New Beta Version - August 16th (8-16)

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Will this mod ever be compatible with Linux?

It's not possible (and will never be possible, barring some bizarre developments in the Linux world) to run this mod in the native Linux version of Civ V, because it uses a DLL file, which is a Windows component that Linux will likely never have any support for.
 
Finishing up my current game. Standard Size Japan on Fractal Emperor Map. Calling it quits on Turn 351.

Ultimately this is one of those inevitable positions where you have not 1, but 2 runaways. India and Korea both hit the gas, and both were neighbors on the far continent. Ultimately I used the raw power of Japanese Autocracy to bring India to heal after a long, long, long slog of a war. I had plans for Korea, but that smart AI beat me to it, he DOWed on me as I was pushing the last of India main line, and cut me off from the east. India and Korea both crushed one of my main armies. I recovered enough to beat India, but it was a nasty blow.

At that point I just didn't have the momentum. Korea has modern armor and destroyers against Infantry and Cruisers. And of course the Zulus had to attack me again, which is just pulling enough of my attention to be annoying. I could make a play for this game, but it would be a ridiculously long slugfest, and I've had my fill of that with India. I've been middle of the game in score the entire game, could just never crack the top.

1) Happiness Wise: We are getting closer, but not there yet. Early game I dropped into the 40%, but was able to get to 50s once in a while when I built like mad. But it would never last, and I would slide down a bit. I went on a binge of PW building to see how they fared, and finally got to the low 60s. It didn't last though, hitting the industrial era was hard, I dropped down to the high 20s, and had to make emergency corrections, stalling all of my growth for a long while, and building lots of PWs. Eventually I stabilized in the mid to high 30s...after another round of PW building (I probably built 15 of them in the game in total). That was with 15 cities (2 of them puppets). At that point, it takes a huge amount of happiness to get back to 50 that its simply not feasible. So I just accepted the penalty.

The system is better than last version but still needs some adjustment. 15 cities is a nice large empire, but not so large I should have to build so many PWs just to stay in the game.

2) New Melee Bonuses (Entrencements, etc). This has been a help. It has not made melee units dominant by any stretch, but it does give them more utility...I think the extra hp is the crux, the ranged reduction is nice but its the raw beef that makes the difference. I had one scenario where I did an amphibious landing, and I decided to throw in a cover II Rifleman in a spot that I know in previous versions would have been ripped to shreds. It held (barely), but it held one round of fire, and that was impressive. In general I like this.

3) Skirmishers: Still useful, still powerful, but definitely not as ubiquitous as before. My opening wars where in flatland and desert, and the skirmishers were really the only unit that mattered (on both sides). Spearman are so laughably terrible against them. Can't speak to the calvary era, as it was all naval and amphibious assaults at that point.

4) New Overrun: I'm loving it. Its powerful and fun, really makes it fun to just slam into a line and crack its sides with the splash damage. We will see if its "too strong", and is so, you can tweak the flanking bonus slightly. But really enjoying it right now.

5) Japan: Just noting I've played Japan several games in a row, because I wanted to see just how well the new melee was, and Japan has some of the best. Japan is a fun civ, a different melee focused playstyle, interesting war mechanics, I've greatly enjoyed my time with them.

I will leave you all with my greatest achievement in war to date. I have done this once with a battleship but never with a melee unit before. I introduce you to Cap'n Donavan, level 10 infantry. That is the power of the Japanese samurai bonus + sincerity special promotion + authority xp bonus. Gains 12.5 XP per engagement! March, Mobility, Overun, and Stalwart...what a beast!

upload_2019-8-18_14-22-3.png
 
Happiness Wise: We are getting closer, but not there yet. Early game I dropped into the 40%, but was able to get to 50s once in a while when I built like mad. But it would never last, and I would slide down a bit. I went on a binge of PW building to see how they fared, and finally got to the low 60s. It didn't last though, hitting the industrial era was hard, I dropped down to the high 20s, and had to make emergency corrections, stalling all of my growth for a long while, and building lots of PWs. Eventually I stabilized in the mid to high 30s...after another round of PW building (I probably built 15 of them in the game in total). That was with 15 cities (2 of them puppets). At that point, it takes a huge amount of happiness to get back to 50 that its simply not feasible. So I just accepted the penalty.

The system is better than last version but still needs some adjustment. 15 cities is a nice large empire, but not so large I should have to build so many PWs just to stay in the game.

