Let's play of Community balance patch Rome Deity

Acken

Deity
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Between playthroughs and working on my mod I have made this let's play of the Community Balance Patch (full package without "more luxuries") playing on the NQ version of a Pangea. Version is the one from end january. Difficulty is standard, and size standard. RAs are activated and tech trading disabled as well as vassalage.

Maybe it will also interest people playing the mod ;) Although they probably have a lot more experience than I have and this is mostly a learning game for me.

Playlist:
https://www.youtube.com/watch?v=2BRQ50mRcg0&list=PL5IXV43xjKWT6_pytB1SlbcU17kZVm17h

I did not find where to really make a post/thread in that subforum. I apologize if it's not at the right place.
 
Between playthroughs and working on my mod I have made this let's play of the Community Balance Patch (full package without "more luxuries") playing on the NQ version of a Pangea. Version is the one from end january. Difficulty is standard, and size standard. RAs are activated and tech trading disabled as well as vassalage.

Maybe it will also interest people playing the mod ;) Although they probably have a lot more experience than I have and this is mostly a learning game for me.

Playlist:
https://www.youtube.com/watch?v=2BRQ50mRcg0&list=PL5IXV43xjKWT6_pytB1SlbcU17kZVm17h
Sounds awesome, I'll put it on my to-watch list. Did you have a good time?

I did not find where to really make a post/thread in that subforum. I apologize if it's not at the right place.
The subjected isn't really brought up enough for there to be a right place to post it, so this is fine. I mean the best part about doing a lets-play of a mod is that you can shamelessly self-promote yourself like this, good for everyone involved.


I'm a big fan of your work by the way, haven't actually tried any of the mods (I'm way too sold on the CBP) but I have studied the changes and taken some ideas from them. Also watched some guys trying it out.
 
Between playthroughs and working on my mod I have made this let's play of the Community Balance Patch (full package without "more luxuries") playing on the NQ version of a Pangea. Version is the one from end january. Difficulty is standard, and size standard. RAs are activated and tech trading disabled as well as vassalage.

Maybe it will also interest people playing the mod ;) Although they probably have a lot more experience than I have and this is mostly a learning game for me.

Playlist:
https://www.youtube.com/watch?v=2BRQ50mRcg0&list=PL5IXV43xjKWT6_pytB1SlbcU17kZVm17h

I did not find where to really make a post/thread in that subforum. I apologize if it's not at the right place.

I'll definitely give this a watch. In the meantime, any further interest in 'merging DLLs' to make a super DLL? I'll buy you dinner first if I'm being too forward. :)
 
I'll definitely give this a watch. In the meantime, any further interest in 'merging DLLs' to make a super DLL? I'll buy you dinner first if I'm being too forward. :)

Watch out, G merges on the first date.
 
There are more let's plays on youtube with CP (usually old versions of CP).

I gave this a watch a bit and I think:

The AI should have come to you with a stronger army. You were at war, and it did not produce additional units to attack you - after it lost them, they signed a peace treaty.

It seems you will capture the city with little effort because the AI has not owned enough units to defend itself. I do not know if it is always the case, but I think it should be producing additional units to defend itself (buy them etc.). It should also recognise, which units are the best to produce/buy to defend itself.
 
There are more let's plays on youtube with CP (usually old versions of CP).

I gave this a watch a bit and I think:

The AI should have come to you with a stronger army. You were at war, and it did not produce additional units to attack you - after it lost them, they signed a peace treaty.

It seems you will capture the city with little effort because the AI has not own enough units to defend itself. I do not know if it is always the case, but I think it should be producing additional units to defend itself (buy them etc.). It should also recognise, which units are the best to produce/buy to defend itself.

It does these things. Sometimes a human will just be stronger if the AI is caught off-guard.

G
 
It does these things. Sometimes a human will just be stronger if the AI is caught off-guard.

The AI declared war on him, but it is the worst AI in the game, and she is suffering from heavy production-problems.
 
I'll definitely give this a watch. In the meantime, any further interest in 'merging DLLs' to make a super DLL? I'll buy you dinner first if I'm being too forward. :)

At this point not really because of the work load and me wanting to keep 100% control over what my mod version plays like but my changes are small/simple enough that down the road it's a "maybe". Maybe there is an advantage that I'm not seeing idk. Sorry if it sounds a bit anti modding-culture where compatibility is very important :p

Either way, I enjoyed my play of CBP as it felt like learning a new game. Don't hesitate to give me tips over what I missed :)
 
The AI declared war on him, but it is the worst AI in the game, and she is suffering from heavy production-problems.

