[NFP] Ethiopia Pack Patch Notes Discussion

OK, just in case everybody hasn't noticed by now... Ethiopia with voidsingers is absolutely, absolutely broken.

I went earth goddess (had a +9 rock hewn church early) and in the end I faith-bought a whole engineer at t60 for 1350 faith to build petra in a 1 pop city.... never mind the absolute brokenness of monumentality when you are cranking up triple-digit faith that early without a single holy site.

Actually voidsingers are just broken in general. +4 faith AND a slot is way too much for a monument (suggest nerfing this to +2 or +1)

I am salivating at the possibility of moose Teddy (with or without earth goddess... religious settlements may yet be better but depends whether you go voidsingers or not) and very early two-promoted Reyna... the yields man! Going to try that next! (never mind the national parks... that can be much later) And for once, Liang's ultimate promotion might just come in handy.
 
I am salivating at the possibility of moose Teddy (with or without earth goddess... religious settlements may yet be better but depends whether you go voidsingers or not) and very early two-promoted Reyna... the yields man! Going to try that next! (never mind the national parks... that can be much later) And for once, Liang's ultimate promotion might just come in handy.
I was thinking Bull Moose Teddy might go well with the Hermetic Order.
I think finding a natural wonder and the possibility of ley lines being adjacent to them would be very beneficial.
 
Screenshot_20200724-175018_Twitter.jpg
The governor titles work as intended... :king:
 
I am quoting myself and adding a picture.

I don't know if it is mentioned somewhere, and if so, I am sorry.

It seems that we can put district on bonus ressource, and those bonus ressource do not disappear right away (during a Secret Society game). Do not trust the tooltip: the bonus ressource isn't erased right away. They do disappear at some point (likely: upon completion of district), but I managed to make them disappear even if I didn't complete the district (maybe it disappear when you complete something?). Can someone confirm this? I will check if I got some mods doing this?

It doesn't work with feature (only tested with forest and it is gone the moment I put the district).

I do not any mods on the current game. As you can see, district is on top of a bonus ressouce, and that bonus ressource is harvestable. Is this new, or did I miss to observe a previous change?

Spoiler :
kgxq.png
 
Will someone PLEASE convince me that bull moose Teddy is not complete broken? (even without secret socities)....

View attachment 563785
Basically the only thing that slowed me down was the lack of space after the first few cities (I was on a peninsula and wasn't really being aggressive with the neighbors). i'm still out-sciencing and out-culturing everyone though.
 
Will someone PLEASE convince me that bull moose Teddy is not complete broken? (even without secret socities)....

View attachment 563785

It's very map dependent. Sometimes you get a lot of breathtaking tiles with good yields, other starts none.
 
Extremely map dependent. I had to restart many, many times before I even started near anything that would trigger his power. That aside, I don't find him particularly powerful because you are often not building districts optimally due to waiting for parks.

In my current game, I joined up with the Hermatic Order, which has made for an interesting game. Not sure how I feel about that particular society.
 
Extremely map dependent. I had to restart many, many times before I even started near anything that would trigger his power. That aside, I don't find him particularly powerful because you are often not building districts optimally due to waiting for parks.

In my current game, I joined up with the Hermatic Order, which has made for an interesting game. Not sure how I feel about that particular society.
I'd go with void singers + earth goddess.

With bull moose I reckon it is OK even if you spend 10 turns wandering around to get a good starting spot. Starting off with +4 culture and +4 science is worth many a turn.
 
That aside, I don't find him particularly powerful because you are often not building districts optimally due to waiting for parks.
I guess? But I found that I wasn't putting districts in places because the distict I'd build there would be demonstrably worse than the raw yields from working the supertile (GPP excepted of course).
 
It's very map dependent. Sometimes you get a lot of breathtaking tiles with good yields, other starts none.

This.

OK, just in case everybody hasn't noticed by now... Ethiopia with voidsingers is absolutely, absolutely broken.

I went earth goddess (had a +9 rock hewn church early) and in the end I faith-bought a whole engineer at t60 for 1350 faith to build petra in a 1 pop city.... never mind the absolute brokenness of monumentality when you are cranking up triple-digit faith that early without a single holy site.

