AndreyK
King
Something wrong with espionage, I just got to Renaissance and I am second in science, but they steal techs every 3 turns, Byzantium 3 times in 10 turns, sometime as soon as I discover it
I was wondering if it's a vp thing that others hav experience or it's due to my other modmodFor bug reports go here, they won't be dealt with on this forum.
Sure, but you can post on GitHub regardless, just don't forget to include the list of mod-mods you're using. There's also people who are more active on GitHub than here and they might spot the problem, even if it's one of your mod-mods, if you open an issue there while they may not be aware of your post here at all.I was wondering if it's a vp thing that others hav experience or it's due to my other modmod
If it is the later I would be testing the various modmod before posting it in its own forum
I think a lot of the yields/influence is ridiculous high in the late game, I've not seen that high amount of XP yet, but 400+ influence for one mission or 2k science are also extremely high and not rare.Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?
That's normal IMO, just enough to level up a level 5 or 6 unit.Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?
Is anyone else finding that the experience granted by a city state quest for conquering a city in the later ages is ridiculously high? Like 50-60 xp?
I'm playing on deity already as is. The 60 experience was without statecraft or Austria. It was around turn 230, so not horribly late. But yes, level 4 units is a guaranteed win because the AI never uses level 4 units in the same way. They don't get range, or logistics, or march, or stalwart.
I like the high damage the city bombardment is doing to my units when attacking in this version. Gives me a sense of urgency when attacking a city that the game had been lacking. Before I could just go nice and slow and wither down the AI's army without ever really being at risk of losing a unit. I've actually had to bring a medic unit for the first time in ages.
Especially Archers/Composite Bowmen and Catapults are currently so fragile that I oftentimes need to pull them out just one turn after I've moved them into range or else they will die.
We are currently discussing this in this thread: https://forums.civfanatics.com/threads/city-damage-brainstorm.653918/
I would definitely say that any city that can 2 shot units (city + garrison) at full hp is doing too much damage. Human players can't afford to lose units every round a siege last, that's simply not viable. But beyond that, its a question of what the community wants.
This scenario (where the unit can take a round but must immediately retreat) is a hard siege, but a viable one at least. Is that difficulty we want in our sieges?
60 EXP is certainly too high but calling it a guaranteed win is silly. If you're behind and losing then 60 EXP to all units isn't going to magically fix things for you. It could certainly turn the tide in a close game but c'mon.
If the 60 xp is enough to make my units lvl 4, and there isn't a runaway 10 techs ahead, then yes, I *will* win. Pretending otherwise is silly. The AI cannot deal with the increased range from the lvl 4 upgrade. I would say that my win rate, on deity games in which I have 6+ ranged units with range and 6+ siege units with range is ~100%.
Im pretty sure it’s a Princess Bride reference.What was this about again? City-state quest rewards?
(Btw, your name reminds me of a voice line from one of the characters in the RPG Icewind Dale.)