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[LP] Leader Pass Pack 3: Rulers of China (Jan. 2023) - Patch Notes Discussion

Monopolies Mode contains also another change - a huge boost for improvements and luxuries, plus Currency and Economics and are made "favored".
Luxuries from standard 1.5 to 100 (sic!), and Improvements from standard 3.0 to 10.0 - this is really huge. AI may start building just improvements. From my tests values at ~4-5 are enough.
I am not sure those change are necessary. The AI will build Industries, because this is what my mod already fixed. But I don't think that AI will build Corporations, because that is not covered by my mod (it needs core fix).
I am curious to see the results.
Also, "favored" flag for technologies does not work...

I am really curious if they fixed this. I would play a game to test, but I don't have time. It usually takes me a week to play a game. Hopefully someone has some time to test this. I really don't understand why they didn't produce patch notes that said what they fixed. We shouldn't have to search through xml files to figure out what was changed.

@Infixo Thanks for all the work you do for the community.
 
Did the monopolies change bust the AI payment for luxuries? I haven't had a chance to buy a copy from an AI yet, but they seem to be paying an awful lot buying lux from me in my quick test games, more than they used to. I remember early on they used to scale up a little, so you'd only get like 3-4 gpt early, then it would get to 6-10, and not until the medieval or so would they get beyond 10. But I've seen them on like turn 30 be willing to pay like 16 per turn for a luxury, which is a little ridiculous when you think about the cost of builders and tiles.
 
Are you not blocking their Scouts on time?
I try to do that, because I know how the game mechanics work. I got such advice several times but people seem to ignore that it cannot be possible all the time to block the scouts. You have to decide in which direction you move your units in the early game. And when the barb scout appears on the opposite side of your city and immediately runs back to his camp, you will not catch him. And the situation is worse if three or four camps spawn near your first or second city when you still cannot have enough units to take care of them all.
Can we agree that it is not an impossible demand, when I say to the developers: Give us a game option with a "middle" setting of barbarian spawn frequency and aggressiveness, like it was possible in previous Civilization games. Currently we have only the choice between "no barbs at all" and "raging maniacs".
 
I try to do that, because I know how the game mechanics work. I got such advice several times but people seem to ignore that it cannot be possible all the time to block the scouts. You have to decide in which direction you move your units in the early game. And when the barb scout appears on the opposite side of your city and immediately runs back to his camp, you will not catch him. And the situation is worse if three or four camps spawn near your first or second city when you still cannot have enough units to take care of them all.
Can we agree that it is not an impossible demand, when I say to the developers: Give us a game option with a "middle" setting of barbarian spawn frequency and aggressiveness, like it was possible in previous Civilization games. Currently we have only the choice between "no barbs at all" and "raging maniacs".

Yeah, the variation in barbarians does go a little over the top. If you get one bad RNG roll and fail to kill a scout, suddenly they spawn a unit per turn to come back at you. And if you're unlucky enough to have 2 camps near you, now you're getting hit from all sides.

But if you get lucky and can kill the scout, or you just get lucky and the barb camp ends up not spawning nearby or their scout goes in the wrong direction, suddenly you have lots of free territory and can play in peace. Never mind if you get unlucky and that barb camp that comes after you also happens to spawn Eagle Warriors.
 
I'm a bit late to the discussion about the new Chinese leader abilities, but I'm disappointed in them tbh, as I was with the previous leader releases. It seems ever since NFP, there hasn't been a distinction between what aspect a civ should excel at like in the past. Ethiopia receives a boost to BOTH science and culture, whereas previous civs kind of chose between the two (Korea and Scotland leaned hard into science only, with Seondeok has a very forgettable +3% culture per governor promotion and Scotland has the stupid cheesy golf course that gives like 2 culture, while Greece invests heavily in culture for example)

Yongle gets a very strong +1 to science and culture per population combined with a pop-growing city project. Tokugawa likewise got boosts to both yields in his trade routes, which basically made him a better Persia since Persia only receives a little bit of gold and culture on domestic trade routes that doesn't scale. Suleiman the Magnificent likewise also has culture and science boosts. Wu Zetian gets culture and science too but she's dependent on offensive spy missions and those yields are dependent on the enemy city and not your own, whereas the others listed I feel you can play very passively and still get staggering bonuses.