Actually voidsingers are just broken in general. +4 faith AND a slot is way too much for a monument (suggest nerfing this to +2 or +1)

I am salivating at the possibility of moose Teddy (with or without earth goddess... religious settlements may yet be better but depends whether you go voidsingers or not) and very early two-promoted Reyna... the yields man! Going to try that next! (never mind the national parks... that can be much later) And for once, Liang's ultimate promotion might just come in handy.

How good would it be without earth goddess?
 
I am quoting myself and adding a picture.



I do not any mods on the current game. As you can see, district is on top of a bonus ressouce, and that bonus ressource is harvestable. Is this new, or did I miss to observe a previous change?

Spoiler :
kgxq.png
It's a side effect of a bug fix. You can also work the tile until the district is finished, then it disappears.
 
The bonus is also limits your infrastructure building, since the best production improvements take away from appeal.

His brokenness lies in the fact that the bonuses kick in right at the very start. Allowing you to get a very fast early setup for whatever victory condition. Imagine t20 horsemen for example if you go domination.

Lumber mills are pretty awesome too... they are like apprenticeship mines, although indeed you forgo the chop. Still, would you rather have +2 culture +2 science +2 faith on a lumber mill tile or the one-time chop of production? Thinking long term, I'd prefer the former.

Forget mine/Ruhr infrastructure--just buy everything with faith (earth goddess)! Moksha + Jesuit if you are able to get that religion spread to your cities later. Early on lumber mills are enough.

Reyna's appeal promotion is also pretty handy for your first city. Makes reaching breathtaking on multiple tiles easy.

Yes, earth goddess pretty much makes or breaks this build (monumentality, etc.)... voidsingers can help with +4/monument as well.

If the game lasts long enough Eiffel becomes a no-brainer.
 
Will someone PLEASE convince me that bull moose Teddy is not complete broken? (even without secret socities)....

View attachment 563785
He isn't completely broken when they are notably more broken civs overall, meaning he isn't the best leader in the game. I would probably put several ahead of him.
 
Teddy kind of feels like an alternate Kupe. Both get significant yields from terrain. I kind of like playing the appeal game, it adds an extra strategic benefit, although yeah, in the right setup you can have +4 science and +4 culture right from turn 1. Maybe his bonus would have been better to space out over time - ie. +1 science/+1 culture in the ancient era, growing to +2/+2 somewhere in the medieval era, and maybe even going further to +3/+3 at conservation.
 
If you're having Work Ethic issues, drop a Shrine or even a Temple in there as ablative armor. It isn't until the Holy Site itself is broke that the production bonus is lost.

I actually managed to recover the production bonus once after losing it to a blizzard but I haven't found a consistent way to do so. I don't really mind if Firaxis patches this because it is ree-diculous.
 
Yes, there is a base percentage chance that can be modded (e.g. You have a 70% chance to be invited to join the Voidsingers when a goody hut is entered.) However, the four triggers are hardcoded, but they could be switched around among the four SSs if you wanted.

The other percentages are:
80% chance for Owls of Minerva when discovering a CS.
100% chance for Hermetic Order when discovering a NW.
70% chance for Sanguine Pact when entering a Barb camp.

Interesting..
I'm playing a game when I cleared 4 barbarian camps (although 2 were later ones in the classical era), but I still didn't get a an invitation to the Sanguine Pact..
This would amount to a 0.81% probability..
Either I am really unlucky or maybe there is a hardcap to the number of civilizations that can join the same secret society in the same game?
Any way to verify this?
 
Interesting..
I'm playing a game when I cleared 4 barbarian camps (although 2 were later ones in the classical era), but I still didn't get a an invitation to the Sanguine Pact..
This would amount to a 0.81% probability..
Either I am really unlucky or maybe there is a hardcap to the number of civilizations that can join the same secret society in the same game?
Any way to verify this?
There's nothing in the game files to suggest a limit to the number of Civs that can join a SS. Also, four events seems an insufficient pool to make an accurate determination of probability imo. I think you were just unlucky.
 
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