General A New Dawn discussion

I think that the culture percentage on a specific tile, defines the owner of the tile.The bigger number-even by 1%- prevails but IIRC if any present civilization has got fixed borders then anybody else needs at least the double percentage to beat it.
 
On a similar topic, does having tiles claimed by units when the borders expand have any effect on which tiles you get access to from culture? So for example if I claim a mined hill with a unit, when the borders expand am I more (or less) likely to get permanent control over that tile compared to if I did not have that unit there?
 
On a similar topic, does having tiles claimed by units when the borders expand have any effect on which tiles you get access to from culture? So for example if I claim a mined hill with a unit, when the borders expand am I more (or less) likely to get permanent control over that tile compared to if I did not have that unit there?
Would make a lot of sense but as I understand things, the answer is no:

I like the option of borders expanding in a "realisitic" way because of the terrain around the city, but I would like to know the exact relation between border expansion and terrains.

I've seen that forests and hills take longer than plains and grasslands to "absorb". Also seas are harder than other terrain types. But what is the actual math? Were I can find the "resistance" of each terrain type?

Thanks!
If you are reading the XML, the tag is <iCultureDistance> in TerrainInfos and FeatureInfos. The total value of the CultureDistance for the terrain and feature is how many extra border expansions are required to claim that square.

For Terrains, Coast, Hill and Marsh are 1; Tundra, Desert, Peak and Ocean are 2; Snow is 3. Jungle, Forest and Swamp add +1; Ice adds +2.

(From About realistic culture spread - how does it work?)
 
In Event log when I get the message "our agents report that tension in X city has increased after the ..." when I click on the specific message line, the map doesn't zoom in that city like other messages do. It would be very helpful to know, without searching the whole map, where that city is located. Also I AFAIK theres'no tool in the game to search for cities by their name although you could do that in older versions of Civ series.
 
So my file below isn't opening. I don't think it's a matter of the file size being too large and the game crashing - I can open up files twice as big as this one. It just seems like there's something wrong with this game, saves from it just aren't opening.
 

Attachments

So my file below isn't opening. I don't think it's a matter of the file size being too large and the game crashing - I can open up files twice as big as this one. It just seems like there's something wrong with this game, saves from it just aren't opening.

I remember something like this happening years ago, some saves were corrupted from a certain point onward and there was nothing I could do to load them. But I think it was caused by moving from an older game to a much more recent revision. Were you playing always with the same revision or did you update in the middle of the game?
 
Can we add a Global Define or something to turn off the Field Commander explanation popup? I don't like it popping up every single game. Some things that are okay the first time are NOT okay the 20th time. I don't mind if it a setting that has to be manually switched and is on by default but I want it to be switchable somehow.
 
Can we add a Global Define or something to turn off the Field Commander explanation popup? I don't like it popping up every single game. Some things that are okay the first time are NOT okay the 20th time. I don't mind if it a setting that has to be manually switched and is on by default but I want it to be switchable somehow.
I think the most important change is to make great commanders not the default option. They kind of break the game, and are the reason I cannot play the "Play Now" option you have to choose when you load the mod.
 
Hello,

I am currently playing on Marathon speed, and it is kinda slow for me.Does anyone know maximum number of turns per game speed?
 
Hello,

I am currently playing on Marathon speed, and it is kinda slow for me.Does anyone know maximum number of turns per game speed?

It goes like this.
Eternity 4800
Snail 3600
Marathon 2400
Epic 1800
Normal 1200
Quick 900
Blitz 600

You have to add up the total # of <iTurnsPerIncrement> in the game speed XML to get the values. You can also see the total number of turns by turning on "Total Turns" on the Clock tab of the BUG menu.
 
Just telling a short few turns story that just happened recently that had never happened to me before...

I had two armies prepared, with their own GG commander at the head. 5 Musketmen, 5 Elephant Bombardiers and 5 Cannons per army.

The Zulu had 6 cities and ratio of 2.x, with no gunpowder units as of yet. But two cities I attempted to capture each had buildings that hurt the surrounding enemies.

Usually, I would had streamrolled with my advanced armies. But this time, I was bloodied, losing the majority of my units and failed to capture the cities I wanted. Then fortune smiled upon me because the game called up heroic deeds request for peace and I agreed to it. Wow... Good game...
 
two cities I attempted to capture each had buildings that hurt the surrounding enemies.

Yeah, those are nasty, aren't they? Happened to me too in my last game.
 
I mentioned a little issue i have with the "Plant Herd" option in the CoM Subforum, but it applies to AND too.
I would like to add the information to the Sevopedia which Captured Animals can be settled down to create a new resource and on which terrain they need to be exactly. So far it is more of a guessing game. I can find the exact info only in the xml and it would be a useful info especially for new (or lazy) players.

I also just recently came across the "Route Pillage Mod" which adds a separate route pillage command for all(?) units. With this you are able to destroy routes separately from improvements, which adds a lot more strategic options.
And you are finally able to pillage routes inside your own cultural borders which is an option i greatly miss in the game.
I think the function would be a really great addition to AND - and the Dev provides already all important sources to integrate it to other mods.

The same Dev also has an other mod called "Air Combat Experience" which has some useful additions to Air units.

I know that AND is almost final, but the Route pillage would make AND even better!
 
Hey does anyone know if there's a list somewhere when the espionage missions without points become available? like sabotage improvement, spread culture..etc

Also I know unhealthiness/unhappiness worsens a cities revolution bar so would doing poison water/foment unhappiness missions cause any meaningful impact if you wanted a city to revolt?
 
Also I know unhealthiness/unhappiness worsens a cities revolution bar so would doing poison water/foment unhappiness missions cause any meaningful impact if you wanted a city to revolt?

I checked the code and there is a divisor in effect for unhappiness/unhealth caused by espionage missions. So while any unhappy or unhealthy city has an increased revolution index, the missions won't do much. Spreading your culture through espionage might be more effective, but I can't say how much more.
 
Back
Top Bottom