I'm not sure what the design philosophy behind the Leaders Pack is but I feel like civs/leaders should be more specific in their design because what is the point of playing a different civ if every civ is amazing at every thing? Why even do a "science" run or a "culture" run if leaders or civs like Yongle can excel at both?

Qin the Unifier is also somewhat underwhelming thematically but that's only because I think of him as someone fighting other established Chinese states to make the first the imperial dynasty, so idk what converting (not even defeating...) barbarians has to do with this process of conquering Chu or other neighboring polities to form a unified China but I guess gameplay wise it's okay he's kind of a reverse Julius Caesar. I don't play domination games often so amassing a large army of former barbarians doesn't sound very enticing to me, even less so since I don't get any hint of "Qin the Unifier' from the ability itself
 
Yongle gets a very strong +1 to science and culture per population combined with a pop-growing city project. Tokugawa likewise got boosts to both yields in his trade routes, which basically made him a better Persia since Persia only receives a little bit of gold and culture on domestic trade routes that doesn't scale. Suleiman the Magnificent likewise also has culture and science boosts. Wu Zetian gets culture and science too but she's dependent on offensive spy missions and those yields are dependent on the enemy city and not your own, whereas the others listed I feel you can play very passively and still get staggering bonuses.

I'm not sure what the design philosophy behind the Leaders Pack is but I feel like civs/leaders should be more specific in their design because what is the point of playing a different civ if every civ is amazing at every thing? Why even do a "science" run or a "culture" run if leaders or civs like Yongle can excel at both?
As someone who personally likes pursuing both science and cultural victories I appreciate these two new leaders are good at doing both. That being said, Yongle to me feels like way more of a generalist leader considering he can also go easily the faith and gold route too.
Qin the Unifier is also somewhat underwhelming thematically but that's only because I think of him as someone fighting other established Chinese states to make the first the imperial dynasty, so idk what converting (not even defeating...) barbarians has to do with this process of conquering Chu or other neighboring polities to form a unified China but I guess gameplay wise it's okay he's kind of a reverse Julius Caesar. I don't play domination games often so amassing a large army of former barbarians doesn't sound very enticing to me, even less so since I don't get any hint of "Qin the Unifier' from the ability itself
I do agree that Unifier Qin is underwhelming, especially compared to the original. I wish there was more to him to make it more thematically appealing. I suggested +1 pop from discovering a tribal village or clearing a barbarian encampment.
 
Can we agree that it is not an impossible demand, when I say to the developers: Give us a game option with a "middle" setting of barbarian spawn frequency and aggressiveness, like it was possible in previous Civilization games. Currently we have only the choice between "no barbs at all" and "raging maniacs".
Yes, but that will of course not happen now.

Use Zegangani's Customization mod. It includes an option to do exactly what you want:
1674254105264.png
 
Playing as Wu and deeply into the Industrial. Unfortunately, not impressed at all with her. The bonus science and culture is so miniscule in the grand scheme of things... it's 50% of a turn in what one city produces. And spy missions seem to take forever, and you're limited, so you can't do too much with this bonus.

I also like how my first spy in the classical age, after running gain sources, and having a 90% chance of siphoning funds from Mansa Musa who obviously didn't have a counterspy, not only failed, but was killed. It was like I never had an early spy to begin with.

I'm also playing with Owls and even still she's such a disappointment. Going to finish this game but never picking her again.
 
Playing as Wu and deeply into the Industrial. Unfortunately, not impressed at all with her. The bonus science and culture is so miniscule in the grand scheme of things... it's 50% of a turn in what one city produces. And spy missions seem to take forever, and you're limited, so you can't do too much with this bonus.

