.
I very much agree with you from a realism point of view. We've made that change a long time ago, but I think our problem was that with 18 players on a map, some are bound to start in relatively river-less areas (usually large plains), which proved to be a massive starting disadvantage we were unable to compensate.* I don’t like the nerfing of rivers. I’m ok with removing the default commerce, but allow a building to add it back. I also missed levees adding a hammer. Rivers should be the best settling spots by far.
Good point, cannons were invented before muskets. Only problem is that with crossbowmen there's already one collateral damage unit during medieval times, and some other stuff would have to be shuffled as well. We'll have to think about this.* I loved using archers as collateral units, but this doesn’t make sense once musketeers arrive. There should be a bombard unit at gunpowder. Overall, great job nerfing collateral and making city assault more realistic.
Interesting. No tech trading should not be the problem, we are always playing without tech trading and give civs that are behind a generous research bonus to compensate (that is, the more people have researched technology X, the easier it is for others to research technology X). Games can always be a bit different, but at ~1400 AD the age of colonization begins, which should give everyone new opportunities to settle, which in turn boosts the economy and research rate during that period. If you didn't play with a "new world" continent, that might explain this partly. But thanks for the feedback, we will keep an eye on tech progress at that time.* The AI and the tech rate stagnated during the renaissance. I won a domination victory in the 1940s but the AIs and I were behind, especially the AIs. I am suspicious that the number of AIs reduces the available land, which reduces the tech rate in the later eras, along with no tech trading. Pacing was good until the 1400s, but then it fell off.
Great! ;-) Keep in mind though that everyone is able to freely switch religious civics, which reduces the value of progressive.* The progressive trait, replacing spirituals no anarchy, seemed very powerful. With all the new civics I was really able to abuse the system, especially the military civics.
Personally, that is one of my favorite civics to abuse, if the position calls for it. +2 commerce per specialist can be really powerful when your economy is build around it. But it's not suitable for every position or playstyle, certainly.* I didn’t see a good use for the city state civic. The 100% penalty for city maintenance seemed to outweigh the benefits.
Your ideology is determined by your civics. You can see the impact of all your civics at the bottom of the civic screen. The one with the highest value is your ideology. When you switch civics, you can see how those changes would impact your ideologies.* Ideologies? Couldn’t figure out how they worked. It appeared to be passive, I never intentionally chose one.
Thanks for all the work on this fun mod!
Thanks a lot!Hello, I am very happy with this mod. It's fantastic!
Good news, we are removing the "no production mali" effect in the next version. With regards to your other comparisons to free market: don't forget that Central Planning has higher maintenance costs, no foreign corporation effects (the modern corporations are usually beneficial to you), and -1 commerce from towns (the best commercial improvement in the game). Central Planning is great if you have a production or espionage focus, but Free Market gives you a lot more commerce (and is available ~200 years earlier).I am using Central Planning and it is OP. So many bonuses, but only -10% on ratios! Ok, others give bonuses, so there is a fall, but it doesn't outweigh somewhat the bonuses!
It could be fixed by making the resource ratio to -50% or -66%; believe me, it is not exaggerated. I am coming from a post-soviet country, and I must tell you- that's about how that was! So you woud get all those hammers and gold and food, but would possibly struggle a bit with shortages in the populace resulting in hunger and discontent. Also, the "no production mali" should be taken away to complete the effect with slower production. THEN I should have peaceAlso, Free Market is very weak by comparison. No reason to switch there.
It is annoying me so that I would fix it myself, if I knew where to look for it (once modded a variable in Civ4).
Sidenote: Foreign corporations won't come to you if you play Central Planning. ;-) With regards to missionaries and corporations games can be very different. Some AIs love spreading their religion, other's don't. Sometimes you gain five religions passively, sometimes you gain close to none.Other issue is AI visibly slowing with tech development (vel Cruiser76), but also struggling with improving tiles and building more buildings and National Wonders. I also haven't seen a foreign Corp on my soil and almost no missionaries.
Usually we get complains that the game is too hard/the AI too strong, so this is something new. :-DMaybe it has something to do with us all playing on Prince or Noble? Still, I researched 3religions and built almost all World Wonders. Tech Trading is on, no brokering, unlimited workers, raging barbarians.
This is one of our changes to make conquest a less dominant strategy. Conquering cities is still a very, very effective strategy, but with more destroyed buildings, the short-term gains are bit lower.Also, I don't like so many buildings destroyed on conquest.