Well, I cannot test it myself at the moment, but the last time I played the game at the beginning of Jan., the AI did not produce enough units to defend itself, even if it was in war with me. Well, one game may not be enough to say it, but that was a matter of fact. It produced no units to defend itself at all.
 
Ah! Your accent is quite untypical for a French Canadian. Would have placed you as a France fella!

I like LPs, especially learning about different play styles. Will watch for sure.
 
Okay finally got the time to go through it all.
First of all I'd like to congratulate you on adapting very well, one would really not think that this was your first game. Sure you had some luck with the starting-position being easy to defend, as well as your only real neighbor being terrible at the game. But still, really well done.


I don't exactly have any tips for you, there are just a few things I would like to clear up (if you don't already know about them).

1. I see you avoiding non-scientists like the plague, did you know that in CPP all great people types have their own counters so gaining a great merchant does not slow down your great scientist generation at all. On top of that pretty much all other great people have received massive buffs, especially the great merchant is really awesome right now. The town is massive and the trade mission gives you 20 turns of 'We Love The King Day' in all your cities.

2. Did you know that farms receive an extra +1 food for every 2 adjacent farms? For this reason you're usually better of collecting all your farms in a cluster. This is pretty much completely opposed to spamming villages as they would break up the adjacency. Still this is a choice that is available to you.

3. Have you actually checked the medieval era policy-trees out? They have a lot of powerful effects. Aesthetics, on top of being culture-based has some great synergy with great people (so it's probably not a top choice for you right now) but both Statecraft and especially Piety(which does not necessarily rely on you founding a religion to function) both have some solid bonuses which would probably help you more than Authority

4. The reason why England keeps bugging you for Open borders is because the AI doesn't want to send missionaries into your territory without it. She got a few missionaries dancing around your border. By the way, you asked about this in the video so I'll answer it here: Giving away your open borders to other civs boosts your tourism output, buying their open borders increases ther tourism output, so you're pretty safe giving away your open borders (assuming you're not afraid of the AI scouting your territory).

5. Have you actually checked out what the promotions you pick do? It feels natural to me, but I've heard of people playing full games just assuming that since they use the same icons(and same names) as they did in Vanilla, they do the same thing.

6. Trebuchets(and to a lesser degree catapults) are a lot stronger than they were in vanilla, so bringing a few of those when you try to siege a city would be smart.

7. I've seen you using that production-trick where you lock down food-tiles while leaving the city on production-focus to gain extra production when the city grows. That have actually been disabled in CPP, food is now the last yield calculated.

8. Do you actually know how the internal trade-routes work in CPP? They scale off the difference in size between the city sending them and the city receiving them, meaning they are a lot more effective when sent from a large city to a small city instead of from a small city to a large city. I personally don't use internal trade-routes that much, and usually send my routes to my neighbors (Caravansaries are a really powerful tool there as they add +3 base-gold to the route).

9. While I'm not going to say that I disagree with the order you build your buildings in I personally tend to have way too much of a longterm plan for my buildorders. Pretty much always buildings that grans extra hammers first to speed up the rest of the buildings. This is especially true for Rome, where their Colosseum replacement is totally massive adding +3 hammers +3 culture base and another +2 hammers to both the forge and the barracks.

Other than that I really liked how you managed to time everything out properly, you having soldiers ready on the frontline when Theo attacked you and so on.
 
1. I know but I like to keep my growth so I cannot work everything. Later on however I specialize two cities on merchants to generate some GMs.
2. Didn't know that.
3. They really did not seem to bring really interesting bonuses for a domination victory. I cannot check right now outside the game though.
4. Ok didn't know.
5. I notice that it's different from the base game around the end of the playthrough. At that point of the game I didn't know
6. Getting the city down seems a non issue, killing units is easier with ranged units than siege. Would have to try. However trebuchet requires iron no ?
7. Ok didn't know
8. I notice this later on, I'm unconvinced that some gpt is worth as much as food even in this mod.
9. I pretty much make production a priority.
 
