Civilizations Reborn

The Hopewell's third UHV check currently isn't properly checking for all Cahokia tiles, only checking for the southmost one. Expect a fix for this and many other bugs in the next update.
 
Expect a fix for this and many other bugs in the next update.
With how fast you've been putting out updates lately, we can probably expect your next update to come out in the next 30 minutes. :lol:

How do you complete the UHV for the Hopewell?
I suspect by rushing settlers ASAP, and by a lot of chopping forests, but I was still a long way off when I tried earlier today.
 
In case I forget later, here's a list of bugs pending to be fixed in the next update:
  • Hopewell UHV3 did not check for the northern 2 Cahokia tiles. Fixed.
  • The Alaskan Deer learned to live in the ocean. Fixed
  • Buildings don't appear in the Civopedia due to an error in the Serpent Mound's game text. Fixed.
  • Catholicism can spread to Alaska through the Bering strait. Fixed
  • Mississippi can collapse and the Mayans can lose their UHV if they meet an independent or barbarian civ. Fixed.
  • Many New World Civs collapse into Independent States rather than Native States. Fixed.
  • A lot of "have X in year" UHVs don't have an isPossible check and thus check their conditions for AI. Fixed.
  • Cities would only gain their communist names if Egypt or Nubia controls them. Fixed. Thanks to ImpKnoedel.
  • The Mississippi doesn't have a language renames entry, so it errors if they conquer a city. Fixed.
  • The Saint Sophia and Serpent Mound could be built by AI prior to their UHV civs' spawn. Fixed.
  • Plague was exempted from spreading to the Inuit. Now it spreads when the Mississippi meet a European civilization.
  • Polynesians were colonialist scum... Why was that even a thing?
 
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Played through Polynesia again. I know this is a global DoC thing but I thought maybe it could be a CivsReborn thing first. How do we feel about Polynesia getting conquerors against New World civs? I mean, while I think it's realistic that Polynesia could feasibly contact South American civilizations I don't think it's feasible that they could get conquerors against them. They don't have access to steel, they don't have gunpowder, they don't have particular disease immunity, or any number of the established reasons why Old World civs were able to so rapidly dominate New World civs. That and they are considered a New World civ for the purposes of late game immigration bonus. So I think it's not reasonable to have conquerors.
 
Played through Polynesia again. I know this is a global DoC thing but I thought maybe it could be a CivsReborn thing first. How do we feel about Polynesia getting conquerors against New World civs? I mean, while I think it's realistic that Polynesia could feasibly contact South American civilizations I don't think it's feasible that they could get conquerors against them. They don't have access to steel, they don't have gunpowder, they don't have particular disease immunity, or any number of the established reasons why Old World civs were able to so rapidly dominate New World civs. That and they are considered a New World civ for the purposes of late game immigration bonus. So I think it's not reasonable to have conquerors.
The Polynesians can WHAT???
 
Wow. You only had one core city?
Yes, and it's way more feasible than having more, since
- it can work more sea tiles
- core population is doubled in the classical and medieval eras
- you pay less maintenance for useless cities
Expansion stability hardly matters in after the classical/early medieval eras since you can (ab)use golden ages, domestic stability and the tributaries vassal stability bonus.
 
Pre-Colombian Update Part 6

New Civ: Muisca
Leader: Saguamanchica
Birth: 800 AD at Bacata (Bogota)
UB: Goldsmith - Replaces Forge. +1 Gold per Gold Resource. Available at Smelting.
UU: Guecha Warrior. Replaces Skirmisher. +1 Strength. Available at Property.
UHV1: Tejuelo Gold Coins - Spend 2000 Gold in diplomacy by 1540
UHV2: The Altiplano Cundiboyacense - Have the largest average population in the new world at the time of Old World contact
UHV3: El Dorado: Ensure no Old World civilization controls a silver or gold resource in South or Central America in 1600 AD

Added Hyenas, Polar Bears, Jaguars, and Tigers
Fixed a massive amount of bugs
 
I'm playing as Yemen, and the Turks are getting a large stack of conquerers in Oman in 1120. Is this intentional? It seems difficult to an unnecessary degree to defeat. (They captured Behrein the turn the conquerors arrived, so I would have needed to capture Bahrein myself or preemptively declared war.) The only solution I see is to spam units since you're going up against Lancers (which may be the point).

upload_2020-5-5_21-56-11.png
 
I'm playing as Yemen, and the Turks are getting a large stack of conquerers in Oman in 1120. Is this intentional? It seems difficult to an unnecessary degree to defeat. (They captured Behrein the turn the conquerors arrived, so I would have needed to capture Bahrein myself or preemptively declared war.) The only solution I see is to spam units since you're going up against Lancers (which may be the point).

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Yemen has easily been the hardest to balance thus far. I might just disable the Turkic Conquerors if the player is playing as Yemen. Their conquerors is there to give Oman a bit more interesting of a game, but ever since adding that Yemen's been struggling massively. I tried to help by giving them more starting Longbowmen and the tech required to build longbowmen, but it's still very difficult. Turks should only get one stack of 2 lancers, 2 heavy swordsmen and 1 trebuchet when getting a conquerors against a city in the Arabian Peninsula, but it seems I was checking the Region ID of the city against the civ number of the Arabians rather than the region number of the Arabian Peninsula. I just pushed a fix for this.
 
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It seems I accidentally removed the Khmer and Tibetan languages when adding the muisca. Fixed.
 
Is anyone else finding Nubia way harder? Before I used to be able to pump out a Medjay or two and take Luxor, and that was it (maybe also I'd have to kill some random Egyptian city).
Now this is what I seem to get every time, Egypt is able to runaway with higher production than me quite quickly, and since a Combat One Medjay will rarely beat an Egyptian Archer (~10% chance) it seems kinda fudged.

Strategy is:
Start barracks, research despotism. Whip out barracks, build as many Medjays as possible while killing rogue militia and archers. Make sure to pillage horse so they can't get chariots.
But at this point they still build more archers than I can whip out Medjays. Sometimes I get lucky and have a 3-2 advantage in the city due to timing or them moving out a unit, but even then you can't win with a 10%.

Am I missing something? Do I need to be attacking even earlier? Spamming militia or something?
 

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Small Update: Fixed Nubian Medjay's missing +50% vs Light Cavalry modifier.
 
Is anyone else finding Nubia way harder? Before I used to be able to pump out a Medjay or two and take Luxor, and that was it (maybe also I'd have to kill some random Egyptian city).
Now this is what I seem to get every time, Egypt is able to runaway with higher production than me quite quickly, and since a Combat One Medjay will rarely beat an Egyptian Archer (~10% chance) it seems kinda ****ed.

Strategy is:
Start barracks, research despotism. Whip out barracks, build as many Medjays as possible while killing rogue militia and archers. Make sure to pillage horse so they can't get chariots.
But at this point they still build more archers than I can whip out Medjays. Sometimes I get lucky and have a 3-2 advantage in the city due to timing or them moving out a unit, but even then you can't win with a 10%.

Am I missing something? Do I need to be attacking even earlier? Spamming militia or something?
Egypt pretty consistently settles Abw and staffs it with a Militia, my strategy is taking it and using it to produce military units to suppress Egypt's productivity until I can conquer Nwt Rst while Kerma produces the Pyramids.
 
In the 3000 BC Chapter 2 Scenario the Independent Leader 1 (Player ID 73) has tech costs of 1 Research Point per technology.
Spoiler :

upload_2020-5-9_15-58-18.png
 
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