General A New Dawn discussion

Genghis is sitting outside my city with sixty units. Attacking one unit at a time.

I recall this being a known problem, though haven't seen anything on the Build List regarding it just yet. Pretty silly to watch, reinforcing the city faster than he can bring down the defenders. Might wait for that stack to die before I update otherwise I'll lose this city :lol:


On an unrelated note, some time ago and shotly before Ethopia's last city went down (First to 12 cities, first to exit the game. :crazyeye: ) both Stalin and Charlemagne rushed a settler up towards a spot close to what used to be his eastern borders. Both aiming at the same spot according to debug mode. Stalin won by a few turns, and ended up with a city MILES from his territory, guarded by just a few mounted infantry and having open borders with neither me nor Holy Rome and is totally landlocked - thus, having no connection to his capitol nor any way to reinforce it (Our borders expanded, now denying him access to it)

A few spy missions later and he's got Rev-spawned Ragnar knocking at his isolated city... Also one unit at a time :lol:
I wanted that city and the Gold nearby, but it's fun watching the situation unfold all the same!
 
Is it international that hybrid tank that comes much later than modern tank has 86 strength compared to 105 for modern tank.

Maybe thats because i choose thatkind of tech order to discover. Even if so i think modern tank should require microprocessor tech and semiconductor resource.
 
Is it international that hybrid tank that comes much later than modern tank has 86 strength compared to 105 for modern tank.

Maybe thats because i choose thatkind of tech order to discover. Even if so i think modern tank should require microprocessor tech and semiconductor resource.

My guess is it is indeed intentional, because it's "Speedier" and can zip across the enemy battlefield faster than the Modern Armor, despite having less attack. Other than for looking at causing some damage to infrastructure or sniping workers, I've never really used the 'light' tanks all that much. They were always being one-shot by everything so I never bothered after a point :p

On the flip side, the 'heavy' tanks took too long to get to the battlefield, making my armies pretty vulnerable as they trudged along enemy territory.


They've all got some use I guess, but my bet is the light tank line wasn't meant for attacking head-on into a group of healthy enemies, and choose speed over power - hence the weaker Power rating but higher Move rate.
 
The light & fast line of units, right back through horse-based ones, are great when combined with Field Commanders. Once the Field Commander has some Withdraw Chance promotions, and your fast units have their own withdraw chance promotions (flanking), they become invincible. And once they are invincible, you can attack every turn (as many times as they can with Blitz) without losing any units at all; and gaining huge gobs of XP and hence many Great Generals. It's totally a cheat, so I've stopped playing with Field Commanders. Would be nice if the AI learnt to use them - now THAT would be a challenge!
 
Is it international that hybrid tank that comes much later than modern tank has 86 strength compared to 105 for modern tank.

Maybe thats because i choose thatkind of tech order to discover. Even if so i think modern tank should require microprocessor tech and semiconductor resource.

It does depend on your tech path. Modern Warfare (for Hybrid Tank) is a cheaper tech than Composites (for Modern Armor) but Composites has a lower total prereq count (170 vs. 184 if you click on them from the beginning of the game). They each have a separate role to fill. I tried to have defined heavy cavalry/tank and light cavalry/tank units instead of the mish-mash we had before. Hybrid Tank is the light tank for the late Modern Era and Modern Armor is the heavy tank for the late Modern Era.
 
@Vokarya

Thank you for explanatio. :)

If modern armor is for late modern era please consider adding semiconductors resource as requirement.
You can add Microprocessors tech also. I cant imagine modern armor without all of this electronics.
 
What i must do to be able to see pirate corvette

It is so so so annoying that it only pilage improvements and i cant do anything with that.

Big pain in the ass :/
 
What i must do to be able to see pirate corvette

It is so so so annoying that it only pilage improvements and i cant do anything with that.

Big pain in the ass :/
You should build stealth destroyers. I think anyway that pirate corvettes should appear later in the game. We have to fix that.
 
@Vokarya

Thank you for explanatio. :)

If modern armor is for late modern era please consider adding semiconductors resource as requirement.
You can add Microprocessors tech also. I cant imagine modern armor without all of this electronics.

No. There are already enough requirements on Modern Armor as it is. I am not going further. I do not particularly care about making players jump through extensive hoops to get to the fun stuff.
 
45°38'N-13°47'E;13787174 said:
You should build stealth destroyers. I think anyway that pirate corvettes should appear later in the game. We have to fix that.

The triggers for the event (Pirates of the Neutral Zones) are all in the Python callbacks. It's supposed to allow to trigger only if ANY player knows Robotics and ANY player knows Stealth and the triggering player doesn't have a big enough modern navy. I adjusted this event a while back but I probably should have included the Fusion ships as well. This event doesn't have an expiration date.
 
The triggers for the event (Pirates of the Neutral Zones) are all in the Python callbacks. It's supposed to allow to trigger only if ANY player knows Robotics and ANY player knows Stealth and the triggering player doesn't have a big enough modern navy. I adjusted this event a while back but I probably should have included the Fusion ships as well. This event doesn't have an expiration date.

