Current v1.13 Development Discussion

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yeah you can enable it in the game files somewhere (sorry forgot where, somebody will probably post the file-name soon) but even then it is rather boring.

The AI isn't able to play them and all they will ever see from it will be their capitol and a few units. no expansion no other cities. So...it just adds a useless civ if you enable them.
 
Wait.... you increased a reduction. Does that mean.... you decreased the penalty?
In a way, but wording it this way would be wrong. Flood plains don't have a penalty, their presence reduces culture costs. Previously that wasn't enough to offset the extra desert costs but now it is. So the cost for deserts with flood plains has decreased.

It might be cool to add Kamehameha for when the capital is in Hawaii and the Maori leaderhead for when the capital is in New Zealand

Spoiler :
A lack of intelligence is what is stopping me
Straight from the man himself. Version control is E-Z. If you can type on the computer you can use SVN and Git.
This. The only thing standing in your way is your laziness.
 
Represented by city spawns, maybe. I agree that there isn't enough military confrontation in the early Russian game besides the Mongol invasion. Actually there just isn't enough to do for Russia in the early game, period. Intelligent independent / barbarian placement could change that.

Further off, I think adding a Tatar / Golden Horde civ might be an option, but everything I said about more civilizations applies here as well.
 
Represented by city spawns, maybe. I agree that there isn't enough military confrontation in the early Russian game besides the Mongol invasion. Actually there just isn't enough to do for Russia in the early game, period. Intelligent independent / barbarian placement could change that.

Further off, I think adding a Tatar / Golden Horde civ might be an option, but everything I said about more civilizations applies here as well.

Maybe make the Mongolians go barbarian on collapse instead of independent.
 
That's an interesting quick solution.

On another topic, can you guys give me more specific information on what's wrong with Babylonia? Is their research modifier too high?

I've played with the early game tech speed a while ago and this seems to roughly coincide with its power, but I'd like to make sure that it is actually the reason. Has anyone played them recently, and if so, has the game become easier for the player as well?
 
I don't think the tech speed on the Babylonians is the issue right now. One issue is when the AI Persians spawn they often don't attack Babylon, and their units will just stand around and not pillage. This is sometimes expected from AI, but Persia should definitely destroy or severely affect Babylon. The Greeks and the Romans will also often not be able to take Babylon either. By the time the Roman conqueror event is over, the Babylonians will have been around longer than any other civ in the region, and just being established will make them a powerhouse until the Arab spawn.

For the human player, Babylonia is an easy game. It's about getting the right tech path, and then just surviving, since none of the civs in the area pose a serious threat before the UHV is done. I wouldn't say its a particularly easy survival game after the UHV though. I played one where I brought Babylonia into modern times, I would say the tech was about right, and it was difficult to keep stability up.
 
I agree that there isn't enough military confrontation in the early Russian game besides the Mongol invasion.

I hope that by early-game you mean something like "everything before 1700AD" or so.

The Russian game is fine until the Mongol invasion, any further hardships before that seem too much.
But after having dealt with the Mongols Russia can just expand and expand until the end of the game. So from ~1300-1400 onwards Russia could use some challenges/something to deal with.
 
New commit:
- fixed text for discovering the technologies for high sea fishing boats and slave plantations
- Moai statues effect now refers to water improvements
 
That's an interesting quick solution.

On another topic, can you guys give me more specific information on what's wrong with Babylonia? Is their research modifier too high?

I've played with the early game tech speed a while ago and this seems to roughly coincide with its power, but I'd like to make sure that it is actually the reason. Has anyone played them recently, and if so, has the game become easier for the player as well?

Babylon's problem is more that it will beeline straight to feudalism and ignore the other ancient and classical techs. I think babylon's tech speed is ok if it would research those other early techs and not beeline. Reducing the chance it has to build the oracle would also help.
 
Got it.
 
Both Bronze Working and Feudalism beeline are easy to prevent, I was just asking if there was a more general problem with their tech speed.
 
Don't think so. Their tech speed doesn't seem too high when I play as them anyway (there's just enough time to grab both Writing and Monarchy before the Persian spawn, along with Masonry if on Regent). The beelining is most likely the source of the problem.
 
I don't think the tech speed on the Babylonians is the issue right now. One issue is when the AI Persians spawn they often don't attack Babylon, and their units will just stand around and not pillage. This is sometimes expected from AI, but Persia should definitely destroy or severely affect Babylon. The Greeks and the Romans will also often not be able to take Babylon either. By the time the Roman conqueror event is over, the Babylonians will have been around longer than any other civ in the region, and just being established will make them a powerhouse until the Arab spawn.

For the human player, Babylonia is an easy game. It's about getting the right tech path, and then just surviving, since none of the civs in the area pose a serious threat before the UHV is done. I wouldn't say its a particularly easy survival game after the UHV though. I played one where I brought Babylonia into modern times, I would say the tech was about right, and it was difficult to keep stability up.
Typical behavior that I've seen is move their stack onto the hill he of Babylon. Pillage that one tile and then never move
 
I suggest that movement speed should be scaled with game speed, because imho it's unfair to play both at marathon and at normal speeds with the same movement speed when the lengths of time between turns at faster game speeds is in fact longer than those at slower ones. :D

Proof: It's harder to achieve the first Russian UHV goal on normal speed than on marathon because it takes more years to reach the Yakutsk region (~20 turns from Moscow with road until European Russia only) at normal than at marathon. For instance, if I sent a settler from Moscow at 1520, the settler can reach the Yakutsk spot at around 1670 at normal while it can reach the same spot at around 1595 at epic. :))
 
How would you scale movement with year? +1 or double or what? That just wouldn't work, it would change the game too much, everything else scales anyway.

If you can't beat the UHV on normal just go to Epic, and so on and so forth. Epic is pretty balanced and you should be able to do most of the UHVs on Epic speed (or Marathon if you like Paragon).
 
I suggest that movement speed should be scaled with game speed, because imho it's unfair to play both at marathon and at normal speeds with the same movement speed when the lengths of time between turns at faster game speeds is in fact longer than those at slower ones. :D

Proof: It's harder to achieve the first Russian UHV goal on normal speed than on marathon because it takes more years to reach the Yakutsk region (~20 turns from Moscow with road until European Russia only) at normal than at marathon. For instance, if I sent a settler from Moscow at 1520, the settler can reach the Yakutsk spot at around 1670 at normal while it can reach the same spot at around 1595 at epic. :))

Well, "normal" is what the game is supposed to be like, so if you wanted to adjust movement speed to game speed you would have to slow down movement in the slower speeds, but that's hardly possible without ruining unit characteristics.
 
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