1. I know but I like to keep my growth so I cannot work everything. Later on however I specialize two cities on merchants to generate some GMs.
2. Didn't know that.
3. They really did not seem to bring really interesting bonuses for a domination victory. I cannot check right now outside the game though.
4. Ok didn't know.
5. I notice that it's different from the base game around the end of the playthrough. At that point of the game I didn't know
6. Getting the city down seems a non issue, killing units is easier with ranged units than siege. Would have to try. However trebuchet requires iron no ?
7. Ok didn't know
8. I notice this later on, I'm unconvinced that some gpt is worth as much as food even in this mod.
9. I pretty much make production a priority.

Yeah all siege-weapons require iron, and you were kinda low on it. Still they are really powerful.

Anyways, these were just things I thought you might have missed, and in no way requirements. With this mod there are multiple completely different ways to play, and no one seems to agree on one being superior. For example if you focus on building huge farms, you're probably going to fall behind on gold, meaning you're going to have to run merchant specialists and/or international trade-routes and so on.



Anyways, the only important question here is, did you enjoy yourself?
 
Okay, started watching the second part now, having a blast :D.

I have to say it was really weird that Theo hadn't built her unique building, I mean it is bonkers and she is guaranteed a religion. Anyways would have been nice for you to capture it :D.

"The trading is completely wonky in this mod" Nice description :D. You get used to it, but yeah it makes min-maxing a pain, feels a bit more realistic than the fixed values of vanilla however.

Cities do not have indirect fire before you research gunpowder.

Another thing: If you annex a city directly when you capture it, the anarchy time is halved and you get the courthouse auto-invested. It's clearly not a good choice for all cities, but it would probably have been worth it for Constantinople.

Don't know if you notice it later on, but when you captured Constantinople, you got a Colosseum in the city, it is preventing you from building your unique building, the Arena. It is a pretty weird interaction and should probably be fixed, but at least you can solve it in non-puppets by selling the Colosseum.

Another thing I noticed is that you seem to avoid Circuses, and instead try to reduce unhappiness with castles and so on, while there is nothing wrong with that at all, the circus straight up gives you 1 local happiness in every city it is built in along with the reduction to boredom which may or may not be useful. It is also a requirement for the zoo (if i remember correctly) which has a scientist slot and decent yields.

Citadels can be built outside your border (like in the base game) but not inside another civs (including city-states) borders. There were some brilliant reasons for this that I can't remember, so I'll just make one up :D. It's so you shouldn't get as screwed over by open border agreements. :D

Every specialist does not cost one happiness, I think it's actually one half or one third happiness per specialist (not a huge difference, but there it is)

Cities founded by Pioneers start with both a forge and a barracks, two buildings that are buffed by the Arena, meaning building an Arena in that city would provide you with +7 hammers which imho is enough to prioritize it over most other buildings (I usually also invest it)

The religious division/tension/whatever thing isn't number of follower of one religion vs number of followers of another religion. It is total number of followers in a city divided by total population (at least I think so), meaning even people who don't believe in anything causes division, just like on the internet. Temples also reduces this number a bit (not really that much, but temples are pretty decent any ways).

The big jump in price to invest in buildings have to do with number of cities, I'm not exactly sure why, but as soon as you have 8 or more cities the price just skyrockets, at that point you pretty much need to go into industry if you want to invest in buildings.
 
@Furak thanks for the information as always. Yeah I noticed very late that circuses had 1 happiness. I didn't see it at that point in the video.

Don't understand the logic behind building costs increasing with empire size. You can generate more gold but your rushs have a smaller relative impact. I can understand for units and wonders but not normal buildings.
 
@Furak thanks for the information as always. Yeah I noticed very late that circuses had 1 happiness. I didn't see it at that point in the video.
I'm just spewing out anything useful I can think of, really :D

Also I'm aware that it is never nice to hear anyone telling you how to play or what to do, there just is no polite way to give advice, so just bear with me and ignore what you don't like.

Don't understand the logic behind building costs increasing with empire size. You can generate more gold but your rushs have a smaller relative impact. I can understand for units and wonders but not normal buildings.

I'm fine with it increasing, you make a lot more gold in a larger empire (I mean in my current game I'm making 3 times as much as I normally do because I managed to go up to 18 cities). However I dislike the way it increases, how steep the increase is between 7 and 8 cities (I think).


Other than that you never answered the most important question: 'Are you enjoying yourself? Are you having a good time?'
 
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