Maybe make it trigger when at least 30% of the players know the required techs?
 
Maybe make it trigger when at least 30% of the players know the required techs?

I was thinking of two changes:
  • Give the event a regular triggering tech. I think Modern Warfare is a good compromise. That way it only triggers for players who are fairly close to having the required counter techs. It would not trigger if player A had Robotics and player B had Stealth and player C (the triggering player) was barely into the Renaissance.
  • Change the spawned units from Stealth Destroyers to Stiletto Boats. Stiletto Boats are still stealthy (INVISIBLE_STEALTH) but not nearly as strong (only 55 Strength, vs. 80 for Stealth Destroyers). So they would be able to pillage unguarded sea resources, but a defending sea unit could stop them (a Cruiser is 55, a Missile Destroyer is 62). If I remember correctly, an Invisible unit attacks the first unit in the tile it is trying to move to and then moves onto the tile if it wins. (This does not apply to Spy-type units that say Invisible to all units.) You would still need your own Stiletto Boat or Stealth Destroyer to spot one of these units.
 
I was thinking of two changes:
  • Give the event a regular triggering tech. I think Modern Warfare is a good compromise. That way it only triggers for players who are fairly close to having the required counter techs. It would not trigger if player A had Robotics and player B had Stealth and player C (the triggering player) was barely into the Renaissance.
  • Change the spawned units from Stealth Destroyers to Stiletto Boats. Stiletto Boats are still stealthy (INVISIBLE_STEALTH) but not nearly as strong (only 55 Strength, vs. 80 for Stealth Destroyers). So they would be able to pillage unguarded sea resources, but a defending sea unit could stop them (a Cruiser is 55, a Missile Destroyer is 62). If I remember correctly, an Invisible unit attacks the first unit in the tile it is trying to move to and then moves onto the tile if it wins. (This does not apply to Spy-type units that say Invisible to all units.) You would still need your own Stiletto Boat or Stealth Destroyer to spot one of these units.

From what I get, in order for them to spot it, one of the two boats have to be within your ships Line of Sight - either it ends its turn by yours, or you bumble upon it by accident.

I've had a great many times where a stealth ship would go right past my anti-stealth sentries, pillage happily or sink a ship, and then move away to where the sentries that can spot stealthed units can't see it, so you'd need a lot of them scattered about to keep them from sneaking by and doing their thing. If they pillage or sink other ships but pass on by your anti-stealth ship, they get to stay invisible as long as they didn't end their turn within its LoS.

Good thing their strength is pretty low, otherwise they'd be very annoying :lol:
 
Does the Spy mission "Bribe city" also generate negative diplomatic consequences?
Because I've been "acquiring" a few cities this way, and the whole world suddenly hates me! Every leader has -10 or more "Past events have proved..."

Or might it be one of the new foreign relations civics? I'm using Protectionism at the moment, which does say "ruins foreign relations", though I think that should be the "your foreign policies harm us" negative line, not the "past events" one.
 
Does the Spy mission "Bribe city" also generate negative diplomatic consequences?
Because I've been "acquiring" a few cities this way, and the whole world suddenly hates me! Every leader has -10 or more "Past events have proved..."

Or might it be one of the new foreign relations civics? I'm using Protectionism at the moment, which does say "ruins foreign relations", though I think that should be the "your foreign policies harm us" negative line, not the "past events" one.

Yes, the Bribe City mission apparently racks up some diplo hits with friends of the nation you bribed the city from. So if they're running Appeasement and have the whole world friendly with them (even if the friendship isn't mutual) the nations Pleased/Friendly with them will start getting ticked off at you as well.
 
Does the Spy mission "Bribe city" also generate negative diplomatic consequences?
Because I've been "acquiring" a few cities this way, and the whole world suddenly hates me! Every leader has -10 or more "Past events have proved..."

I just... I don't understand how that would not be obvious.
facepalm.png


In all seriousness, using the espionage mission to bribe cities has serious diplomatic repercussions. It can even trigger an immediate war declaration. You don't think the AI would notice that one of their cities just got flipped, do you?

Spoiler :
Actually, originally they didn't notice. A few years ago I added the code to make the AI notice.


Or might it be one of the new foreign relations civics? I'm using Protectionism at the moment, which does say "ruins foreign relations", though I think that should be the "your foreign policies harm us" negative line, not the "past events" one.

You are correct in that protectionism causes the "your foreign policies harm us" negative line.
 
Ooohhh all right.

I was aware of the chance for a war declaration, and that was ok, I assumed that the spy got spotted or something, giving away the nationality of the instigator.

But I thought that espionage actions, unless the spy is caught, do not cause diplo repercussions.
Though an entire city seceding... yeah it does make sense I guess.

Pity, I so enjoyed stealing cities right under the AI units' feet :D
 
Back
Top Bottom