LukaSlovenia29
Emperor
- Joined
- Mar 13, 2016
- Messages
- 1,500
Yes, but the save file is very big and I can't seem to upload big files lately on any sites 

so I am really skeptical about feelings.
I know for fun I don't mind if it's not perfect and I like the balance right now for the games I play (king level, epic speed(hate island maps)). When you work for international insurance and the big bucks are on the line it's a completely different software development environment.Since we are playing for the fun and not for the money, I'd say feelings are pretty important here. A perfect but boring balance won't be appreciated either.
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Thanks for info, I got the same with hotfix, so both versions has identical behaviour.Just came in to report the same; only having used the hotfixed version, got an "empty" archy site. Reloaded, and I got the "FLIBBY 4" thing.
EDIT: forgot the logs.
EDIT, PART DEUX: Other used mods are just InfoAddict and QuickTurns and Tectonic Map Script
EDIT, ARTICLE 4, PARAGRAPH IIb: I misspoke, using the 4-5 beta, not the hotfix for 3-31.
@Gazebo Can you please fix the culture gain by AI (deity difficulty) for this Beta Version 4-5. I just played a game where AI suddenly won out of the blue when all their influence was "Falling".
Played Continental map, Epic speed.
@Gazebo Can you please fix the culture gain by AI (deity difficulty) for this Beta Version 4-5. I just played a game where AI suddenly won out of the blue when all their influence was "Falling".
Played Continental map, Epic speed.
Does it ever account for instant yields? I thought it only accounts what you get per turn.Nothing to fix. The falling sometimes doesn’t account for instant yields.
G
Nothing to fix. The falling sometimes doesn’t account for instant yields.
G
Re: Tourism, that's actually something I can fix by making the game check against your instant yields in addition to your yields per turn for tourism (versus their culture per turn + instant yield culture).
G
Tourism accumulates (from both per-turn and instant additions), as does the Culture "defense" against it.Does it ever account for instant yields? I thought it only accounts what you get per turn.
Not to take away, but there's nothing that can or should predict great musicians.I remember this came up recently, you had seemed optimistic about it
did it not go to plan? that 'falling' thing really is confusing for people
Does it ever account for instant yields? I thought it only accounts what you get per turn.
I remember this came up recently, you had seemed optimistic about it
did it not go to plan? that 'falling' thing really is confusing for people
Maybe just the mean in the last 10 turns is not a good mesure. You could try this:It is incorporated, but since it is an average over 10 turns it can go from rising to falling in just a turn or two as the average drops precipitously each turn after a big boost. So it works, but the staggered nature of tourism boosts makes it unpredictable.
G
That's counterproductive. Tourism bonus are not "constantly increasing".Maybe just the mean in the last 10 turns is not a good mesure. You could try this:
Trend_turn(x) = (however_you_mesure_trend_in_this_turn + k * Trend_turn(x-1)) / 2
where k is a value between 0 and 1. k is a muffler, the higher the value, the less older values are mitigated.
Instead of just adding values and finding a mean, it's putting a higher weight on the values that are added last. Works well for constantly increasing values.