General A New Dawn discussion

Currently there is no upside of the No foreign connections.

Probably because it's intended to be a negative effect :p

I do agree though that there should be pros/cons to every decision, and there should be some reason to running something like that. Other than the possibility of hurting the AI's economy, but it tends to hurt yours more than theirs anyway, so yeah a negative through and through.
 
@Vokarya, 45°: I thinking about the game and wondering if that would be possible to retrieve informations about savegames to help balancing the game. Imagine if we could get the number of techs, units, cities, each human and AI has for a setup gametime and options. That would be awesome to balance the game with a savegame analyser. Do you think that could be possible?
 
@Vokarya, 45°: I thinking about the game and wondering if that would be possible to retrieve informations about savegames to help balancing the game. Imagine if we could get the number of techs, units, cities, each human and AI has for a setup gametime and options. That would be awesome to balance the game with a savegame analyser. Do you think that could be possible?

Not sure if it's worth it to tell the truth. Mod is balanced pretty well right now IMO. Besides, I think it's impossible to balance it for EVERY option. And we don't need it either, for every option. On the contrary, using automatic analysis of savegames to balance the game might in the end cause troubles if some save is using some extreme option like "always war" or "always peace", which aren't really intended to be used. Not to mention people customizing their files. Most people use some standard settings, and I think those are balanced. If someone is reporting strange behaviors, I prefer to get a specific report and work on it empirically.
 
I have another weird idea :)

How about setting TerrainTrades for all land terrain unlocked at Cartography?
If I understand this mechanism correctly, this would greatly reduce land connectedness.
Why is that good? Currently as soon as you meet an other (non minor) civ on the same continent you are connected and prosperous trade is going immediately.
With this change trade connectedness would be more realistic: going through roads, coast and rivers. Blockades would also make more sense and Silk Road WW would also get a greater value.

Not sure if the main mod really needs this change, but I certainly would like to try it in Chronicles.
Opinions?
 
Welp, thought I'd switch on the "Unit Naming" feature in the BUG Options, and all I get is gibberish.

I wanted it to count the number of unit types I've made (Archer 1, Archer 3, Archer 47...) and from what I can understand from the in-game mouseover, I should have it as ( ^ut^cnt[n]^ )

This just makes it say "Javelineercnt[n]^" though. I never understood how to use this feature and it seems I still don't T__T

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I guess you're not using enough of these: ^

Example:

^ut^ Cohort ^cnt[r]^ (^ct^)

This works for me, naming units along the lines of "Maceman Cohort III (Robertia)"

Would you like to know more?
 
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1598AD – Phoenecia converts to an Intolerant nation. Foreign religions were suppressed, and many great temples and monuments were constructed to honor the one true faith. High ranking priests continued to use their influence in the Apostolic Palace to meddle in world affairs, sparking wars and destroying the relationships of their rivals from the safety of the homeland.

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Yeah, that's the sixth war I triggered with the Apostolic Palace :p
The Anglo-Saxons really got hit hard by the war I triggered against them; they lost four cities in less than ten turns, and their neighbor - who dwarfed them in power - really really loved them, but had no choice in the matter when I set that resolution in motion.

I've had the nations declare on Arabia so I could snatch the city he planted on my continent, Anglo Saxons twice because he had declared war on me FIVE times in the Classical ~ early medieval (Loved it when at one point he landed a stack of catapults outside a coastal city but had no military units with them), and just overall shaking things up on the eastern continent without needing to leave the comfort of my continent :lol:

I don't usually use Intolerant nor the inquisitors all that often, but with the theme I've been going with since adopting Despotism all those centuries ago... I thought why not :) Loving the chaos I've been causing with the Palace too~!
I was in Junta for some time until switching to Senate for the happiness bonus. I've made a few personal modifications to Junta; I felt since it's a "military council" that it should be at least somewhat useful for a slightly longer period of time. So it gets happiness bonuses from Garrisons as well, slightly extra happiness from the Secret Army Base, 25% extra EXP when fighting in your own borders, +10% GG emergence, and to balance out those extra bonuses - as well as the tradition that early game civics should have some negatives attached to them - a +5% maintenance penalty to the number of cities you own. I mostly stuck with it for roleplay purposes as opposed to it being a truly useful civic, but that's sort of why I made those personal changes to it ^^
 
