General A New Dawn discussion

Question about Flexible Difficulty; does the AI use the same scale as the player? I.e, if I set the minimal difficulty to Warlord, and the maximum to Monarch, will the AI follow the same rules? Because I'm pretty sure I did that but one of the AIs is on Settler.

No, IIRC those settings are for humans only (max/min handicap and frequency of handicap check).
 
Is is possible to make it so we can define difficulties for AIs, too? I'm getting a bit tired of Settler AIs holding up armies that are 0.7 to mine...
 
Is is possible to make it so we can define difficulties for AIs, too? I'm getting a bit tired of Settler AIs holding up armies that are 0.7 to mine...

I remember having troubles with this but I'll see what I can do.
 
Is is possible to make it so we can define difficulties for AIs, too? I'm getting a bit tired of Settler AIs holding up armies that are 0.7 to mine...
If this were possible I think it would be a major improvement, though for a different reason. I do not play with AI flexable difficulty because it makes the big AI's end up with a high difficulty level, which makes the game much easier. If I could cap the AI to say Monarch it would be much more of a challenge.
 
I have the reverse reason; right now, I'm stuck with a 2-city Spain on an island which is stuck on Settler and can just spam units as it wishes.
 
Has anyone tried to raze a city that's rebelling? Does it work?

If you mean a city of yours that is rebelling, no, it will not work. You can only raze cities that you just conquered from an enemy while they're still in their revolt period.
 
How is the maintenance reduction from Government Center buildings (Summer Palace, Versailles, etc.) calculated? Does it completely remove the distance factor to capital?

I am wondering because if this is true, I think it would be good if government-center buildings removed unhappiness from distance to capital, for the sake of consistency. (What I'd like is for Voting Link [Virtual civic building] to replace both District Office [Democracy civic building] and Provincial Hall [Federation civic building] without having to stick a +1 happiness on the Link for replacing buildings with +1 happiness.)
 
During battles, culture normally changes, in the victor's favour. I noticed in a current battle that when I lost, my culture decreased, but when I won, there was no change in anyone's culture. Why would this be and what can I do about it? In the early industrial era.

Ta.
 
Was the AI improved in the latest patch ?

Started 3 games since it was released on Immortal, Large, Marathon, Ruthless AI and I've had a very early DOW on all 3 games losing 2 of them.

AI power and expansion speed seems higher too, feels like BTS. Hope it has this is good !
 
How is the maintenance reduction from Government Center buildings (Summer Palace, Versailles, etc.) calculated? Does it completely remove the distance factor to capital?

I am wondering because if this is true, I think it would be good if government-center buildings removed unhappiness from distance to capital, for the sake of consistency. (What I'd like is for Voting Link [Virtual civic building] to replace both District Office [Democracy civic building] and Provincial Hall [Federation civic building] without having to stick a +1 happiness on the Link for replacing buildings with +1 happiness.)

IIRC maintenance is reduced the same way as distance to capital. For each city it's calculated whether it's closer to the capital or the government center and then relative maintenance reduction is applied.
 
If you mean a city of yours that is rebelling, no, it will not work. You can only raze cities that you just conquered from an enemy while they're still in their revolt period.
Does this make it impossible to reject a city that flips to you?
 
Does this make it impossible to reject a city that flips to you?

No, it shouldn't. At least when Revolution is on, you get the option to welcome the new city or refuse it, IIRC.
 
Yes, you CAN refuse a offer of a city from an AI, but if a city flips to you, from being Barbarian, you CAN'T refuse it. It happened to me in my current game.

A Barbarian city, 1 tile CLEAR of my culture to its culture, suddenly flipped to me. I've NEVER fought a battle near it, NEVER had a city near it, as was in ice/tundra.

BANG suddenly its joined my empire, no chance to refuse/raise.

Solution - Never garrison the city, moved out the 'free' garrison from revolts and just waited till the near by Barbarian city, FINALLY sent a trooper to raise the city.

2nd instance. I captured a Barbarian city, proceeded to raise it down to ZERO population, no problem so far.
BUT at ZERO population, it wouldn't destroy, wouldn't raise below there, (so that's fixed :thanx: )

Again, I set to zero growth, no garrison, and just waited to EVENTUALLY a Barbarian rebel, from the AI city above it on the Island, took and raised the city, SVN 1047 for zero population, SVN 1049 for raising of city.

Note SVN versions are latest and version prior to 45's updates, so add/subtract to get correct version.
 
No, it shouldn't. At least when Revolution is on, you get the option to welcome the new city or refuse it, IIRC.
If you end 1 or 2 turns in the attached game you will flip the last Aztec city with no option to refuse it.
 

Attachments

If you end 1 or 2 turns in the attached game you will flip the last Aztec city with no option to refuse it.
I can confirm experiencing city flip without a question - although I was working on the culture flip by overwhelming it with my culture.
 
I am about to start my first game with this mod ever. What are some recommended settings and tips for a guy coming off from exclusively playing vanilla (well BAT...) and FFH modmods?

Like, stuff I should watch out for or recommended map size and game speed? Also, like, how is the game difficulty overall. How do the difficulty settings in this mod compare to those in vanilla BTS?
 
I am about to start my first game with this mod ever. What are some recommended settings and tips for a guy coming off from exclusively playing vanilla (well BAT...) and FFH modmods?

Like, stuff I should watch out for or recommended map size and game speed? Also, like, how is the game difficulty overall. How do the difficulty settings in this mod compare to those in vanilla BTS?

Recommended Size would be Large and above generally. Speed's up to user preference, but I hate anything slower faster than Normal, and Snail and slower tends to be TOO slow. Normal/Epic is my preferred speed.

Difficulty varies. I tend to find it's got a good balance of difficulty usually, others have different opinions. Because of the many options and varying playstyles, it's going to vary quite often.
Some common tips for some general balance though:

>Don't enable Great Commanders or Surround and Destroy. The AI can't understand these, and Great Commanders especially cripples the AI.

>Don't enable Ruthless AI. While it makes them more unpredictable in some areas, it tends to have adverse effects on them more than it does you.

>Revolutions is a mixed bag. The AI often makes very poor decisions, so if you've mastered how to handle and approach rebellions, then it's just going to hinder the AI more than it will you. I haven't mastered rev, so I tend to suffer as much as if not more than them xD

> Most importantly, switch ON the Flexible Difficulty feature in the Bug settings once you start a game. Do it for the AI too. A 10 to 20 turn interval would be your best bet. What this does is it'll increase or decrease the difficulty by how well they're doing on the scoreboard. While this sometimes has unintended sideeffects (like a large number of One-City backwater tundralocked civs pushing everyone else up into Monarch+ because of their low positioning on the board) it's generally a good way to make the game start to be more difficult when you're pushing ahead real fast, while making it more bearable if your'e falling behind. THe AI receives these bonuses/penalties too, though from what I experience the civs falling behind tend to remain behind - all that it really does is give them a shot at sniping wonders and Tech-firsts from the big leaders and keep up in terms of military technology until they inevitably are conquered. Still, enabling this - at least for the player - tends to have a more positive effect :)


Those are just some of my thoughts though ^^
 
Thanks for the reply. Especially on how to make the game harder. Although, funnily enough I am actually worried about making the game too difficult for my self. Like, ignoring the fact that there are all these new things to learn like all the new mechanics I basically just returned to Civ after a year or so of not playing and my current skill level just about allows me to beat a game of vanilla on Prince. Just about.
 
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