Full Patch Notes for December Patch

For what it's worth, I made a Dark Ages mod for the testers to use, and can and will make it available as a mod for general use once the patch is out. It most certainly is a graduating effect, as the more unhappiness you have, the faster you will hit that Dark Age. ;)

I'm of the opinion that it is a better implementation, though both could work together quite well. I'd like to add revolts in as well... :mischief:

That sounds like a good mod. There have been plenty of good suggestions as to possible revolution/dark ages/civil war mechanics, and I've always been a little surprised that they haven't ever actually done anything in such a vein, seeing as it has great potential as a feature.
 
That sounds like a good mod. There have been plenty of good suggestions as to possible revolution/dark ages/civil war mechanics, and I've always been a little surprised that they haven't ever actually done anything in such a vein, seeing as it has great potential as a feature.

They already have rebellions coming, so it's a start :D Honestly, they can only add so many features in an early patch, I'm surprised we eve got that.
 
Awesome, awesome list except for this

research overflow

How soon will everyone complain of how quickly they can get through the tech tree and that buildings become more obsolete with more advances buildings (and units) researched before you could build one?
 
Awesome, awesome list except for this



How soon will everyone complain of how quickly they can get through the tech tree and that buildings become more obsolete with more advances buildings (and units) researched before you could build one?
Considering every player who micromanaged it pre-patch was nearing that pace anyhow, I don't think balance is a huge concern.
 
Then we're discussing game balance and not the patch change. I would say yes you're right, it's too quick, but that might be personal bias.
 
Awesome, awesome list except for this



How soon will everyone complain of how quickly they can get through the tech tree and that buildings become more obsolete with more advances buildings (and units) researched before you could build one?

WAY more than made up for by no early scientist slots.
 
But wasn't that pace too quick?

Remember that libraries will have no specialists now and that means almost no great scientists until you research education. A library also essentially provides +6 science when you run the specialists - that is gone now.
 
WAY more than made up for by no early scientist slots.
Actually yeah, that's a huge impact on my science. Thinking about it, I max out my scientists and "SETTLE BABY SETTLE" in my strongest empires. Luckily that's not my favourite empire... :)
 
Well then research cost was the problem, not overflow.

Exactly, one has to go with the other. But if the reductions in specialist slots counterbalances the increased research rate, then that would be good. Putting in research overflow never could have been the solution by itself, despite all of the clamoring for it.
 
Exactly, one has to go with the other. But if the reductions in specialist slots counterbalances the increased research rate, then that would be good. Putting in research overflow never could have been the solution by itself, despite all of the clamoring for it.
Well I can't speak for everyone but for me the only reason I wanted research overflow is so I never had to bother monitoring it every so often. It's needless micromanagement.
 
Well I can't speak for everyone but for me the only reason I wanted research overflow is so I never had to bother monitoring it every so often. It's needless micromanagement.

From what I've been reading here this seems to be the general opinion actually. It was simply too much micromanagement.
 
Do you think that AI empires that go on conquering sprees will ever have to fight rebels? I've never seen the AI even close to -20 unhappiness. and I've never gone lower than about -12 or so.

I hope that rebels aren't a feature which only exists to counter players who totally ignore happiness.

I'm afraid that's all it is. Without local happiness, I'm afraid that's all it could be.

I think that's going to be my biggest remaining gripe: global happiness. It just takes too much away from the formula of the game.

Check-box option at startup anyone?
 
Well I can't speak for everyone but for me the only reason I wanted research overflow is so I never had to bother monitoring it every so often. It's needless micromanagement.

Yes, but even for those that did not micromanage, the pace was too quick. This was especially true in relation to building costs and for the beelines.
 
I think that's going to be my biggest remaining gripe: global happiness. It just takes too much away from the formula of the game.

Check-box option at startup anyone?

Global happiness is too important of a factor to eliminate from the game with a startup option. The game would be way too easy if you didn't have to worry about happiness limiting your growth.
 
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