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The new change brings back an automatic bonus for railroad connections, but it is substantially weaker
To be considered connected via railroad being on island, you need sea connection. You need simple lighthouse, or like harbour or maybe Seaport?
I also didnt noticed any info about the need for coal for Seaports, im kinda hopping, it wont be needed, since the building is significantly weaker now.
And this is what you get late game.
Im obviously missing something, cause im pretty sure that doesnt mean 560 units :)
But yea, late game would be indeed strong. Thou, you have to somehow live to endgame and on diety, its not exacly easy.
 
1st playthrough so far

chieftain standard size standard speed - game seems very easy now almost trivial 5 cities Russia gone Trad>Artistry>Industry
Religion God of expanse>Devine Inheritance>Cathedrals>Faith of the masses>Indulgencies and prophecy

Wonders: 16 Numerous AngkorWat got it was mandatory gone mainly for Culture and Golden age heavy wonders Turn 264 46 techs 1770AD researching rifling

Usually im struggling for cash im +812 per turn, game balance seems off , had no crashes or detected any bugs
 
Usually im struggling for cash im +812 per turn
If im correct, transit station rework will help with that, as it gives good amout of money, and since i usually built Starport in coastal cities, i didnt have acces to them.
No you dont need to chose, you can have starport everywhere.
 
1st playthrough so far

chieftain standard size standard speed - game seems very easy now almost trivial 5 cities Russia gone Trad>Artistry>Industry
Religion God of expanse>Devine Inheritance>Cathedrals>Faith of the masses>Indulgencies and prophecy

Wonders: 16 Numerous AngkorWat got it was mandatory gone mainly for Culture and Golden age heavy wonders Turn 264 46 techs 1770AD researching rifling

Usually im struggling for cash im +812 per turn, game balance seems off , had no crashes or detected any bugs
Your strategy is a good one and the difficulty level is 2, so it doesn't seem unreasonable that you find it easy. The only major change affecting this strategy that I can see are the Tradition ones.
Btw I recommend trying to get 2 points into authority to get the yields on border growth policy -- probably I would do it after opening Artistry.
 
- The highlights for buildings that boost specific tiles are now an Interface Option that is disabled by default
Enabling the option will warn players that it causes crashes for some people when hovering over buildings
The cause of the bug hasn't been discovered, but it doesn't happen to everyone
As such, this should address the crashes while still preserving the functionality
I'm not seeing this option in the interface options menu in-game? Or is it named something I'm not expecting?

Spoiler Screenshot :
1718227752112.png
 
Version 4.8.1 has been released. Link in OP has been updated.

Changelog:
Code:
- AI can now use Great Generals to plant Citadels during wartime
- Fixed a crash
- Fixed unit panel breaking for EUI users with small screens
- Fixed City-States being best friends forever
- Fixed Carthage's new UA triggering in every city instead of just the capital + triggering for imported luxuries
- Fixed being able to build Stone Works in any city except for those with Stone, and related issues (lol)
- Fixed a performance issue with new Worker AI changes

Online as of 4:43 PM CDT. Savegame compatible with 4.8 versions, but note that the Carthage UA will not trigger if the stored "highest resource quantity" value (including imports) was higher than your current quantity (which now excludes imports). If this is the case, the yields (probably more than you were supposed to get) were already awarded, though.
 
Are you aware that some of these "unused" columns were used by my mods, like f.e. OcurrenceFrequency?
 
Fixed being able to build Stone Works in any city except for those with Stone, and related issues
Is there a similar issue with Stables? I seem to be able to build them in any city, even with no access to the animals
 
Are you aware that some of these "unused" columns were used by my mods, like f.e. OcurrenceFrequency?
You can still use them in SQL or LUA. They're removed from the DLL.
Is there a similar issue with Stables? I seem to be able to build them in any city, even with no access to the animals
Probably.
 
I may not ever use it but really happy with the addition of "Passive Espionage," small touches like that show how much the devs love the community. About the case of a 2UC modmod if (or rather when) 4UC gets integrated: as others said, it'll be technically easy. However, the core balance (units, buildings, policies etc. etc.) of VP will almost certainly change with the new components, I think that'll be the main problem for 2UC. It'll really need an active community, pretty much like a VP congress, to agree on balance changes.
 
You could have already won by t264
I'd like to see you attempt a non-domination victory on Chieftain by turn 264.
Are you aware that some of these "unused" columns were used by my mods, like f.e. OcurrenceFrequency?
The columns are never used by the DLL. Lua gets the values using database calls, not the API.
 
So, after installing as a DLC I won't ever go back to installing as a MOD -- is there a way I can make these files a DLC, or do I have to wait for the update in the repository? Looks great otherwise!

EDIT: (under VOX Modpacks, where all of the other elements (including 3/4) are already there)
 
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