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DLC 05 Unmentioned Change Thread

... Along with the new desert mountains and the previous desert & tundra winds, really adds some neat touches to the game.

Now it does appear that they have made the new desert mountains shorter to make their lack of snow more feasible; and I can appreciate that it may have been an odd look; but....as far as I can figure, desert or not, mountains of the same height are going to have snow on them regardless of the terrain below them!
 
Not an unmentioned changed necessarily, but a feature that's hidden for Nubia unless you peak through the files.

Nubia has a start bias to start near strategic resources. It's far stronger resource start bias than any other civ gets. Here's a screenshot showing all the resource start biases:

upload_2017-7-28_12-32-31.png
 
Now it does appear that they have made the new desert mountains shorter to make their lack of snow more feasible; and I can appreciate that it may have been an odd look; but....as far as I can figure, desert or not, mountains of the same height are going to have snow on them regardless of the terrain below them!

I also notice there are some mountains that are higher than the others. I thought I was seeing Everest, but it was just an ordinary mountain.
 
Not an unmentioned changed necessarily, but a feature that's hidden for Nubia unless you peak through the files.

Nubia has a start bias to start near strategic resources. It's far stronger resource start bias than any other civ gets. Here's a screenshot showing all the resource start biases:

View attachment 474896

Holy smokes. I should have taken god of craftsmen.
 
I also notice there are some mountains that are higher than the others. I thought I was seeing Everest, but it was just an ordinary mountain.

Yeah, to be fair there are slightly shorter non snow peaked mountains in the game. And it does look like the desert mountains are a similar height to them.
I am making a mountain out of a molehill of sorts ;)
 
Not an unmentioned changed necessarily, but a feature that's hidden for Nubia unless you peak through the files.

Nubia has a start bias to start near strategic resources. It's far stronger resource start bias than any other civ gets. Here's a screenshot showing all the resource start biases:

View attachment 474896

5 is actually the weakest start bias. Nubia has a lot of weak start biases for mineable resources.

Okay, contradictory statements again about start bias tier meaning - is 5 or 1 strongest? Can each of you explain why you think you're correct?
 
Okay, contradictory statements again about start bias tier meaning - is 5 or 1 strongest? Can each of you explain why you think you're correct?

1 makes logical sense to me simply because that list is labeled in terms of "tiers". Now perhaps use of that term in other contexts has preconditioned me to think of it in a certain way, but if you told me that thing X was Tier 1 and thing Y was Tier 5, I would assume that thing X is better.
 
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Okay, contradictory statements again about start bias tier meaning - is 5 or 1 strongest? Can each of you explain why you think you're correct?

I hate to summon a person just to answer a question, but I'm sure that @Victoria knows the answer to this.
 
I don't know if 2 or 5 is higher. However, being listed next to 10 bonuses probably counts for something. It would mean, if nothing else, the start bias would almost never fail to net you goods. Moreover most of those resources are near hills.
 
1 is higher, Lisbon and Nan-Madol are tier 1 coast bias. Not sure if having tier 5 on a bunch of resources increases the chance of getting a few of them.
 
1 is higher, Lisbon and Nan-Madol are tier 1 coast bias. Not sure if having tier 5 on a bunch of resources increases the chance of getting a few of them.

Don't know if any of us know the start algorithm, but wouldn't be surprised if it was something like:
-game creates map, and assigns X potential starting locations for cities/city-states
-Then for each tier in turn, choose the best starting location. So Lisbon/Nan-Mandol would get first "pick" of sites that are coastal. Then in tier 2, Scythia would get the best side that has horses near it, etc...
-So I'm guessing when you get down to tier 5, if you have a couple choices left, Nubia would get the one with more minable resources.

This may be a pure guess, but if I were coding it, that's probably how I'd handle the algorithm.
 
Okay, contradictory statements again about start bias tier meaning - is 5 or 1 strongest? Can each of you explain why you think you're correct?
5 is the weakest indeed. Scythia high horse bias ensures it gets good choice of horses. Gorgo always s gets good hills at 3. Do I know I am correct? No. There is coments in the xml file if I remember and the whole section just reads as if 5 is least important. The argument above with city states getting a1 coastal start is just a giveaway.
 
Yeah, those were non contradictory statements.

5 is the lowest tier that is listed. No tier is actually the lowest. So while the start bias for Nubia isn't strong to any one type of thing, it is mild towards a lot of things. Makes sense given their bonuses.

Edit: to clarify, no one else gets that many possible start bias options towards strategic resources generally. Also, Nubia is the 'big' mining start bias civ.
 
I think they fixed the visual UI bug in the tech and civic tree when something is boosted!

Before, the semicircle would be a filled color (blue or purple) with filled arrow, but the text got no filled color. It didn't matter if it was an unlocked tech/civic or not.
 
If you save a starting configuration with random leader selected, when you load that configuration you'll get the same leader every time.
 
The notes mention Tourism from walls. Here are the details.

At Conservation, Ancient will provide 1, Medieval will provide 2, and Renaissance will provide 3, for a total of 6 Tourism per city.
 
If you save a starting configuration with random leader selected, when you load that configuration you'll get the same leader every time.

That's a problem. Wanna report it as a bug?
 
The notes mention Tourism from walls. Here are the details.

At Conservation, Ancient will provide 1, Medieval will provide 2, and Renaissance will provide 3, for a total of 6 Tourism per city.

I definitely like the addition. Not sure if it actually makes the walls worth building just for tourism purposes. Maybe they could use a policy card doubling them or such to make them an actually consideration in that respect. Though of course, historically they weren't built for tourism purposes originally either, and they'll have served more important purposes by that point.
 
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