New Beta Version - April 9th (4/9)

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Started another game, this time as France. I noticed Paris, which is located inland next to a lake, is able to build Cargo Ships.
Methinks this a bug!

I think this should be a feature - I remember once I connected my lake capital to a coast via a canal city, and was quite annoyed when I couldn't build a navy in my capital.
 
I think this should be a feature - I remember once I connected my lake capital to a coast via a canal city, and was quite annoyed when I couldn't build a navy in my capital.

I've noticed that if you build a fort to connect a lake to the ocean, you can send a cargo ship through to the city that's on the edge of that lake.
 
Can the event that destroys farms because of a warming weather perhaps not come during an ice age? :lol:
 
Looking at the code, heat waves should not be able to occur during ice ages, and vice versa

Honestly, I don't really see why they couldn't an ice-age only means that the average temperature has dropped, it does not necessarily mean you can't have an extremely hot year. To me this kinda sounds like the whole "It was cold this year so global warming is fake" mess.
 
Do great prophets spreading their religion from the ocean (while embarked) currently function correctly? They seem to be significantly less effective than when they are on land.
 
Honestly, I don't really see why they couldn't an ice-age only means that the average temperature has dropped, it does not necessarily mean you can't have an extremely hot year. To me this kinda sounds like the whole "It was cold this year so global warming is fake" mess.

Me too. But also, the logic that I'm losing 20 gold per turn from an ice age because people need to stay inside, while a heat wave is simultaneously destroying my farms seems a bit odd.
 
Do great prophets spreading their religion from the ocean (while embarked) currently function correctly? They seem to be significantly less effective than when they are on land.
Care to share some numbers? Conversion is pretty easy that way considering it's all about numbers.

Me too. But also, the logic that I'm losing 20 gold per turn from an ice age because people need to stay inside, while a heat wave is simultaneously destroying my farms seems a bit odd.

Could have one month of blazing heat, flash-firing your fields while the remaining 11 months still force your people to stay indoor.
 
Currently using 4/9 with the 4/10 hotfix.

I had a situation where I conquered three cities in rapid succession. In about 4 or 5 turns. First city I set to Raze. Had a pop of like 17 or 20 if I remember correctly.

Second and Third cities didn't give me the option to Raze them.

Is this supposed to be how it works? I can't raze more than one city at a time?

I looked into the other two cities at the time and they were originally owned by Songhai and they weren't Capitol City or City State.

Also when does the city become available to be traded to other Civ's?
Is it after it comes out of rebellion?
 
Care to share some numbers? Conversion is pretty easy that way considering it's all about numbers.

I'll grab numbers next time I play.

My office mate noticed that when he converts a city state with a prophet (not a missionary) while that city state has no religion and the prophet is embarked, it doesn't seem to have the same effect -- I.E., the city does not immediately take the religion.
 
So this nomad event...knowing that I'm going to get a Spearman (or occasional warrior) in every city is just huge to how I can plan my early game, I hardly have to build defensive units at all really. Yeah, I have to pay for them in maintenance, but especially since I'm eventually going to get +2 gold to every market, that can be worked around, most easily by just not building many more units. I guess in the long term I should be picking the population (esp with the farm killing events), but the short term benefit of free frontier defense is immense imo.

This leads to me to a question. Like I said, I get the nomads in every city. I get the -food on farms event in nearly every city. I get the extra gold on markets on every city (tho it fails to actually happen about 25%, haven't posted an error report cause there's nothing in the logs). I get to add something to the monument in every city. I get the fishermen event in every coastal city, although sometimes after it would be of any value to me. And so on. So what I'm wondering is if the random chance increase by turn doesn't scale (or reverse scale I guess) with how many more turns there are on Marathon, particularly in the early game. And if doesn't, is it possible to make it, I can edit values if I have to, but some of them are already 1 it looks like, I can't put a decimal, can I?
 
The Civilopedia says that Bismarck gains 3 culture an 3 golden age point in the capital per city state ally. The bonus scales with era.
I'm now in the Rennaissance and I still get 3 culture per ally. When does it scale?
 
The Civilopedia says that Bismarck gains 3 culture an 3 golden age point in the capital per city state ally. The bonus scales with era.
I'm now in the Rennaissance and I still get 3 culture per ally. When does it scale?

Renaissance era is era number 4 which means you should get 3 times the value stated (both classical and Ancient counts as 1), meaning you're supposed to get 9 culture and 9 GAP per ally. If you're not receiving that you're probably experiencing a bug, and should report it.
 
I noticed a couple more era scalers missing in this version.
I will report them this evening (including mernilds, if he hasn't done so himself by then).
 
Renaissance era is era number 4 which means you should get 3 times the value stated (both classical and Ancient counts as 1), meaning you're supposed to get 9 culture and 9 GAP per ally. If you're not receiving that you're probably experiencing a bug, and should report it.

I think it has been non-scaling for a long time, because I noticed it in a Germany game a couple of months ago, and didn't think more about it before now.
Just to make sure that there is not something I'm missing:

I currently get 45 culture in my capital from city states.
2 cultured city state allies gives me 12 culture each, and one friendly cultured city state gives me 6.
I have 5 city state allies. So my UA gives me 15.
 
Currently using 4/9 with the 4/10 hotfix.

I had a situation where I conquered three cities in rapid succession. In about 4 or 5 turns. First city I set to Raze. Had a pop of like 17 or 20 if I remember correctly.

Second and Third cities didn't give me the option to Raze them.

Is this supposed to be how it works? I can't raze more than one city at a time?

I looked into the other two cities at the time and they were originally owned by Songhai and they weren't Capitol City or City State.

Also when does the city become available to be traded to other Civ's?
Is it after it comes out of rebellion?

No, that sounds like the vanilla UI quirk related to popup overflow.

G
 
How do I disable the events & decisions addon? imo it's way to punishing... "lose 3 farms, "-2 gold" or "-2 culture per city" is just cruelty.
And shouldn't this be it's own separate mod or included with the CBP? It's an entirely new feature which drastically alters the vanilla game. To much imo, it's feature creep.

Found it "Originally Posted by Gazebo View Post
Hey all,
You can set BALANCE_CORE_EVENTS to zero in the CustomModOptions.xml file of the CP if you want to disable it. "
 
losing 3 farms, or -2 gold per city has been totally fine from my perspective. In one case early in the game, I lost a ton of buildings in my 2nd major city, that was insane.

I should have calculated how many turns of work were lost, it was amazing ultimately just how punishing some of them can be.
 
How do I disable the events & decisions addon? imo it's way to punishing... "lose 3 farms, "-2 gold" or "-2 culture per city" is just cruelty.
And shouldn't this be it's own separate mod or included with the CBP? It's an entirely new feature which drastically alters the vanilla game. To much imo, it's feature creep.

Found it "Originally Posted by Gazebo View Post
Hey all,
You can set BALANCE_CORE_EVENTS to zero in the CustomModOptions.xml file of the CP if you want to disable it. "

If you're on the beta, you are bugtesting a release that I explicitly stated as having events enabled for bugtesting. Events won't be in the CP official released (I stated this as well).

G
 
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