Disagree with this so far, although I'm only on t201 (early Renaissance) and with only 7 cities. My happiness has swung between the 40s and 60s with mid-level warring and the second-highest pop in the game. I intend to expand to 9 (running late) and take 2 puppets imminently, so I may in a very different place with 11 cities in Industrial.
 
Just wanted to showcase a super-wide game that seems to be going well, specifically in terms of the happiness:

Spoiler :

fM1uYIB.jpg



I slammed out eleven cities before I was even in the classical, and there was almost certainly no reason I needed to stop. I chose to because of how volatile happiness has been, but I haven't dropped below 80% since. I'm heading towards banking right now for my second wave of settling (Tectonics left a looooooooooooot of open space this map), and I expect to be able to choose my victory condition at leisure.

EDIT: Something seems out of whack with Boredom happiness. It's been the case in a few games that Boredom has been my biggest source of unhappiness; now, in this game where I'm at 100% happiness pretty much permanently and have the highest culture generation ( https://i.imgur.com/bOEjdQS.png ), I'm still seeing 31:c5unhappy: from boredom vs 17 from Distress and 12 from Poverty.
 
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Something seems out of whack with Boredom happiness. It's been the case in a few games that Boredom has been my biggest source of unhappiness; now, in this game where I'm at 100% happiness pretty much permanently and have the highest culture generation ( https://i.imgur.com/bOEjdQS.png ), I'm still seeing 31:c5unhappy: from boredom vs 17 from Distress and 12 from Poverty

Well Indonesia gets lots of unique plantation luxuries so you are rolling in food, prod, and gold. Makes sense that you would have less poverty and distress
 
Well Indonesia gets lots of unique plantation luxuries so you are rolling in food, prod, and gold. Makes sense that you would have less poverty and distress

It's been true in several games, this just happened to be the one I used to make the point.
 
I have a weird situation, this has been happening a lot. According to the top tooltip, I have more happiness available than my cities actually collect. I have 26 population, so I should be able to get 26 positive happiness. But I don't. Also, I keep getting happiness sent to cities which are already happy, while unhappy cities sit with a negative modifier.

Spoiler Screenshots :

1.jpg

2.jpg


In the second screenshot, I imported every luxury possible. I want to ask about AI behavior here, I was able to sell most of my pearls for 7 gold. Those civs sold me their luxuries for just 3 or 4 gold, and would sell me their only copy for 10 gold.

I'm playing as England, so I can use my spy to monitor their behavior (my last game was England too). It appears that on Deity, the AI almost always have a penalty for being over their unit supply, even if at peace.
 
Granted, this is an n=1 situation, but I just finished a game with the new patch, and it sure didn't seem like Mongolia was underpowered. By the time I managed to find the continent they were on, they had already vassalized Korea and Indonesia, and were a few turns away from adding Egypt to the list, leaving only a few surviving city-states as independent powers on their landmass.
 
One thing that still bugs me is how generally incorrect the on-growth tooltip is after a city has had its growth frozen for a while. The tooltip works great normally, but in my game I had to freeze growth for a while in a lot of my cities due to being absurdly wide (~20 cities at the time) and being at war with Attila and eating the full weight of his massive war weariness on me. Eventually I recovered and decided to just see what would happen if I ignored the tooltip saying I'd eat 5 unhappiness in some cities, and lo and behold I didn't have a single problem at all and now all my cities are 5-10 pop higher with no unhappiness. I'm not sure what the cause of the problem is, but it leads to unfun situations where I have to save-scum to test happiness. It only happens for that first pop too, immediately after growing it seems to fix itself.
 
2) New Melee Bonuses (Entrencements, etc). This has been a help. It has not made melee units dominant by any stretch, but it does give them more utility...I think the extra hp is the crux

5) Japan: Just noting I've played Japan several games in a row, because I wanted to see just how well the new melee was, and Japan has some of the best. Japan is a fun civ, a different melee focused playstyle, interesting war mechanics, I've greatly enjoyed my time with them.

By the way, how is the extra health interacting with the Dojo's promotion? The extra :c5strength: CS when wounded should be assuming the maximum health is 100, does it boost the unit's :c5strength: CS when wounded, but at/above 100?
 
