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

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It wasn't next to a capital, a food-poor location, or a hills region - it was flat grassland. You can see the edge of it at the top of the screenshot I posted, around Nanjing - 1 perfume, 1 iron, 3 bison, 2 stone, 2 fish. I suppose it's possible that China's settler started near there. IDK. It's just one example, it might be a fluke. The capital locations all seem fine, not much different from before. I am seeing more bonus resources than usual though. How many 'start locations' are there per map?

A couple more early observations: pantheon choice seems more diverse than it was in the previous patch which is nice. Haven't met any civ that lost their initial settler to barbs yet so hopefully the more cautious AI is helping with that at least.

Edit: Authority is popular, but it's not literally everyone: of eight civs met so far, 5 are authority, 2 took progress, 1 has tradition. Fewer tradition civs might be part of the reason religions are taking longer to found.

Edit 2: I'm also seeing different events from usual which is nice. I wonder how the AI is handling them though.
Bonus, strategic, fish, luxury all have different impact tables. Start locations refer to major civ's start.
 
Re: The latest Communitu_79 map script being included with VP

First, congrats and thank you to tu_79 and the others that put in the work to balance this out!

Second, I noticed that the "default" settings for the script have it set for "Terra" mode and with 2 Atlantic rifts, whereas the "old" Communitas map script defaulted to "All Continents" mode and 1 Pacific, 1 Atlantic rift. This change might be throwing people off if they are used to just playing Communitas with its default settings.

Personally, I am still feeling out my favorite settings for the map, but overall it is a tremendous improvement over the old Communitas script. Right now I'm playing with the "default" settings but using "All Continents" mode rather than "Terra" and "Slinky" continents rather than "Blocky". With these settings the ratio of available land area to the default number of major and minor civs feels about right. There is enough room around each major civ's starting area for 4-5 cities without having to war over limited space, but further expansion requires conflict. It's also nice to see that minor civs are no longer spawning next to natural wonders (or natural wonders are not spawning next to minor civs, as I think that is how the script works). In Communitas on a Large map there would always be one or two minor civs that would spawn within 3-4 tiles of a natural wonder and claim it. So far I haven't seen that happen on Communitu_79.

Cheers!
I do need help from veteran map script makers about the default options. I've set the "correct" default options (Continents, Pacific and Atlantic, Override AssignStartingPlots set to Yes), but they end up being wrong in game. I wonder if there's a maximum supported amount of map settings allowed.

For now, please assume "Default" settings as the above.

City states are placed after Natural Wonders, so it's the former that avoids the latter.

EDIT: Oh wait, maybe NOT setting a default value defaults it to the first option, while setting it to 1 somehow doesn't work? I'll try.
 
Personally, I am still feeling out my favorite settings for the map, but overall it is a tremendous improvement over the old Communitas script. Right now I'm playing with the "default" settings but using "All Continents" mode rather than "Terra" and "Slinky" continents rather than "Blocky". With these settings the ratio of available land area to the default number of major and minor civs feels about right. There is enough room around each major civ's starting area for 4-5 cities without having to war over limited space, but further expansion requires conflict. It's also nice to see that minor civs are no longer spawning next to natural wonders (or natural wonders are not spawning next to minor civs, as I think that is how the script works). In Communitas on a Large map there would always be one or two minor civs that would spawn within 3-4 tiles of a natural wonder and claim it. So far I haven't seen that happen on Communitu_79.

I'm doing the same. So far I prefer two Atlantics. As you say, the default settings allow for reasonable expansion and some opposition almost all the time. The most notable factor I've noticed is that the shape of the continents creates maps that generally make navies dominant. You can build your planned empire, then generally defend it with only garrisons in cities, using the rest of your supply for ships (or air power). Whether this works for someone who likes monster armies is debatable. Blockier continents or Terra may be the answer there, but I haven't experimented with them enough yet to have an opinion.

