New Beta Version - April 17th (4-17)

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I am so excited with all the contribution do help the developers AHAH I'm coming to this forum for like 4/5 times a day waiting for the next update! I think the AI is being worked to an excellent extend, looking foward to playing some more civ with the next update :thumbsup: Thinking about playing a Greece game, never really gave Greece a go, with all the upcoming AI related patches I'll try a game and maybe doing a thread on my journey of probably making the Greeks the worst civ in history LOL I'm not that good at the game :crazyeye:
 
I have elaborated a little in my original comment :). I defer to people who have more experience with the wonder though!

Here is the Greek Starting position, double religious, (one friendly, one neutral), and a cultural CS, no wonder he founded early.
Tradition Athens had Pyramids, Temple of Artemis, Great Library, Great wall and University of Sancore, he also got Parthenon in corinth.
So my memory failed me regarding the Forum and it was likely Tradition spike with early founding in this case.
Looking at the amount of units he spat out it didnt feel like a tradition AI I had perpetual war from mathematics (cats and skirmishers) -> Cannons.
Parthian tactics is a strong promo.

Spoiler :

upload_2020-5-7_23-28-12.png

 
Looking at the amount of units he spat out it didnt feel like a tradition AI I had perpetual war from mathematics (cats and skirmishers) -> Cannons.
Parthian tactics is a strong promo.

Alexander is a particularly aggressive AI and his military flavors are high. :)
 
Alexander is a particularly aggressive AI and his military flavors are high. :)

Yes I had to double great general cheeze him and slow grind with skirmishers until I finally could siege his capital with cannons.
He kept scout/poking with one unit at a time but move 5 skirmishers could accomplish a lot in time, the french pile on dmg probably helped a bit as well.
 
I am so excited with all the contribution do help the developers AHAH I'm coming to this forum for like 4/5 times a day waiting for the next update! I think the AI is being worked to an excellent extend, looking foward to playing some more civ with the next update :thumbsup: Thinking about playing a Greece game, never really gave Greece a go, with all the upcoming AI related patches I'll try a game and maybe doing a thread on my journey of probably making the Greeks the worst civ in history LOL I'm not that good at the game :crazyeye:
I'm so excited and I just can't hide it! I'm about to lose control and I think I like it! :beer:
 
Sometimes when I send a diplomat to a City State who is already allied with another civilization, it increases my influence and at the same time allied civilization influence as well. I'm always one step behind no matter what I do. On one City State I kept increasing influence until it reached 999 and at the same time contender influence was also 999. Is this a feature of some sort?
 
Sometimes when I send a diplomat to a City State who is already allied with another civilization, it increases my influence and at the same time allied civilization influence as well. I'm always one step behind no matter what I do. On one City State I kept increasing influence until it reached 999 and at the same time contender influence was also 999. Is this a feature of some sort?

That sounds like a bug, I'd report on Github.

https://github.com/LoneGazebo/Community-Patch-DLL/issues
 
Sometimes when I send a diplomat to a City State who is already allied with another civilization, it increases my influence and at the same time allied civilization influence as well. I'm always one step behind no matter what I do. On one City State I kept increasing influence until it reached 999 and at the same time contender influence was also 999. Is this a feature of some sort?

Yep, pretty sure this is a bug. I experienced it in one of my games but forgot about it until you brought the subject up!
 
In that case, you're the contender.
 
Why does the Brazilian Banderiantes (2 base sight) have less base sight than the vanilla explorer (3 base sight) ? Does not seem intuitive to me at all.
Edit : the wiki says it's available earlier than the explorer but i'm pretty sure both are unlocked at compass.
 
Why does the Brazilian Banderiantes (2 base sight) have less base sight than the vanilla explorer (3 base sight) ? Does not seem intuitive to me at all.
Edit : the wiki says it's available earlier than the explorer but i'm pretty sure both are unlocked at compass.

It's probably a bug. Not 100% certain though, maybe G intended it, but can't think of a reason why. :)
 
I'm coming to this forum for like 4/5 times a day waiting for the next update!

I'm so excited and I just can't hide it! I'm about to lose control and I think I like it!
It's been a long time since the last patch. It's gonna be a big one, isn't it? Looking forward to it.

I don't want to ruin everyone's excitement, but G did say in the release
I'm going to sit on this beta for a bit before moving it over to the new 'official' version.