If my memory serves me right, @ryanmusante is running VP on Linux.
That's a fact. Highly recommend wine+dxvk latest:

OS: Manjaro Linux 18.0.4
Kernel: 5.2.8-20-tkg-pds
WINE: wine-tkg-staging-fsync-git
DXVK: 1.3.2

Most importantly, the customized "Wine to rule them all" https://github.com/Tk-Glitch/PKGBUILDS/tree/master/wine-tkg-git

Spoiler civ5.sh :

Code:
#!/bin/sh

export WINE="/bin/wine"
export WINEPREFIX="/home/ryan/.wine"
export WINEDEBUG="-all,fixme-all"
export WINEFSYNC="1"
export WINE_LARGE_ADDRESS_AWARE="1"

# export dxvk options #
export DXVK_HUD="0"
export DXVK_DEBUG_LAYERS="0"
export DXVK_LOG_LEVEL="0"

# wine launch options #
$WINE /home/ryan/.wine/drive_c/Program\ Files\ \(x86\)/Steam/Steam.exe -no-browser -applaunch 8930
 
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So, this is my first game with as an AI since she saw some changes. This game should have been perfectly setup for her to be a runaway:

Spoiler :
9eFJt2W.jpg


She had this landmass entirely to herself until very recently (late Industrial.) At least one of those CS is a former Chinese city, as is Bratislava. There shouldn't have been any outside variables to slow her dramatically; capital is in a very decent spot, several good locations for other cities, no other civs nearby to harass her or force her to maintain a big military. But instead of doing well or even doing okay, she's the absolute bottom civ. She's had multiple cities rebel and become CS, she hasn't even completed her SECOND policy tree while Brazil and I are into Ideologies.

It just seems odd for any Civ that had her situation to be doing THAT horribly, much less China. Maybe the nerfs were a bit too harsh?
 
I will leave you all with my greatest achievement in war to date. I have done this once with a battleship but never with a melee unit before. I introduce you to Cap'n Donavan, level 10 infantry. That is the power of the Japanese samurai bonus + sincerity special promotion + authority xp bonus. Gains 12.5 XP per engagement! March, Mobility, Overun, and Stalwart...what a beast!
What a unit! Should've kept pushing that game for Cap'n D :smoke:

Granted, this is an n=1 situation, but I just finished a game with the new patch, and it sure didn't seem like Mongolia was underpowered. By the time I managed to find the continent they were on, they had already vassalized Korea and Indonesia, and were a few turns away from adding Egypt to the list, leaving only a few surviving city-states as independent powers on their landmass.
I watched Mongols get snuffed bad if they start in unfavorable conditions, although I guess the same could be said for any civ really, but them (ditto Attila) depending on war with their UU really is a substantial nerf.

One thing that still bugs me is how generally incorrect the on-growth tooltip is after a city has had its growth frozen for a while. The tooltip works great normally, but in my game I had to freeze growth for a while in a lot of my cities due to being absurdly wide (~20 cities at the time) and being at war with Attila and eating the full weight of his massive war weariness on me. Eventually I recovered and decided to just see what would happen if I ignored the tooltip saying I'd eat 5 unhappiness in some cities, and lo and behold I didn't have a single problem at all and now all my cities are 5-10 pop higher with no unhappiness. I'm not sure what the cause of the problem is, but it leads to unfun situations where I have to save-scum to test happiness. It only happens for that first pop too, immediately after growing it seems to fix itself.
This is part of what I meant when discussing food in my Attila game from a few versions ago. Things have since become better, but there's cases where the numbers are still all over the place in terms of consistency when dealing with pop and locking growth. Especially as a player who sporadically micros citizens and leaves growth/tiles on auto, this all threw me for a loop when I began locking growth.
 
Speaking of my Attila game, should Forbidden Palace, Pentagon, etc. on top of all the corresponding authoritative policies result in essentially no upgrade costs for units in late game? I like when we made unit upgrade costs cheaper a while back, but is this a bug?
Spoiler :
Screenshot (54).png

Ummm, Maria? Probably not a good idea...
Spoiler :
Screenshot (83).png

I've touched on this before, but I still find it silly and exploitative. World map should be valuable, but not this much.
Spoiler :
Screenshot (82).png

@Gazebo, here are some screens from this patch. Standard/Emperor/Continents with events disabled, but using 3/4 UC mod. Bonus for Mongol/Venice neighbours.