I also like how my first spy in the classical age, after running gain sources, and having a 90% chance of siphoning funds from Mansa Musa who obviously didn't have a counterspy, not only failed, but was killed. It was like I never had an early spy to begin with.

I'm also playing with Owls and even still she's such a disappointment. Going to finish this game but never picking her again.
Are you targeting the AI's high output cities?
 
Playing as Wu and deeply into the Industrial. Unfortunately, not impressed at all with her. The bonus science and culture is so miniscule in the grand scheme of things... it's 50% of a turn in what one city produces. And spy missions seem to take forever, and you're limited, so you can't do too much with this bonus.

I also like how my first spy in the classical age, after running gain sources, and having a 90% chance of siphoning funds from Mansa Musa who obviously didn't have a counterspy, not only failed, but was killed. It was like I never had an early spy to begin with.

I'm also playing with Owls and even still she's such a disappointment. Going to finish this game but never picking her again.
I had a very different experience with her. I got my first spy around turn 30 and at the mid point of the game I had 3-4 master spies bringing me back eurekas, science and culture every four turns.

It definitely takes some set up (and honestly a little luck on that first spy succeeding the missions, definitely go for gather sources), but it can be satisfying. It’s nowhere near as potent as Yongle though but tbh he makes the game feel somewhat pointless to play because his ability is so overwhelmingly strong once you hit mid game. Very dull
 
Can't say much yet because in my first attempts after the China DLC, barbs ruined everything AGAIN. Oh how much I would want to play a science or culture or religion focused early game strategy and not being forced to build units, units, units to defend against those little red maniacs.

I try to do that, because I know how the game mechanics work. I got such advice several times but people seem to ignore that it cannot be possible all the time to block the scouts. You have to decide in which direction you move your units in the early game. And when the barb scout appears on the opposite side of your city and immediately runs back to his camp, you will not catch him. And the situation is worse if three or four camps spawn near your first or second city when you still cannot have enough units to take care of them all.
Can we agree that it is not an impossible demand, when I say to the developers: Give us a game option with a "middle" setting of barbarian spawn frequency and aggressiveness, like it was possible in previous Civilization games. Currently we have only the choice between "no barbs at all" and "raging maniacs".
One in ten games I start near barbs with horses (interestingly it seems barb horsemen now spawn before horses are on the map - a change that had been made to make that not a thing right out of the gate; unless my memory is failing me); and do have a hard time early in the game. The other nine out of ten they're not a notable challenge, and are a net positive, getting all my early units their first promotion.

I mean I guess I am committed to the idea that for my civilisation to rise and survive, it has to have at least a few units to protect it. That's just par for the course.
 
It’s nowhere near as potent as Yongle though but tbh he makes the game feel somewhat pointless to play because his ability is so overwhelmingly strong once you hit mid game. Very dull
Would tweaking it to provide 0.7 at 10 pop, and 1 at 15 be enough?

That would reduce the speed at which he can reach high output, and require more investment.
 
Would tweaking it to provide 0.7 at 10 pop, and 1 at 15 be enough?

That would reduce the speed at which he can reach high output, and require more investment.
Yeah that would be great! Or even better for me would be some kind of malus that requires him to go all in on his infrastructure. Something like… Yongle cannot gain adjacency on Campus, Theatre Square or Commerical districts- which cuts off some avenues of culture and science in return for his ability.

As it stands, it’s kind of just - here have everything for nothing (not nothing, but 10 pop is not hard at all with a few minimal investments into growth via pantheon and a few key wonders)
 
Someone further up the thread said that they thought Yongle's bonus based on population only counted the population above 10. That's not the way it is, but I think it would be more balanced if it was. Like city size 13 = +3 sci, +3 culture, +6 gold - not +13, +13 and +26.
 
That's always been the case.
I'm pretty sure horses as a resource used to start on the map from the beginning. Later they were added to Animal Husbandry; from my memory to at least give the player a few turns before the barbarians had access to them?
 
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