Someone take the AP away from me, I'm having way too much fun with it :king:

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This time messing with the Akkadian empire on the western continent, and of course everyone else gets dragged into it - Friendly or not. It's not like they have a say in the matter though, as I ruin international relations and plunge the world to constant war from the safety of my continent :devil:
Best part of it all is I can stir up as much AI-vs-AI wars as I please, and I do love starting wars between the AI, without coming into contact with that "We don't trust you or your nefarious schemes!" penalty :hammer:
 
I am kinda feel disturbed with the Great General and Worker units appearances. It's fine from Ancient to Medieval ages and from Modern Age to Transhuman, though a look of some Egypt-like brats in skirts in period from Renaissance to Modern ages may disturb you. Same story with the Great General - scalemail hauberk and sword looks awesome in medieval but looks weird in 18th century.

Would the team put the new skins for the Great General from the Renaissance to Industrial age?
Civ 4 Colonisation has nice skins both for Worker and for the Great General.
 
Long time lurker here. Thought I'd finally register and share a few things that bother me about the mod. That said, I've tried many popular mods and this is the only one I've played more than once (hundreds of times actually), so these are definitely only minor complaints.

Spoiler :
First, there's a random event that irritates me when it appears. I can't remember the details, but it's something about an assassin getting caught trying to kill you/the enemy leader and there being three options to choose from. Unfortunately, two of these options are greyed out if you have 'No Espionage' option on, leaving only one - instant war. What's worse is that if you're the one who gets an assassin caught trying to kill someone else, it goes down as 'You declared war on us!' in the attitude... thingies, and also 'You declared war on our friend!' for other civs. I'm removing the chance of this happening for now, but I'd prefer it if I could still play with it on and have a fourth option to choose from that doesn't involve war or espionage. Either that, or a little bit of logic involved in the selection of players I try to kill, as I've had times I've randomly tried to assassinate someone who had +15 attitude and were best buddies with me.

Second, the 'Mercy Rule' for the mastery victory... isn't really very merciful. The last game I played I had to attack all ten other civs and force them to capitulate before the countdown started. I was about 15 techs ahead, had three times as many wonders as 2nd place, way more culture, etc. I kept looking at the mastery score and saw that mine was at 200 while 2nd place was at 70 something, with all the others below 40 once I'd forced them to becomes vassals. Is there some way for me to edit this victory condition myself and make it come sooner?

Third, I'm seeing some very lackluster tile improvements from AI. Even though I'm only on noble, I've had games where a copper source RIGHT next to an AIs capital hasn't been mined for a long ass time. I guess this fixes itself when setting the difficulty higher, but as I'm quite happy on noble in terms of everything else, I'd like it if there was something I can tweak in the xmls in order to get their asses moving in terms of improving tiles.

Fourth, and this really is a very minor one, is that the Chinese unique unit is way too overpowered. Whenever I roll China randomly for a game, I instantly quit to main menu, as I already know that rushing Cho-ko-nu and throwing them in the general direction of enemy cities is a mind numbingly easy way to win.

And lastly, is it possible to make the experience that great commanders get adhere to dynamic XP? It feels far too tempting for me to pick out a few strong units with hill/forest defense promotions and sit them close to a barbarian city along with a great commander. I did it in my last game and ended up with five promotions on him before even going to war with anyone. At that point, it was basically GG.
 
Second, the 'Mercy Rule' for the mastery victory... isn't really very merciful. The last game I played I had to attack all ten other civs and force them to capitulate before the countdown started. I was about 15 techs ahead, had three times as many wonders as 2nd place, way more culture, etc. I kept looking at the mastery score and saw that mine was at 200 while 2nd place was at 70 something, with all the others below 40 once I'd forced them to becomes vassals. Is there some way for me to edit this victory condition myself and make it come sooner?
Dunno about adjusting how soon it comes into effect, but far as I know the Mercy Rule looks at the scores on the Scoreboard and not the Mastery Score... Though I could be wrong. When you have a ton of AI present it does seem to trigger a tad.... Late. When you're already several leagues ahead of the AI on the Mastery board there's really nothing you can do to lose, even if you tried. And yet, the game still feels you're not "ahead enough" to trigger Mercy Rule.

