General A New Dawn discussion

Do you have a save game by any chance?

Yup, same savegame as in my post here http://forums.civfanatics.com/showpost.php?p=13815513&postcount=1217 :)

It was going off every single turn even after that. I eventually just removed the city from the World Builder (And gave him a few great persons as compensation) because it was annoying me so much :mischief:



On another note, I noticed this many revisions ago and it seems to hold true still, but the Great Wall wonder is a fantastic wonder to have when playing with Revolutions. Sooner or later the Civ Limit will bump up against you, and the game will stop spawning new nations and just go with Disorganized Rebels (Barbarians) from then on almost consistently. You can safely reject any demand for however long as you like - on that continent anyway - since they'll spawn but then be immediately kicked out of your borders due to the Great Wall mechanics. They won't even get the chance to attack or pillage!

As a completely off topic, there's nothing quite like losing a battle at 99.7% odds :blush:
(And no the defending Frigate did not have any Drill promotions. Not a serious loss since I can produce a Pirate-promoted Man-o-War every two turns in my capitol, but it was still painful to see this happen)
awesomeluck.jpg

This game has been trolling on me quite a bit it seems, lots of bad rolls of the combat dice - earlier I lost an 81% battle then a 97% battle in a row! What did I do to anger the RNG Gods? :lol: Looking back on it, it's fairly silly... But it was soooo frustrating when it happened. Thankfully, the Ballista Elephant that got those lucky rolls suicided itself against my city on the next turn instead of fleeing into his own borders :rolleyes:
 
Yup, same savegame as in my post here http://forums.civfanatics.com/showpost.php?p=13815513&postcount=1217 :)

It was going off every single turn even after that. I eventually just removed the city from the World Builder (And gave him a few great persons as compensation) because it was annoying me so much :mischief:

I tried loading up your save game, and Blarney Castle was not going off for me at all until turn 550 (if I autoplayed to that point, the event did go off between turns 550 and 551 like it was supposed to). So I really don't know why you were getting it every turn. I could see from the Event Log that the event was indeed going off every turn between BC getting built and the save game, but when I tried the game itself, I did not see the results that you were getting.
 
I tried loading up your save game, and Blarney Castle was not going off for me at all until turn 550 (if I autoplayed to that point, the event did go off between turns 550 and 551 like it was supposed to). So I really don't know why you were getting it every turn. I could see from the Event Log that the event was indeed going off every turn between BC getting built and the save game, but when I tried the game itself, I did not see the results that you were getting.

That's very strange then... :confused:
 
I would like to make a request for one or two games saved in the early to middle Industrial Era. I think I can fix the Reichstag so it only triggers once per civilization vassalizing to the player, but I'd like a save game or two to test it under real-game conditions. I tend to do quick-and-dirty WorldBuilders to test things.

Here's what I am looking for in a game:
  • Player is in a commanding position (so I can WB in some Transhuman Era units and force-capitulate a couple of players).
  • Saved prior to the player discovering Imperialism.
  • Reichstag is not built by any player.

Also, I think I would prefer having only vassalages after the Reichstag is built count for triggering Golden Ages.
 
I would like to make a request for one or two games saved in the early to middle Industrial Era. I think I can fix the Reichstag so it only triggers once per civilization vassalizing to the player, but I'd like a save game or two to test it under real-game conditions. I tend to do quick-and-dirty WorldBuilders to test things.

Here's what I am looking for in a game:
  • Player is in a commanding position (so I can WB in some Transhuman Era units and force-capitulate a couple of players).
  • Saved prior to the player discovering Imperialism.
  • Reichstag is not built by any player.

Also, I think I would prefer having only vassalages after the Reichstag is built count for triggering Golden Ages.
I'll see what I can do when I'm home, I should have some save like this if others don't provide them first.
 
I would like to make a request for one or two games saved in the early to middle Industrial Era. I think I can fix the Reichstag so it only triggers once per civilization vassalizing to the player, but I'd like a save game or two to test it under real-game conditions. I tend to do quick-and-dirty WorldBuilders to test things.

