glider1
Deity
Turn 20 and Korea hasn't settled (Communitas 2.3.0) settler oscillates between two squares forever:
If 5 dmg is too little and 10 is too hight, what about 7 or 8 dmg? LolFor the Minefield, if 5 dmg is too little and 10 dmg is too high, perhaps some defensive bonuses for defender ships would be a better balancing concept.
Turn 20 and Korea hasn't settled (Communitas 2.3.0) settler oscillates between two squares forever:
View attachment 594092
What about:
* units in Citadels take 1/2 damage from naval and deal +%100 damage to naval? That way an island with a citadel + gattling gun should be able to outlast a few frigates.
Citadels are already pretty OP, buffing them for naval balance might cause more issuesThis sounds fun. Coastal forts have historically been a problem for navies, but only the big ones. Small, out of date ones (forts, perhaps?) tended to get blown up by overwhelming firepower whenever they tried resisting the British, but then you have modern forts like in Singapore or Battaan that completely denied the use of the area for navies until ground forces could clear them out. I like the idea of being able to use a general to create a strong position guarding a strait or a bay from enemy fleets.
As much as this community likes to rail against % chance mechanics, this seems like the coolest and best implementation for the mines idea. relatively low (5% or less) chance of high damage (30 or more) on any enemy unit within 3 tiles of the city on the enemy's turn.Okay so after watching a 20 min video on the history/science of naval mines, here is Supreme Leader's expert opinion on water boom booms: Minefields, considering they cost iron, need to "go big or go home", preferably avoiding the attrition feature.
If players really want to take this building seriously, every turn you could have it roll a small % chance (5 is inconsequential, but 10 is enough to make an invader sweat without being too unfair) to destroy or severely impair (left with 1hp?) enemy units stationed on any owned ocean/coast tiles within 3 rings of the city. Everyone would surely hate to lose an experienced ship 'by chance' like this, and that's precisely why it would be an effective deterrent; naval mines garnered the most value historically by instilling fear, essentially as a psychological weapon, while utilizing the ability to scare off enemies without active engagement. The amount of casualties caused by naval mines over time is low compared to the number of mines operated worldwide, and that's because people -- even aggressive, blood-thirsty conquerors, like the types who attempt naval invasions in the fist place -- are smart enough to not mess with them: when they actuate, it's devastating.
All that's then needed is a promotion (maybe even just incorporate into the existing "Minelayer" promo) made available for aspiring sailors that wish to keep playing with fire. This way there's a counter-play, but the threat and impact of the building still lingers without being completely nullified. "Minesweeper": Reduces chance of detonation from enemy Minefield by 5% for this unit, and for any owned/friendly adjacent units. Designing the promotion in this way prevents players from repetitively having to give each naval unit the promo; each fleet could have a 1 or 2 specialized minesweepers.
Fun facts:
There are 3 types of naval mines: bottoms, moored and drifting, with the hindmost banned since 1907 due to their recklessness. Despite the advances in modern technology, naval mines remain relatively similar to older models / implementations and are still the #1 aspect of Naval defenses for countries worldwide, though most modern naval mines are lain through the use of aircraft for increased safety measure.
As much as this community likes to rail against % chance mechanics, this seems like the coolest and best implementation for the mines idea. relatively low (5% or less) chance of high damage (30 or more) on any enemy unit within 3 tiles of the city on the enemy's turn.
As much as this community likes to rail against % chance mechanics, this seems like the coolest and best implementation for the mines idea. relatively low (5% or less) chance of high damage (30 or more) on any enemy unit within 3 tiles of the city on the enemy's turn.
Did I miss a thread discussing the changes to Puppets? I see several questions about the changes, but no response. Was there discussion on GitHub or somewhere else about why this change was being implemented? It seems like a major change was made that impacts not only Civs like Venice, but some excellent MOD Civs and anyone trying to balance Happiness, Tech/Policy Cost, and expansion. Also, my plan to test the corrected Warmonger penalty and Anti-warmonger Fervor has been thwarted by what seems to me to be a major change to puppet/annexation strategy.
I am glad to see that there are issues being reported on GitHub, as everything that I have noticed in the 4/14 and 4/16 releases (Fort/Canals broken, Turn1 CTD with 43Civ DLL, etc.) have been reported. So, great job Community! I was just telling some very non-gamer friends about what a great group of folks are still working on/playing & modding Civ V. Y'all make me proud!
Did I miss a thread discussing the changes to Puppets? I see several questions about the changes, but no response. Was there discussion on GitHub or somewhere else about why this change was being implemented? It seems like a major change was made that impacts not only Civs like Venice, but some excellent MOD Civs and anyone trying to balance Happiness, Tech/Policy Cost, and expansion. Also, my plan to test the corrected Warmonger penalty and Anti-warmonger Fervor has been thwarted by what seems to me to be a major change to puppet/annexation strategy.
It's not accurate to say that this change to puppets was discussed. I dont believe this outcome - puppets build defensive buildings only and then processes - was discussed.
IMO, it's a nerf. Yes, puppets previously didn't provide a huge number of yields. But early puppets could still develop sufficiently to eventually be worth annexing. That option will no longer be possible.
...Supreme Leader's expert opinion on water boom booms...
Yes, these are the types of details that would need to be ironed out, and like Tekamthi shows above, there could be new art used to display the status of detonated tiles.Another thing to consider is that breached or cleared minefields do not heal themselves. A cleared minefield should be like a pillaged tile. That is, if a minefield tile is cleared, it should stay that way until the owner regains control of his waters.
After the owner regains control of the area, the minefield could be is "repaired" at reduced cost and time from the building menu.
This should simplify balancing damage amounts and strategy considerations.
I didn't mean to imply that the issue was thoroughly discussed; perhaps I should have said "What (little) discussion did occur, occurred in these threads:"It's not accurate to say that this change to puppets was discussed. I dont believe this outcome - puppets build defensive buildings only and then processes - was discussed.
IMO, it's a nerf. Yes, puppets previously didn't provide a huge number of yields. But early puppets could still develop sufficiently to eventually be worth annexing. That option will no longer be possible.
It's safe to call this a bug.Asking again: The time it takes to steal a tech in the medieval period on marathon is about 6 turns. Is this intended or should I make a bug report.