- Joined
- Aug 7, 2010
- Messages
- 3,410
Liberation Boost does NOT work with Free Research.
Thal's been trying to make them play nice together, apparently without success.
@Suicide - did you try clearing your cache? It may fix the bulb button problem.
Liberation Boost does NOT work with Free Research.
Liberation Boost does NOT work with Free Research.
@Suicide - did you try clearing your cache? It may fix the bulb button problem.
I think 17 national wonders is just too many.I like that direction with the national wonders, and I honestly wish there was more to do with this mechanic.
I'm not sure that encouraging planning is necessarily a bad thing?I know its quite annoying if you currently build one for many turns and have to delay conquering a city just because of that
National wonders are a small extra reward for being small. They aren't there to actually limit growth or expansion. They're just a nice extra, you don't have to have them.What then are the purpose of national wonders?
This means that the problem can't fully be fixed without dll access.Another problem is even if I did have a way to take more drastic measures with happiness to curb expansion, there's no parallel method to prevent the AI from ICS'ing
Plus: larger cities (less growth required) which means more gold from trade income.I've made two main changes to the economy:
Trading post income
Unit maintenance
Why? I disagree that national wonders should be available and appealing regardless of your playstyle. That's anti-strategy. Strategy is about choices having consequences, and about some playstyles closing off other options.I think the basic point is that National Wonders should not only be appealing to all playstyles (not just builders), but also available to them.
Slightly off topic, I've never understood this approach, unless my three cities just happened to be geographically really different. I've occasionally had one of three cities low on hammers, but for me a university in every city of a small empire is a given, because all three cities being super-cities if at all possible is my foremost goal. What's the rationale for the more specialized approach?
Thanks, I found the issue, a file had somehow been accidentally deleted.I started a new game as Babylon and as I was obtaining more and more techs, after obtaining Writing, I was given a Great Scientist, which is the unique ability of the civ. Apparently, pressing the beaker icon is supposed to give you a certain amount of science towards the next tech you're researching, but all it does is absolutely nothing.
Then you'll probably like the V2 rockets I plan on adding later.Making the AI favor guided missiles is a fiendishly simple way to improve AI military IQ (especially on higher levels). I laughed out loud thinking about it.
It's a bit more complex if you think about it...The point that there are now more combined siege and sword units than ever is an interesting one, but the change still "balanced" the use of all units.Maybe, but removing iron for siege units also change gameplay, and more than my idea I think. Not only you can build any numbers of siege units, and earlier in some case; you can also build more units that need iron (even with the -25%).
Slightly off topic, I've never understood this approach, unless my three cities just happened to be geographically really different. I've occasionally had one of three cities low on hammers, but for me a university in every city of a small empire is a given, because all three cities being super-cities if at all possible is my foremost goal. What's the rationale for the more specialized approach?
I'm midway through a first test game at emperor with this latest dev version of BC and find the city spacing set at 3 tiles is an enormous improvement and goes a huge way to check ICS. AI cities are more rationally placed and you don't have those ridiculous parasite cities spawning in coastal crannies, or on desert and tundra. Refreshing.
IMO settlers should be cheap for a mature empire which has enormous resources at its disposal; scaling up the cost as you propose is to my eye too similar to the official-patch penalistic philosophy of "Oh look, it works too well; let's nerf it."
I read all of Thal's mod in notepad to see the nuts and bolts and do a few personal tweaks for pet peeves and liked very much his way of resetting the settlement flavors for the AI--what kind of terrain they will favor. With the 3 tile spacing it really works wonders and avoids being a blunt-instrument nerf.
- Option A (new promotion)
Heal 1hp per turn extra when standing still.- Option B (free March)
- 1hp per turn
- +1hp extra friendly territory
- +1hp extra in a city
- +1hp extra from adjacent Medic
(total max of 4 per turn)- Option C (new promotion)
Option A without the 'standing still' requirement (1 per turn everywhere regardless of actions).
The advantage to specialisation is that I can focus my science city on farms and scientists, build the national college there, and get +50% for my highest pop city (usually the capital). In my money city, I will have all the money buildings while banks are too costly for what they will gain me in the other cities and I'd rather focus on other things. In my production city, I will usually churn out wonders so won't have a lot of time to build all those pesky buildings I need for the not-so-great national wonders.
Put simply, specialised city building simply makes better use of your resources because you need fewer buildings to achieve the same efficiency level.
But I don't understand a gold city except when there are no hammers. To me a bank is a no-brainer once I have nothing else to build, and I would probably make a similar point about almost everything but wonders.
If you ever have nothing else to build, then hammers and production boosts are too available.To me a bank is a no-brainer once I have nothing else to build
I'm always intrigued by seeing something totally differently from someone who knows what he's talking about. I build my capital similarly - pop for science and NW's. I can see why a production city for Wonders makes sense... I often don't focus on Wonders, and build them piecemeal in any of my major cities. But I don't understand a gold city except when there are no hammers. To me a bank is a no-brainer once I have nothing else to build, and I would probably make a similar point about almost everything but wonders. That's why I wind up with 2-3 all-around cities apart from the capital.
Hypothetically, what do you do in a city (specialized or not) when you can build a bank, and have built everything else you need except for stuff like watermills? Maybe the answer is units... and here is where like most builders, I keep a small army that doesn't require that sort of focus.
If it's a production city, a granary or waterwheel could be more valuable than a bank. If it's a science city, waterwheels and granaries are often interesting anyways, and if I don't want them I'll pull off citizens from the mines and put them to working farms or gold until I get something more useful to build...
City specialization does still pay off quite a lot, it's weaker than in Civ4 but I actually felt that it was too powerful in 4. Building maintenance is a very important point why this is the case. I typically end up with at least a library, university, market and colosseum in each city. If I don't play ICS, also a monument and temple, but they actively hurt in an ICS game due to their maintenance.
@Xink
Ooops sorry for not documenting that! The new Balance DLC - Inca Spain folder contains a file with an "x" at the front of it. If anyone's using that DLC, remove the X from the file name and some modded effects for those civs will take place. For now, the only change is Terrace Farms upgrade at the same techs as Farms.
If no major bugs are found in v2.0.17 beta I'm going to release it to the public, so please point out any issues you find if you're playing with this version (note: lots of bugfixes have taken place from .01 to .17).
I can safely say there will be no bugs found..!
Maybe it is because there is nothing to download on your first page
This happens in vanilla too. I don't see it as a problem. If everything they could use the resource for is obsolete, why should they care? As long as you have good relations.I've requested and received free strategic resources if the AI is beyond the age where they need it.