Thanks for the feedback. As for tips: Favor specialist economy over cottages, aim for Sistine Chapel, try to get Luxury Industry if you can get access to some of its resources, obviously go Representation/Republic/Public Welfare, the more Religions the merrier, prefer a civ that have a cultural leg-up (the "creative" trait might seem good, but +2 culture/turn turns out to be at most 800 culture during the course of a game. The best civs for cultural victory are those that give a cultural unique building, which are Ethopian, French (w/ Louis), and Native American). Culture-bombing with great artists is critical at the end, and remember that they give more culture the further the game progresses. Late in the game, keep the great artists in reserve until you have enough for a cultural victory.Any tips for a cultural victory?
This might be difficulty related. Cultural victory is less of a competition like the other victory conditions, and more a race against time. Whereas we scale the cost of technologies and science victory should happen roughly at the same time, cultural victory is unscaled. Obviously, an AI with bonuses can build cultural buildings faster, needs to divert less resources for military and so on. But I don't think they are particularily good at cultural victory anyway.If the threshold had been 50,000, I would have hit it in all 3 cities around 1990, which seems about right. In all the games I have played no AI has come close to a cultural victory.
I'm afraid the 50% penalty for strategic resources is not something you can currently change with xml files. As a sidenote: We started playtests with 100% penalties but felt it was too harsh for strategic resources. Of course, YMMV.Is the resource penalty system in the xml? I'd like to set it to the full penalty for strategic resources too.
I've been doing some more testing. Changed the starting CIV through the World Builder. You don't have to answer, Team NP, as I am using some outlandish start settings
It's a huge map for 11 players with also a huge rocky desert in the middle. Well, actually the almost round continent has a 2-3 cities wide strip of grassland/plains on the border and then this rocky desert with some floodplains in the whole center. The land is 80% of the map and there is a small island for 8-10 cities, settled usually not late by 1 AI. Marathon, no Brokering (but trading), Raging Barbarians, AI prefers war over diplomacy, City flipping after conquest, unlimited workers (but nobody, me included, keeps more than 8 anyway).
- The only player which is doing really fine is Zara Yaqob. Even though he starts on a rocky desert! (with flood plains though). On the 1st game AI's were on par with me with tech progress (until 'present days'). I gave out my techs with pleasure, but they were trading between themselves too I think). Zara Yaqob was high with progress and also he subdued 2 civs and after that took a lot of barbarian outposts with the leftover army. On the next game kept my techs to me, and some CIVs have archers vs riflemen.
- There is not too much wars, although there is at least one for 50% time. The AI does not have that much of army, just like 4 units per city.
- The AIs really do not adjust their worker force to the needs. I checked with WB in the late middle age and they had all just 4 workers. I believe AI is losing workers on the no man's land with a road through it (built by barb workers to connect their cities, but they use them to travel between far-off conquered settlements. But the barb fighters use them too). They often do not connect new resources for a long time in the new settlements and don't haste with regular improvements. They rather build roads and are happy to do that on your lands, sometimes parallel to yours.
- They are also neglecting building new settlements, sometimes in a small proximity, keeping to four or six. Because of that Mehmed II had it's land filled with farms, and a lot on plots not within a city proximity, but in the cultural borders, and roads on every plot.
- It seems like AI's are prioritizing war on weak CIVs over taking over a closer barb city, and then settling. The barbarians are rampaging, true, but they are reluctant to destroy improvements, instead go for a city with an army there. The AI does nothing to secure the borders, like building a fort anywhere (but this is not how the AI is able to behave, right?). Barbs take 1-3 cities in total per early game.
- AI still attempts to build World Wonders somewhat and in primary cities all the useful buildings, but neglects it in the newer cities. AI chooses civics very flexibly, adjusting for the current needs and goes for army-promoting only in the war behaviour. So I don't know why are so much behind. Destroyed workers? They AI's most often have friends and neutral CIVs, so I don't know what could be a different problem.
- changed corvee system to +2 food +1 health, and AI's use that often. I stick to later civics, but it's a way to help them a little I guess.
If you could point-out to me what further modifications I could play with, I would be back with more feedbackOtherwise pls advise me if I should change some setting in the game-creation. I had not had my ass kicked on regular settings either (without AI favouring war), so it is not a solution, and I hate fake-difficulty in place of smart AI.
Greets!