Here's what I am looking for in a game:
  • Player is in a commanding position (so I can WB in some Transhuman Era units and force-capitulate a couple of players).
  • Saved prior to the player discovering Imperialism.
  • Reichstag is not built by any player.

Also, I think I would prefer having only vassalages after the Reichstag is built count for triggering Golden Ages.

I just got into the Industrial myself. Plenty of 'weak' civs lying around (Been a very violent game!) and I'm in a pretty solid position - I haven't reached Imperialism just yet, so I can attach a save shortly.

For some reason when I was making peace with Henry VIII, the diplomacy window closed the split second I opened it :confused:
Was going to gift him a few obsolete techs in the deal, but it wouldn't let me since the window closed as soon as it opened, so I could only make do with a standard peace treaty :lol:
 
I would like to make a request for one or two games saved in the early to middle Industrial Era. I think I can fix the Reichstag so it only triggers once per civilization vassalizing to the player, but I'd like a save game or two to test it under real-game conditions. I tend to do quick-and-dirty WorldBuilders to test things.

Here's what I am looking for in a game:
  • Player is in a commanding position (so I can WB in some Transhuman Era units and force-capitulate a couple of players).
  • Saved prior to the player discovering Imperialism.
  • Reichstag is not built by any player.

Also, I think I would prefer having only vassalages after the Reichstag is built count for triggering Golden Ages.


Here you go, I hope it helps:
https://www.dropbox.com/s/mlhw8cwown1g75j/1901-ReichstagTEST.CivBeyondSwordSave?dl=0
 
Color me confused here, but I'm running Interventionism and I declare war on another nation. First two times were from Defensive Pacts triggering, third was a Friendly leader asking me for help.

All three times the CivAlerts would say "[Leader] is willing to Negotiate" immediately after the war declaration, when their scoreboard mouseover still said 'Refuses to Talk'. Okay, at least I can't same-turn Peace anymore. Each war I had to wait three turns minimum before I could talk to them again. That's improvement!

However, the really confusing part comes from what's next.


I mentioned before in another post that when I tried making peace with England, the Diplomacy Window immediately closed a split second after I asked "let's talk about a peace treaty". I couldn't select anything because it closed so fast, and the asking about a price... I couldn't even see what they were offering!

With Rome, he rejected the straight up treaty, and since I couldn't offer anything myself because the window would never show up, and since I couldn't see what he wanted/offered... Well, war it is.
Which brings me to the misleading CivAlerts


Technically, he was willing to at least discuss it... But the scoreboard mouseover still stated "Refuses to Talk!"


This game's been pretty wild with war declarations, lots of Revolutions causing wars (England was -30 from "You Declared War on Us!" hits alone with the Zulu!!) and from Defensive Pacts going off. Lots of nations signing them, then some angry nation will declare and then war for everyone! :lol:
 
On the previous note, it seems the 'disappearing diplomacy screen' only shows up if I try and access a peace talk when the scoreboard still displays "Refuses to Talk" - why it lets me access it at all when it says that, I don't know. Interventionism Magic at work again? :lol:


I just adopted Redevelopment for the first time. I figured it'd improve relations with a few nations I wanted to help and give them some of my income, but it only is picking the last six on the scoreboard? One of them wasn't getting help until a Rebellion nation vanished, so I'm guessing it doesn't work like Imperium that picks *everyone* that's weaker than you and affects their relations. I'm switching out of this fairly soon, since the six nations its affecting... Well, they're not the ones I was looking to improve relations with ;)
 
45°38'N-13°47'E;13818591 said:
Rezca, see if Interventionism gets better with current revision 971 and please let me know. Thank you.

Seems to be working better now, so far anyway!


I started up an Always War game for the first time in a while as well, set it to Modern start so I could adopt Interventionalism and see if anything went wrong there (Nothing did, thankfully!).

On an unrelated note, the small amount of gold you start with on that era runs out pretty much immediately. Starting with Settlers and not Pioneers, an Explorer instead of an Adventurer/Jeep... It's a slow start because of building costs and whatnot, but once things start picking up its alright. However...