I think the next patch is going to be a full release. Which is a big deal of course! :). It might still be a little way off though, so we may need to be patient. And it might focus more on stability and balancing recent changes than making more changes or new things. Which is still great! I just don't want people who are excited to be disappointed ^^.

Edit: I just checked Github and there actually is a new patch there for this version? (Goes on top of this patch, 'should be save-game compatible'.) Was this posted here already and I just missed it? I'm confused. Either way, thanks Ilteroi and Recursive!

https://github.com/LoneGazebo/Community-Patch-DLL/issues/6579
 
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Overall, I'd say the current patch is pretty good. I think the only major balance feedback was that some people felt cities, particularly coastal cities against purely land forces, were too strong. City strength overall is much healthier than some previous patches and I've enjoyed this patch greatly.

Oh, I also think fealty lacks upside relative to Artistry and Statecraft, but no one else chimed in on that. I think it's very difficult to win with fealty on higher difficulties and that I'd almost always want statecraft or artistry.

Anyone else have thoughts on major balance issues this patch?
 
Anyone else have thoughts on major balance issues this patch?

Mostly just that Mongolia is a bit too strong in player hands. Skirmishers aren't something the AI is currently effective at dealing with, and Mongolia's are just so incredibly fast that it's possible to win wars by spamming them on the lower difficulties. It's fine under AI control, but players can cheese wins with it. They might need a nerf vs cities at the very least because it's very easy to set up a rotating charge on a city with them and lay into it with a large number of them, which is a tactic the AI can't really do effectively but can easily cheese out cities without any danger.
 
Overall, I'd say the current patch is pretty good. I think the only major balance feedback was that some people felt cities, particularly coastal cities against purely land forces, were too strong. City strength overall is much healthier than some previous patches and I've enjoyed this patch greatly.

Oh, I also think fealty lacks upside relative to Artistry and Statecraft, but no one else chimed in on that. I think it's very difficult to win with fealty on higher difficulties and that I'd almost always want statecraft or artistry.

Anyone else have thoughts on major balance issues this patch?

Mostly playing on Emperor and sometimes Immortal i think Fealty is the progress of medieval policy trees, it does not help achieving a particular win condition like artistry or statecraft but it is a good choice for infrastructure, culture and of course supporting religious civs.
In fact most of the games i pick progress i almost always pick fealty as the medieval tree especially if i ended up founding a religion with beliefs benifiting from constantly spreading like Reliquary or Apostalic tradition.
As a matter of fact i think it's not as powerful as statecraft per se but it totally eclipses Artistry for wide empires.
I don't want to drag the balance discussion in here but there is a thread in the balance section for policies if you want to discuss it further.
 
Sounds good, I'll take it over there. I tend not to go Reliquary or Apostalic tradition, so that may skew my view of it.

Regarding Mongolia, that's consistent with the AI having trouble dealing with anything outside of its vision, so the AI struggles with skirmishers, and ranged units with extra range.
 
Sounds good, I'll take it over there. I tend not to go Reliquary or Apostalic tradition, so that may skew my view of it.

Regarding Mongolia, that's consistent with the AI having trouble dealing with anything outside of its vision, so the AI struggles with skirmishers, and ranged units with extra range.

If I remember correctly, the AI gets +1 vision on their units on higher difficulties to help with this? (Might have changed since, I'm not sure.)
 
I don't like the current Inquisitor. Here are two suggestions I have in mind.

1) Inquisitors fully block spread. Inquisitors have Religious Strength that decays every turn regardless where they're at and their ability to remove religion is relative to their Religious Strength. Inquisitor dies when Religious Strength reaches 0. No penalty to using them.
2) Inquisitors fully block spread. Inquisitors have Religious Strength that decays every turn regardless where they're at and their ability to remove religion is independent of their Religious Strength. Inquisitor dies when Religious Strength reaches 0. No penalty to using them.

The decay will be lower than Missionary's in enemy territory and we can discuss what value is good. The second one basically sees Religious Strength as timer only. Both makes it so you cannot just park an Inquisitor because they will expire. Getting Inquisitor in every city becomes more expensive.

I haven't looked at the code so I'm not sure if these are viable. Just ideas at the moment.
 
If I remember correctly, the AI gets +1 vision on their units on higher difficulties to help with this? (Might have changed since, I'm not sure.)

AI units (except scouts) get +1 sight on Immortal and +2 sight on Deity.
 
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