After 100 turns and early mongol war, here's happiness after 6 cities and a captured puppet. Keep in mind I benefited even further from a strong early game civ and added UB (council replacement).
Spoiler :
Screenshot (85).png

Here's 8 turns later after founding another. Seems about right. I had defensive position with an early scout replacement, and the Mongols main point of attack from Karakorum was bogged by jungle; he made no ground on either myself or Siam, instead having to break a DoF and eventually attack Venice.
Spoiler :
Screenshot (86).png

Ohh no Nebz, what is you doin' baby... He also took progress and was never at war! Maybe he lost a settler to a barb or something. :crazyeye: He's got an extra early UU with 3/4UC so I'll disregard for now.
Spoiler :
Screenshot (88).png

There we go! You can do it Nebz, I believe!
Spoiler :
Screenshot (90).png

Spoiler :
Screenshot (91).png

Classic Temujin...
Spoiler :
Screenshot (92).png
 
All,

We have a wonderful thread in the balance forum dedicated to the discussion of skirmishers, I would welcome everyone give comments about it there.

I will head there now, but I'd like to note my feedback here as well as it seems pretty relevant to this patch.

The Shoshone UU (Comanche Riders) just got a lot less useful. They arrive pretty late already, and with a rough terrain penalty I can't see myself being as exited as I feel I should be for something unique. Why would I want promotions related to movement on a unit that stops whenever it hits a hill, forest, jungle, or marsh tile?
 
That's a fact. Highly recommend wine+dxvk latest:

OS: Manjaro Linux 18.0.4
Kernel: 5.2.8-20-tkg-pds
WINE: wine-tkg-staging-fsync-git
DXVK: 1.3.2

Most importantly, the customized "Wine to rule them all" https://github.com/Tk-Glitch/PKGBUILDS/tree/master/wine-tkg-git

Spoiler civ5.sh :

Code:
#!/bin/sh

export WINE="/bin/wine"
export WINEPREFIX="/home/ryan/.wine"
export WINEDEBUG="-all,fixme-all"
export WINEFSYNC="1"
export WINE_LARGE_ADDRESS_AWARE="1"

# export dxvk options #
export DXVK_HUD="0"
export DXVK_DEBUG_LAYERS="0"
export DXVK_LOG_LEVEL="0"

# wine launch options #
$WINE /home/ryan/.wine/drive_c/Program\ Files\ \(x86\)/Steam/Steam.exe -no-browser -applaunch 8930
Could you write a small how to linux?
I'd love to include it in the FAQ.
 
Can people check the happiness in their games, and see if the numbers displayed are matching what they get? I have multiple instances of my happiness displaying 9/9, but getting a 25% growth penalty for unhappiness. Many conflicting numbers, one tooltip claims I have 9/11, but the other tooltip says I have 13 happiness.

Also, if your capital is big, it has a tendency to suck up all the happiness so toher cities don't get any. I've had a city that was 5/5 happy to unhappy, which goes unhappy after the capital grows, the capital being 8 pop with only 1 unhappiness.
I will head there now, but I'd like to note my feedback here as well as it seems pretty relevant to this patch.

The Shoshone UU (Comanche Riders) just got a lot less useful. They arrive pretty late already, and with a rough terrain penalty I can't see myself being as exited as I feel I should be for something unique. Why would I want promotions related to movement on a unit that stops whenever it hits a hill, forest, jungle, or marsh tile?
I don't think that marsh instantly ends the movement of chariots. Comanche Riders (a slightly better cavalry) have been pretty bad basically forever, just because cavalry is pretty bad.
 
Can people check the happiness in their games, and see if the numbers displayed are matching what they get? I have multiple instances of my happiness displaying 9/9, but getting a 25% growth penalty for unhappiness. Many conflicting numbers, one tooltip claims I have 9/11, but the other tooltip says I have 13 happiness.

Also, if your capital is big, it has a tendency to suck up all the happiness so toher cities don't get any. I've had a city that was 5/5 happy to unhappy, which goes unhappy after the capital grows, the capital being 8 pop with only 1 unhappiness.
I will head there now, but I'd like to note my feedback here as well as it seems pretty relevant to this patch.

The Shoshone UU (Comanche Riders) just got a lot less useful. They arrive pretty late already, and with a rough terrain penalty I can't see myself being as exited as I feel I should be for something unique. Why would I want promotions related to movement on a unit that stops whenever it hits a hill, forest, jungle, or marsh tile?
I don't think that marsh instantly ends the movement of chariots. Comanche Riders (a slightly better cavalry) have been pretty bad basically forever, just because cavalry is pretty bad.
 
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