I noticed something odd with the teching in this game. Unfortunately, I was not able to get a savegame for this (Well I did, but... More on that in a moment). What happened though, was Globalization, Electronics, and every other 'Enters the Modern Era' tech was taking people between 4,000 ~ 10,000 turns. 470 something turns into the game, I opened up the BUG options and switched off 'Realistic Timescale' (According to the game, it was 2100AD or so) and.... After that, that's when the oddities came in.

Most everyone just skyrocketed through the tech tree after that. I researched well over twenty techs in one turn (Multiple Research was on) and the turn after that I had everything but Future Tech researched. The AI? Well, some of them are trying to get a few Transhuman techs (At 10+ turns now) and a few others are working on Modern techs. That was... Quite a speedy boost through the tech tree! :lol:

Well I guess I'll just build a few Dreadnaught Armor and get this Conquest-Only No-City-Razing game over with :mischief:

*Edit* I did make a save before I switched Realistic Timescale off, but when I re-loaded it, the messed up teching was already in place - everyone prepared to one-turn research the techs we had been working on since the beginning of the game. Interesting I guess, but save attached anyway just in case.

*Edit 2* Just started an Industrial / Large / Epic game on a Continents script. Starting year was 7720AD. Definitely keeping Realistic Timescale off for this one :lol:
I used the console to give every player 1,000 gold before I started though. One thing I've found about any game that's on Classical or higher is that you don't start with enough gold to support those bonus units. If you've got Revolutions on, the starting AI often get killed off and replaced real quick, and Settlers/Explorers instead of Adventuerers/Motorcycles and Colonists/Pioneers? Do people not usually use the Starting Era option? D:
 
So how does AND play now if you don't use REV? Anyone know?

Or can you even play AND without REV being On now?

JosEPh
 
Okay, I feel stupid now- I just realized that percentage thing on the upper right of my screen is not percentage of revolutionary sentiment but the percentage of how many turns have passed.

I was so careful when expanding because of that too. The funny thing is that even as I limited myself in expansion, the AI still couldn't keep up with me. I had like eleven to twelve cities by the time I found out in the AD's and I had the largest empire. i was sure that since I was playing a gigantic map the AI would have far out expanded me by now. After figuring that I out I promptly declared on a friend and capitulated them.
 
Okay, I feel stupid now- I just realized that percentage thing on the upper right of my screen is not percentage of revolutionary sentiment but the percentage of how many turns have passed.

I was so careful when expanding because of that too. The funny thing is that even as I limited myself in expansion, the AI still couldn't keep up with me. I had like eleven to twelve cities by the time I found out in the AD's and I had the largest empire. i was sure that since I was playing a gigantic map the AI would have far out expanded me by now. After figuring that I out I promptly declared on a friend and capitulated them.

What difficulty are you on? Similarly, what difficulty are they on (If your'e using Flexibile Difficulty that is)

I've had several times so far where I was rapidly being out-expanded by the AI, one having three cities already efore I got my second out, and almost ten before I had five x(
On the other hand, I've also had several recent games where the AI wasn't expanding too quickly - at least not initially.

Seems they do better on some mapscripts than others, and what revision you're playing on makes a huge difference.
 
So how does AND play now if you don't use REV? Anyone know?

Or can you even play AND without REV being On now?

JosEPh
As I've already explained many times, game is always tested and balanced with Revolution OFF. Then some tweaks are applied for those wishing to play with Revolution and they only apply when the option is ON. So yes, the mod is still very playable without revolution and it will always stay like this.
 
What difficulty are you on? Similarly, what difficulty are they on (If your'e using Flexibile Difficulty that is)

I've had several times so far where I was rapidly being out-expanded by the AI, one having three cities already efore I got my second out, and almost ten before I had five x(
On the other hand, I've also had several recent games where the AI wasn't expanding too quickly - at least not initially.

Seems they do better on some mapscripts than others, and what revision you're playing on makes a huge difference.
AI wasn't expanding to other islands or continents until some revision ago but this has been fixed. If you're playing with the latest revision it shouldn't be that easy to outrun AI, at least playing on Noble and higher. If someone is expanding much farther than AI, he should consider rising his handicap level or playing with Flexible Difficulty and Flexible AI. For those playing with Revolution, I hope to have some challenging surprises in next revision.
 
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