grrnonameleft
Chieftain
- Joined
- Feb 4, 2013
- Messages
- 15
Sorry, I did not save any logs, I only read the guide just now.
My only game (in progress) in 1.13.4 is with Attila on Deity. The following struck me as likely bugs:
- Puppet yields:
Science: tooltip shows three modifiers: 2x -100%, 1x -25%, end result is no science output at all(wiki claims -25% is the correct mod)
Other yields show two -25% in the tooltip, but numbers indicate only one is applied
- Occupied cities have no yield penalty applied
- Unhappiness seems wonky.
According to economic overview:
3 normal cities produce 9.6 unhappiness ( tooltip claims 3 per city, with 20% reduction due to map size, should be 8.4 instead)
2 occupied cities produce 8 unhappiness ( tooltip claims 5 per city, 20% reduction, seems correct)
12 population in occupied cities produce 12 unhappiness ( tooltip claims 1.34 per pop )
City breakdown has 0.2 unhappiness unaccounted for ( the city with courthouse should have it )
- Diplomacy screen shows much smaller GPT for my empire, current turn has -69 vs -42
- Production penalty doesn't show up in tooltip and correct production is only shown after selecting a military unit for production twice.
- Economic development of AI was much worse than in 1.13.1 on Immortal: none of the AIs up to turn 70 had more than one or two tiles improved. No city state had workers or tile improvements.
- Getting a Pantheon is _ridiculously_ hard, even with Shrine bought at turn 12 and a later Stonehenge I barely got one before the first Religion was enhanced. (not really a bug, but seems excessive)
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Some possible bugs I recall from games in 1.13.1:
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- City state mission to kill units of attacking player got autocompleted every time it was issued at some later turn, maybe kills from barbarians count?
-Khan healed one unit more than others (2 Vanguard with Survivalist adjacent to Khan, one got +50hp, one +39hp, without Khan both healed +35)
- City state mission to kill units of attacking AI got completed without my intervention several times. Maybe kills from barbarians count?
- Piety opener gave +2 Faith per Shrine. Faith tooltip with one Shrine indicates 2 from Building, 1 from Policy
- Reliquary apparently did not work at all. Tried with bulbing GS, settling GE, and Golden Age with everyone else.
- Faith cost for Great People increases only for the specific type of GP bought. I don't remember if it's the same in the unmodded game, but the amount of GP I got from religion alone(by buying the opener of multiple policy branches) seemed ... excessive, even without Reliquary working. Perhaps it should be Prophet/Non-Prophet cost?
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Some thoughts on balance:
Gold, units, and culture from Barbs/camps seemed excessive. With the Scourge of God provided army I accumulated more than 4000 gold in the first 100 turns while buying every building in my capital (and wiping out 3 AIs), with a constant -30 to -50gpt due to high unit maintenance. The wiping out AIs is probably due to their stunted economy, though.
Also, while the starting Horse Archer is a real monster, I never built others: by the time I had the tech, I was swimming in Hunters, Poachers, Pillagers and others. Seems a bit sad for a UU.
Hunters cost only 15g to upgrade to Horsemen, compared to 65g for the Horse Archer.
In unrelated news, hi gang! /waves
My only game (in progress) in 1.13.4 is with Attila on Deity. The following struck me as likely bugs:
- Puppet yields:
Science: tooltip shows three modifiers: 2x -100%, 1x -25%, end result is no science output at all(wiki claims -25% is the correct mod)
Other yields show two -25% in the tooltip, but numbers indicate only one is applied
- Occupied cities have no yield penalty applied
- Unhappiness seems wonky.
According to economic overview:
3 normal cities produce 9.6 unhappiness ( tooltip claims 3 per city, with 20% reduction due to map size, should be 8.4 instead)
2 occupied cities produce 8 unhappiness ( tooltip claims 5 per city, 20% reduction, seems correct)
12 population in occupied cities produce 12 unhappiness ( tooltip claims 1.34 per pop )
City breakdown has 0.2 unhappiness unaccounted for ( the city with courthouse should have it )
- Diplomacy screen shows much smaller GPT for my empire, current turn has -69 vs -42
- Production penalty doesn't show up in tooltip and correct production is only shown after selecting a military unit for production twice.
- Economic development of AI was much worse than in 1.13.1 on Immortal: none of the AIs up to turn 70 had more than one or two tiles improved. No city state had workers or tile improvements.
- Getting a Pantheon is _ridiculously_ hard, even with Shrine bought at turn 12 and a later Stonehenge I barely got one before the first Religion was enhanced. (not really a bug, but seems excessive)
-------------
Some possible bugs I recall from games in 1.13.1:
----
- City state mission to kill units of attacking player got autocompleted every time it was issued at some later turn, maybe kills from barbarians count?
-Khan healed one unit more than others (2 Vanguard with Survivalist adjacent to Khan, one got +50hp, one +39hp, without Khan both healed +35)
- City state mission to kill units of attacking AI got completed without my intervention several times. Maybe kills from barbarians count?
- Piety opener gave +2 Faith per Shrine. Faith tooltip with one Shrine indicates 2 from Building, 1 from Policy
- Reliquary apparently did not work at all. Tried with bulbing GS, settling GE, and Golden Age with everyone else.
- Faith cost for Great People increases only for the specific type of GP bought. I don't remember if it's the same in the unmodded game, but the amount of GP I got from religion alone(by buying the opener of multiple policy branches) seemed ... excessive, even without Reliquary working. Perhaps it should be Prophet/Non-Prophet cost?
---------
Some thoughts on balance:
Gold, units, and culture from Barbs/camps seemed excessive. With the Scourge of God provided army I accumulated more than 4000 gold in the first 100 turns while buying every building in my capital (and wiping out 3 AIs), with a constant -30 to -50gpt due to high unit maintenance. The wiping out AIs is probably due to their stunted economy, though.
Also, while the starting Horse Archer is a real monster, I never built others: by the time I had the tech, I was swimming in Hunters, Poachers, Pillagers and others. Seems a bit sad for a UU.
Hunters cost only 15g to upgrade to Horsemen, compared to 65g for the Horse Archer.
In unrelated news, hi gang! /waves