The philosophical question it raises for me goes back to 1UPT. If you visualize a battle as a local action (as opposed to the actual, much larger area the game displays), then slinky maps with long rivers and bays are fantastic, single-handedly creating the narrative of the battle (and your game). I love them. But it's hard to get large late-game armies into the mix with these maps. From this perspective, they definitely favor civs like Carthage and England.

tu_79 and azum4roll have done an amazing job with this map. I'm looking forward to exploring it and recursive's may improvements over the last year. But I can already tell that Gazebo and ilteroi have the mod in a more challenging, balanced and stable place than it was then. Thanks again, guys.
 
Re: The latest Communitu_79 map script being included with VP

First, congrats and thank you to tu_79 and the others that put in the work to balance this out!

Second, I noticed that the "default" settings for the script have it set for "Terra" mode and with 2 Atlantic rifts, whereas the "old" Communitas map script defaulted to "All Continents" mode and 1 Pacific, 1 Atlantic rift. This change might be throwing people off if they are used to just playing Communitas with its default settings.

Personally, I am still feeling out my favorite settings for the map, but overall it is a tremendous improvement over the old Communitas script. Right now I'm playing with the "default" settings but using "All Continents" mode rather than "Terra" and "Slinky" continents rather than "Blocky". With these settings the ratio of available land area to the default number of major and minor civs feels about right. There is enough room around each major civ's starting area for 4-5 cities without having to war over limited space, but further expansion requires conflict. It's also nice to see that minor civs are no longer spawning next to natural wonders (or natural wonders are not spawning next to minor civs, as I think that is how the script works). In Communitas on a Large map there would always be one or two minor civs that would spawn within 3-4 tiles of a natural wonder and claim it. So far I haven't seen that happen on Communitu_79.

Cheers!
Intended settings are:
Continent style
Circumnavegable
Atlantic and Pacific
Normal blocks

I don't know why in my settings it does not pick the correct defaults.

Oh, not having natural wonders inside city states is intended.
 
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Intended settings are:
Continent style
Circumnavegable
Atlantic and Pacific
Normal blocks

I don't know why in my settings it does not pick the correct defaults.

Oh, not having natural wonders inside city states is intended.

Yea it seems like all of your options are defaulting to second choice. I think try getting rid of the comma after your last value in each option?
 
I'm really not noticing the slow settling/growth/aggression you all see, even after multiple test games:

Spoiler :
upload_2020-8-18_12-50-50.png
 
Growth and founding cities seem fine on my end at least. I have not noticed them staring less cities, there is just a gap in the start (compared to previous versions) -- as in it takes them longer now since they don't get the initial capital boost (I guess).

Aggression seems a bit off tho, there is a lot of weird war declarations. But they don't amount to anything. Even more odd is that they ask for peace after just two-three turns (epic, deity) and ask over and over again. Wasn't there a time limit as in how long you have to be at war before the begging for peace could start?

Trading has offered some new "deals". Like, image below, where Askia suggests the wonderful deal of -1 gpt and some silk for 2 iron. So does that mean I pay him 1 gpt or? Tested it. That is indeed what it meant. So it's a secondary way to ask for gold but being sneaky about it?

Spoiler :

askia-negdeal.jpg

 
From my first test game post-hotfix I am not noticing unusually slow growth/expansion, but that is keeping in mind that I play with Raging Barbarians on which helps keep the AI busy in the opening turns. I also managed to steal my neighbor's first Settler due to them sending it out unprotected. This is likely a pathfinding issue as the AI had sent a Warrior with the Settler to protect it, but for whatever reason the two units got out of sync for a turn and I had a Pathfinder nearby so I declared war just to take advantage of the mistake. And I say again that this is likely a pathfinding error as the multi-turn move preview does not appear to be taking terrain-based movement speed adjustment into account. For example, the movement preview is showing movement through desert and hills as only costing 1 movement per tile even though when the actual unit moves in upcoming turns they move at the correct speed.

