Well I did not change the pull at all, just selected 0 CS at start. Medieval Era - pumping money towards barb camps, and meter does not move. Please, tell me I did something wrong and there isn't another bugged Game Mode.
No individual pools can be saved. Only full configuration.Is it just me or is it not possible to save leader pools between games? Do you have to manually set it each time unless you save configuration (in which case you have to manually change the seed?)
Yes, exactly that. Tested with 1 City-State selected and the meter for barbs work. Funny enough when they change into CS their garrison strength is -3 and walls are rather thin. Also If You save and load, the white border that was indicating CS came from barbs changes to CS's colour (so red for Granada for instance). I see a lot of wonkiness in here and I don't really like it.When it was asked in the chat, I felt that they hesitated a little bit as if they hadn't thought through that. It wouldn't surprise me if there's a bug where if you select no city-states it doesn't bother loading the pool options. May need to start with one initial CS to make sure the pool gets loaded?
Also If You save and load, the white border that was indicating CS came from barbs changes to CS's colour (so red for Granada for instance).
Okay but counterpoint - it is cool and something I'm all for. Even if it is unintended, civ is a dynamic story generation game at its core.Because it's a bug, but they tried to sell it as a "feature"
That's too bad. I really liked it to keep the white Border, but now it would be better if it get's fixed to normal.Also If You save and load, the white border that was indicating CS came from barbs changes to CS's colour (so red for Granada for instance).
Also If You save and load, the white border that was indicating CS came from barbs changes to CS's colour (so red for Granada for instance).
Yes, but you need to disperse the Camp. Raiding it won't get you the Sanguine Pact.hm, is it still possible to get the Vampires out of a Barb camp now
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Considering Potato McWhiskey agrees with your opinion, I can see the merit.My thoughts, for what they’re worth.
Autocracy / Oligarchy swap. Swapping the policy slots between Autocracy and Oligarchy just seems wrongheaded to me. The biggest issue to me is that “which Government should I war with?” is now a much less interesting choice. Before, you were juggling Oligarchy for the bonus, Autocracy because you could run Unit Production and Conscription (or Discipline, or Raid etc), or maybe sometimes Republic for Amenities and Great General Points. Now it’s a no-brainer - just always run Oligarchy. It’s hands down the best for war.
Flips side is that I certainly don’t think this change makes Autocracy better. Autocracy is actually going to be quite constrained, because you’re probably always going to run Conscription in your one military slot. It will therefore be hard to build both a defensive army to avoid aggressors and develop your economy, which is what you could do with the previous policy slot spread. You do gain a Diplomatic slot, but they’re just not that useful early game.
I think the change also really cuts across some existing game balance. There was also clearly a design where the Tall Governments got extra Military Slots so they could run Unit Production, Conscription, Extra Movement, City Defence, Cheap Walls etc, and thereby be more defensive v aggressors (you still see this design a little with Monarchy, that encourages you to build walls both for growth and Defence). The change also runs counter to the ongoing buffing of Military Cards - including making Craftsman a Military Card - which now more benefit Oligarchy.
Honestly, I can’t see myself running Autocracy much anymore. Except maybe for Autocracy’s yield bonus, Oligarchy is going to be much better almost all the time. At the same time, I can’t deny this is a real crowd pleaser. Reddit has lost its mind in the change. It’s obviously something a lot of people wanted, so fair enough I guess.
I’ll give it a few days, and if it still really annoys me I’ll just mod it back for my games.
I can see myself modding the governments for myself.My thoughts, for what they’re worth.
Autocracy / Oligarchy swap. Swapping the policy slots between Autocracy and Oligarchy just seems wrongheaded to me. The biggest issue to me is that “which Government should I war with?” is now a much less interesting choice. Before, you were juggling Oligarchy for the bonus, Autocracy because you could run Unit Production and Conscription (or Discipline, or Raid etc), or maybe sometimes Republic for Amenities and Great General Points. Now it’s a no-brainer - just always run Oligarchy. It’s hands down the best for war.
Flips side is that I certainly don’t think this change makes Autocracy better. Autocracy is actually going to be quite constrained, because you’re probably always going to run Conscription in your one military slot. It will therefore be hard to build both a defensive army to avoid aggressors and develop your economy, which is what you could do with the previous policy slot spread. You do gain a Diplomatic slot, but they’re just not that useful early game.
I think the change also really cuts across some existing game balance. There was also clearly a design where the Tall Governments got extra Military Slots so they could run Unit Production, Conscription, Extra Movement, City Defence, Cheap Walls etc, and thereby be more defensive v aggressors (you still see this design a little with Monarchy, that encourages you to build walls both for growth and Defence). The change also runs counter to the ongoing buffing of Military Cards - including making Craftsman a Military Card - which now more benefit Oligarchy.
Honestly, I can’t see myself running Autocracy much anymore. Except maybe for Autocracy’s yield bonus, Oligarchy is going to be much better almost all the time. At the same time, I can’t deny this is a real crowd pleaser. Reddit has lost its mind in the change. It’s obviously something a lot of people wanted, so fair enough I guess.
I’ll give it a few days, and if it still really annoys me I’ll just mod it back for my games.
Colonial Card Changes, Monarchy and Merchant Republic Changes. I think these have to be viewed as a package. I could quibble here or there, but I think overall this ends up as a pretty good change overall. It’s a really clever way to make Diplo Slots situationally more useful, buff Colonial mechanics and maybe improve the balance between Merchant Republic and Monarchy. There does seem to be a trend to make Tall play synergise with Diplomatic Victory which is ... ok? I guess?
Anyway. Seems good overall. Craftsmanship change is unexpected / feels odd, but probably the card needed something so people used it more because it wasn’t all that competitive with other economic cards.
Considering Potato McWhiskey agrees with your opinion, I can see the merit.
I can see myself modding the governments for myself.
I think most people were unaware of the change to Autocracy and Oligarchy honestly. Most complaints were that Monarchy was always the overlooked tier two government, which I agree, considering many economic policies were vastly superior. At least to me there was no reason for 3 military slots in any of my games.Yeah. As as I said, just seems wrongheaded to me. Really, the biggest issues for me is that it makes early government choices less interesting - ie always Oligarchy for war; and it’s a sort nerf to “Tall” Civs being able to both grow tall and build a defensive army (and via Conscription, Retainers and Litimani, use that standing army to increase loyalty and happiness for growth).
Sadly, I can’t see this change being reversed. Lots of people had been asking for this, and the response has been overwhelmingly positive (including here and on Reddit).