Third, I'm seeing some very lackluster tile improvements from AI. Even though I'm only on noble, I've had games where a copper source RIGHT next to an AIs capital hasn't been mined for a long ass time. I guess this fixes itself when setting the difficulty higher, but as I'm quite happy on noble in terms of everything else, I'd like it if there was something I can tweak in the xmls in order to get their asses moving in terms of improving tiles.
It's like that in BTS too, though it's not nearly as bad. I don't think it' something you can tweak in the XML, and the difficulty setting doesn't affect AI performance in logic making: They play just as badly on Settler as they do Deity. All the difficulty does is how many freebies and cost reductions they get and how badly you're penalized in the same categories.

Fourth, and this really is a very minor one, is that the Chinese unique unit is way too overpowered. Whenever I roll China randomly for a game, I instantly quit to main menu, as I already know that rushing Cho-ko-nu and throwing them in the general direction of enemy cities is a mind numbingly easy way to win.
One thing you could do is take Protective off of the Chinese leaders, since that'll make you work a little harder to get those Drill IV's out of the gate. Or lower their collateral damage in the XML...

And lastly, is it possible to make the experience that great commanders get adhere to dynamic XP? It feels far too tempting for me to pick out a few strong units with hill/forest defense promotions and sit them close to a barbarian city along with a great commander. I did it in my last game and ended up with five promotions on him before even going to war with anyone. At that point, it was basically GG.
I'd suggest not using Great Commanders option at all if it's too tempting to abuse them. They're not built for playing against the AI, and in fact probably the only reason they're still an option is for people who use them in Multiplayer. Other options that severely cripple the AI:
>Raging Barbarians (Though it can just as easily nip you in the back as well)
>Surround and Destroy (especially when coupled with Great Commanders)
>Ruthless AI
>Revolutions (It can make for a varied game, and the AI has improved here... But it still makes it harder for the AI than it does you)
>Realistic Culture Spread (To a minor extent)


All in all, if the game ends up being a little too easy, here's some suggestions;
>Play on larger maps with more AI. Continental-style maps tend to be harder to at least conquer AI's since overseas AI are able to develop better

>Start on a higher difficulty, like Prince or Monarch.

>Enable Flexible Difficulty and set it to 10 ~ 20 turns. What this does is if the game sees you're doing well, it'll bump your difficulty up, which means shelling out more (a lot more) money for city and army maintenance, harsher Revolution penalties, longer research times, etc. At the same time, if the world starts leaving you in the dust, your difficulty will eventually go down - which obviously does the reverse effect, allowing you a chance to catch up (No guarantees though!)

>Do the same for the AI. If they start falling behind, they'll drop down to Settler. Expect these AI to start mopping up World Wonders and techs before the AI in the lead. This actually nipped me pretty hard in my current game, where the Olmec declared war on me and I fought them back until they dropped to Settler.... They already had a slight tech lead over me, but then their lowered research times let them pull half an era ahead of me. Archers, Axemen, and Ballista vs Longbows, Swordmen, and Catapults was.... Difficult. It allowed them to put up a hell of a fight before I finally beat them down, and at this point most of the world was ahead of me in tech. It took centuries to catch up.
 
You'll have a easier game if you use Mastery, as the AI becomes rather unfocused when there's no set victory other than "do everything". Turning off espionage probably also makes the game easier for you.
 
Thanks for the advice, Rezca. I'll probably turn off great commanders and change the collateral on the Chinese unit, when I can be bothered. I'm also going to try letting the AI start with a worker unit to see if that helps the lack of improvements, at least a little. I'll hold off on any changes in difficulty until I experience war without great commanders and possibly S&D, as I think my last game could have gone WAY differently without them.

Speaking of Ruthless AI, though. I always assumed that it was negatively biased towards the human player, but that's not the case? If I turn this on, will the AI be back-stabbing and slaughtering each other as well? My last game had a continent all unified under one religion, all lovey-dovey with each other. Would that change with ruthless AI?

Also, on an entirely random note, Greek Fire + Venetian Arsenal + Experience from wonders/buildings/specialists + Privateers = Fun times. :lol: I had about 40 of them tearing through another continent's navy and making sure they could never build enough ships to invade me.

