New Beta Version - April 14th (4/14)

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Is the minefield supposed to damage my own ships? For some reason every turn at war or peace my own ships are losing 10 HP per turn in my own territory. Even my cargo ships are losing 10 HP per turn.
It’s a bug and they will already have it fixed in the next version
 
I tried the update, and while some of the bugs were a bit annoying, the bugfixes and change in behaviours / opinion I found very enjoyable.

I'd like to touch on some points on from the update:
Spying: I'm going to have to disable spying until it's reworked, at the moment I feel it's completely out of control. I was getting techs stolen 5-6 turns after researching them in marathon (most AIs were on par with techs as they kept on stealing from everyone funily enough), and I had 0% chance to catch spies on advanced actions (12% to catch them when they steal with a constabulary and rank3 spy). I always want to leave spying on because I feel it's a good mechanic to help AIs that have fallen behind catch up in tech (or even me if the game went bad), but as a player I can only feel frustration with this aspect of the game. The opacity, the lack of interaction, how it completely deters you from placing great works outside the capital, how it makes huge map feel like you're getting dogpiled because people want your techs and sabotage / assasinate your GP. It also makes me want to kill poor Elizabeth every time I see her in my games. I feel in the end as it is right now it only detracts from my enjoyment of the game.

On another note, I think the tourism buffs should be tonned down quite a lot on buildings (I think it's fine for great work because these require a bigger commitment) I was at 3/4 influence levels with AIs with Rome when I was in late renaissance , and I had picked autocracy, fealty and imperialism, so no real touristical help aside from colosseums.

Regarding world congress, I 'm divided. I felt if the AIs don't like you they are very inclined to nay whatever you're proposing, even if they like it. I've seen AIs (who I was on good terms with) asking me for 5k deal value to vote yes on a sanction to a civ they have denounced and have been denounced by.
While I understand it makes sense to not go along the agenda of the one who is leading (as if the leader is proposing this resolution he probably stands to gain more than them), I feel this makes passing resolutions of any kind really hard unless you're a diplomatic civ like Austria or can get a lot of extra votes from another source (policies/wonders/religion). I understand naying proposals related to having more tourism by someone they recognize as a tourism leader, but some others I can't quite understand what leads them to decide on what they vote.

In any case, thank you for your great work on the mod to all the team.
 
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I tried the update, and while some of the bugs were a bit annoying, the bugfixes and change in behaviours / opinion I found very enjoyable.

I'd like to touch on some points on from the update:
Spying: I'm going to have to disable spying until it's reworked, at the moment I feel it's completely out of control. I was getting techs stolen 5-6 turns after researching them in marathon (most AIs were on par with techs as they kept on stealing from everyone funily enough), and I had 0% chance to catch spies on advanced actions (12% to catch them when they steal with a constabulary and rank3 spy). I always want to leave spying on because I feel it's a good mechanic to help AIs that have fallen behind catch up in tech (or even me if the game went bad), but as a player I can only feel frustration with this aspect of the game. The opacity, the lack of interaction, how it completely deters you from placing great works outside the capital, how it makes huge map feel like a you're getting dogpiled because people want your techs and sabotage / assasinate your GP. It also makes me want to kill poor Elizabeth every time I see her in my games. I feel in the end as it is right now it only detracts from my enjoyment of the game.
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I agree with spying. It is difficulty in reverse. The higher level you play, the easier it is to catch up. The opposite that should be happening. If you play in your comfort zone, whatever level that is, you will have all your techs stolen like you encountered, but if you play on a higher more difficult level, it doesn't matter as you just steal everyone elses, making the level so much easier. I don't think this is what the developers had in mind. Like you I am all for struggling civs/players catching up, but not like this. I suppose on the other hand all games now are competitive, with no one having superior troops for long. This must be even worse on longer games like epic/marathon.
 
You know you play a game a tad too long when you have a dream that includes it (Or not enough seeing as I last played a couple of days ago)

Out of curiosity, what are the devs perception of the current implementation of Spying? Is the view on Spying one of tweaking or an overhaul being needed?
 
Spying is currently in the process of being overhauled completely. You can submit feedback and suggestions in another thread. I’m on mobile, providing link is hard. It’s the front page
 
You know you play a game a tad too long when you have a dream that includes it (Or not enough seeing as I last played a couple of days ago)

Out of curiosity, what are the devs perception of the current implementation of Spying? Is the view on Spying one of tweaking or an overhaul being needed?

Spying is currently in the process of being overhauled completely. You can submit feedback and suggestions in another thread. I’m on mobile, providing link is hard. It’s the front page

https://forums.civfanatics.com/threads/spy-rework-suggestions-here.669495/
 
Although it's been reported that tourism is slightly overtuned atm (my only game this patch isn't CV oriented, so I can't yet give proper feedback), I'd like Museums to keep the buff. They need the value and it's thematic that the building boosts GW tourism. If people are now sour on the Circus, maybe just split the yields at 250 culture + tourism apiece, that way we're all happy.

Despite being an instigator for the tourism buffs, I understand if the majority dislike the tourism to culture specialists from Garden. I like the feature though, and think it might be better off distributed in other ways. Specialists getting tourism should be unique, so how about thematically incorporating into wonders? A few additions that shouldn't really upset the balance of anything:
  • Globe Theatre - Free Great Writer, and all Writers gain +2 tourism
  • Uffizi - Free Great Artist, and all Artists gain +2 tourism
  • Broadway - Free Great Musician, and all Musicians gain +2 tourism
Alternatively, you could throw it all on Globe Theatre in place of the GAP, or even set them all to finishers for consistency (Sankore+writing, Louvre+artists, Broadway+musicians).
 
Getting Influential early on doesn't matter. You still need to have 2 level 3 tenets to win the game, and by that time a cultural runaway will stop you.
 
Getting Influential early on doesn't matter. You still need to have 2 level 3 tenets to win the game, and by that time a cultural runaway will stop you.
While I understand that it doesn't matter for winconditions because you can't build the project to end the game until much later, it does give benefits for conquering and trade routes. In the end to me it feels unnatural, IMO tourism is something that one should be actively trying to get (like a city conquest for domination, or a big alliance with a city state for DV), the fact that I get it just because doesn't sit well with me.
While for me it's not a deal breaker, it also means you'll have to be much more agressive / warmongering against other civs to stop them from winning cultural victories more frequently.
 
Is it possible to have a version that reverts the desert movement changes (back to how it was in the previous version)?
 
Is it possible to have a version that reverts the desert movement changes (back to how it was in the previous version)?

Try this DLL.
 

Attachments

Unfortunately it doesn't seem to work. Desert tiles still cost 1 movement even with the DLL.

Would it work if I use the one from 3-2 version?
 
Unfortunately it doesn't seem to work. Desert tiles still cost 1 movement even with the DLL.

Would it work if I use the one from 3-2 version?

The movement change is controlled in SQL not DLL. The DLL just updates rough terrain to be "blocks visibility" not "> 1 movement cost".
 
The file you need to update is Community Balance Patch/Balance Changes/Terrain/TerrainChanges.sql

(Change Movement to 2 for TERRAIN_DESERT)
 
It works perfectly well now. :)

The fast movement in desert was a bit immersion-breaking to my taste.

Thanks to both of you!
 
There seems to be a bug with the Roman legions pilum promotion dealing no damage, i'm playing with a couple of modmods so it maybe a mod conflict (i remember it was working fine some time ago); does anyone else experience this too or it goes to github?
 
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