Also, the lack of free production when founding the capital is very noticeable. I had a strong start so I tried to rush Stonehenge and managed to build Stonehenge before a single AI could generate enough faith for a pantheon (note: India, Ethiopia, and other faith-strong civs were not present in the game). It felt very strange but rewarding to be able to get first pick of pantheons despite going all-in on rushing Stonehenge, but maybe it's a good thing as it represents the strength of that wonder? I should also note that I founded the first religion (as Ottomans going Goddess of the Hunt) with no religious CS neighbors, likely because I was also able to settle my second city next to Mt. Kailash. This is literally the first time I've ever been able to get both first pantheon and first founded religion playing as a Civ with no religion/faith bonuses and by rushing Stonehenge instead of Shrine. I had gotten so used to the AI getting that production bonus and building Shrines super-fast that it almost feels like cheating for them not to have it. I'm not suggesting the change should be reverted, but it does definitely affect my early-game strategy now that I know I am not at a production deficit compared to the AI on Turn 1. It also makes me feel more comfortable about taking 1-2 turns to move my Settler before founding my capital in order to optimize capital placement. I have noticed from viewing the replay that the AI is also sometimes taking 1-2 turns to move their starting Settler before building their capital, so the the AI is capable of recognizing that the starting position of their Settler is not always optimal. Very cool!
 
Just noting for people new to communitas_79, definitely consider getting fishing earlier than you might on other maps. The map tends to create nice islands right off the coast, so you may find some nice spots if you push your exploration out a bit further.
 
The AI's policy/tech pace into mid-game seems in line with where it probably should be relative to how my game has unfolded. The only thing that was obviously apparent to me in the early game was the AI founding later than usual, but this was to be expected with the hammer nerf on initial settle.
My fighter units are disappearing still can anyone else confirm?

ive had fighters, bombers and an atomic bomb disappear now
Uh-oh, not again.Too bad we can't get the bug to do the disappearing... :crazyeye:
 
I’ve been able to reproduce the aircraft disappearing 3x in a row now. If on a single turn, after rebasing fighters bombers atomic bombs nuclear missiles etc and expending a great person after the rebase the units vanished immediately. If I did nothing with the great person and waited until next turn after all rebasing was complete units remained. (Tested with great scientists) if anyone can reproduce that as well we’ve got our culprit
 
It would be important to solve it. Thanks

I’ve been able to reproduce the aircraft disappearing 3x in a row now. If on a single turn, after rebasing fighters bombers atomic bombs nuclear missiles etc and expending a great person after the rebase the units vanished immediately. If I did nothing with the great person and waited until next turn after all rebasing was complete units remained. (Tested with great scientists) if anyone can reproduce that as well we’ve got our culprit
 
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Well. Equality seems to be a nice policy right now. Definitely not bad.

9 cities, will found my 10th in some turns.

But I get the feel that the AI is developing slower... Or atleast that both Authority and Tradition civs are not focusing too much on founding new cities.

Askia has 3 cities. Authority
Boudicca has 4. Authority
Napoleon has 2. Tradition
Sejong has 2. Tradition

Edit: I feel bad for Korea xD. Also, this is Standard speed.
 

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I’ve been able to reproduce the aircraft disappearing 3x in a row now. If on a single turn, after rebasing fighters bombers atomic bombs nuclear missiles etc and expending a great person after the rebase the units vanished immediately. If I did nothing with the great person and waited until next turn after all rebasing was complete units remained. (Tested with great scientists) if anyone can reproduce that as well we’ve got our culprit

Please fix it. Thanks
A well-written GitHub issue will speed up fixing this issue much faster than posting here.
 
Well as I continue the game it just seems to be getting out of control without great person expenditure. I think it’s just safe to say it hasn’t be fixed at this point.

in 273 turns I have never had an air unti disappear from a carrier. Only city’s and airbase tiles so there’s that.
 
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