Edit: I'll keep that in mind, Arakhor. Maybe I'll try a game with just domination and espionage on. I can't remember why I got into turning it off in the first place. I think it was because an AI was repeatedly doing something really annoying to me.
 
I think with Ruthless AI, the AI spend a lot of time just attacking each other. It depends on how competitive you want the AI to be.
 
Oh, that sounds fine to me. I do love a bit of chaos in my civ games. Maybe I'll turn up their science a bit in the xml, though. To balance it out a little.
 
I think you all misunderstand the meaning of Mastery Victory. You have to play to the last turn: no matter if you have 180 points and the second civ has 40: they finish the spaceship the last turn and at the same time they get one more legendary city and you lose at the last turn. Happens pretty often to me. That's why mercy rule doesn't take into account mastery score but civ score.
 
45°38'N-13°47'E;14395528 said:
I think you all misunderstand the meaning of Mastery Victory. You have to play to the last turn: no matter if you have 180 points and the second civ has 40: they finish the spaceship the last turn and at the same time they get one more legendary city and you lose at the last turn. Happens pretty often to me. That's why mercy rule doesn't take into account mastery score but civ score.

I understand how it works, but I've never seen how much weighting is put into the endgame acheivements (Ascension Gate, Spaceship, etc) because I've yet to get that far with Mastery on. I'm actually gunning for a game like that right now by limiting myself to not leaving my home continent and doing defensive wars only.


@Hudos: Sometimes that happens. I had that happen in my game too. I had Limited Religions turned on and it played out something like this:

> Mali founded Kemetism and changed to it.
> Babylon on the western continent founded Zoroastrianism
> The Toltecs to the southeast founded Judaism
> Minoa to the south of Babylon founded Hinduism
> Hellenism was founded, but I never got to see who founded it (Holy City got razed at some point)
> I founded Naghualism and spread it to a few nations. It spread to Native America somehow passively
> Eventually everyone on the east continent swapped to Judaism eventually, every city there having it.
> Native America swapped to his Taoism at some point, he never did get enough cities with Judaism to consider swapping to it.


But their continent never did unite in peaceful unity... For long anyway. Ragnar and Saladin ended up causing wars with a few of their neighbors despite them all sharing the same religion, and I further threw a wrench into global affairs with my Apostalic Palace (See above posts :p ) and after a few forced wars, the AI that once had +33 friendly relations were wary or even hateful of each other, each having a huge penalty for "You declared war on us" and "You declared war on our friend". The latter was especially large since they were all friends, but they had to declare war on each other because I said so. :mischief:
 
My current game seems to be completely different to the last. I don't know if it's the ruthless AI or the lack of mastery victory, but everybody definitely wants to kill each other. I got some caravels over to the other continent as soon as I could and found that, instead of all of them being united under one religion, they'd all founded different ones and stubbornly stuck to them. At this point, if I go 20 turns without hearing the war trumpets, I'm disappointed.

But while everyone on both continents are busy slaughtering each other, I'm sitting back on my 4 cities, pointing and laughing. Even though my neighbour to the west has hated me the entire game and my culture was literally devouring one of his cities, he still didn't want to attack me. I eventually got tired of his little angry face and attacked him, only to have my vassal to the north of us leave my protection, saying 'You are treacherous!' with a -3 attitude. I don't really understand what I did wrong, since he himself attacked the same civ about 100 turns beforehand, but ooookay.

Oh, and life without great commanders is tough. Luckily, the few wars that I've fought along with some free great generals from techs have earned me a +10 XP capital with Greek Fire, Venetian Arsenal and Heroic Epic. Unfortunately I'm struggling to keep up in land unit tech, so no rushing privateers and renaming my city 'Pirate Bay' this time. :mischief:
 
That's probably Ruthless AI, as it seems to make them war-obsessed.
 
Ruthless AI, just spend time building troops, and then have to go to war to pay for them.

They tend to beeline the military techs, forget about the WW's, and don't develop their cities at all economically.

When you take their cities, you find very little in them, even at size 20.

WITHOUT aggressive AI, they will develop the cities, economies, build the WW's and provide a military counter.

But as soon as they go Cultural victory, they sell all military, keep 2/city garrison and are a walk over.

Cultural victory, needs a greater focus on home land defense, military strength, and chasing the tech tree.
 
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