Is the unit part of the mounted unit line? If it has attacked already it cannot capture a worker during the same turn.Bug? Cannot capture enemy worker in war.
I played a wide militaristic game where I reduced the needs increase per City from 9% to 3% and it made the game much more enjoyable for me.
I was spending less time worrying about Happiness and more time worrying about which territory I should try to secure.
When I was sanctioned by the World Congress it meant reduced Growth and Production going towards Public Works instead of a death sentence.
For now I'll probably just keep this change as a band-aid fix for wide Happiness.
Bug? Cannot capture enemy worker in war.
Cool. Where is that located in the XML's ?I played a wide militaristic game where I reduced the needs increase per City from 9% to 3% and it made the game much more enjoyable for me.
I was spending less time worrying about Happiness and more time worrying about which territory I should try to secure.
When I was sanctioned by the World Congress it meant reduced Growth and Production going towards Public Works instead of a death sentence.
For now I'll probably just keep this change as a band-aid fix for wide Happiness.
Is the unit part of the mounted unit line? If it has attacked already it cannot capture a worker during the same turn.
Should continuous warmonger not have an effect on internal stability? What's the point to ever play peacefully?
So far I still think the overall difficulty has gone down, though the recent hotfixes improved it. I am comfortably winning immortal games now, whereas I've been playing more Emperor before the patch.
What was wrong about the WC proposals?The newest hotfix seemed to have fixed whatever was affecting the WC proposals.
Thanks G and crew! This hotfix is a definite improvement
I think it's already reported on GitHib. I mentioned it a page or so back. Others have, too. The problem is capturing any civilian unit. One workaround I've found is to first hit them with range. Then a melee unit can take them.
I've also noticed that sometimes it seems to work normally, like in taking a GP. But it doesn't work right away. It just hit me that maybe they all become vulnerable once some war damage has been done anywhere. That would explain the GP thing.
Should continuous warmonger not have an effect on internal stability? What's the point to ever play peacefully?
In the file (2) Community Balance Overhaul/Modular Elements/Happiness Mod/CityHappiness.sql you need to edit the following section:Cool. Where is that located in the XML's ?
-- Per non-puppet city % modifier for unhappiness thresholds (i.e. # cities * value below = % modifier).
INSERT INTO Defines (
Name, Value)
SELECT 'BALANCE_HAPPINESS_EMPIRE_MULTIPLIER', '9'
WHERE EXISTS (SELECT * FROM COMMUNITY WHERE Type='COMMUNITY_CORE_BALANCE_CITY_HAPPINESS' AND Value= 1 );
...I would also argue that if you have more Happiness it promotes a more proactive playstyle while the optimal playstyle if you have a low amount of Happiness is more reactive and conservative. If you cannot afford to lose any more Happiness it drastically limits your options: you cannot declare war on some player because you need their luxury resources, you cannot afford to lose your CS alliances, you cannot settle a new City as a bridgehead/to get access to a Strategic Resource, you have to use Production Trade Routes to build Public Works.
I don't see how you figure this. Authority absolutely crushes progress in early culture this patch.For example, on the current patch Authority gets clearly outscaled by Progress unless you can kill a lot of Barbarians early on and spend the rest of the game at war.
I don't see how you figure this. Authority absolutely crushes progress in early culture this patch.
Playing peacefully doesn't give near as much as warmongering. Also what is predictable ? Settling cities and building buildings ? Cause wonders are not guaranteed or predictable.I would turn your question around: why should playing peacefully where you can safely get predictable benefits with relatively low amounts of investment give you as many benefits as playing aggressively where you need to invest a lot of resources for uncertain benefits?
Good point but there is a problem with your argument. It assumes that happiness is the cause of conservative game play. The real cause for conservative game play is the game design. Even without a happiness system turtling with a last minute dash to the finish line is the optimal game play. Civ has always been plagued by the problem of stalemate.
I think the happiness system is getting all the blame for that when it is actually a problem with the game itself not the happiness system which is just a question of "fun-ness". In a silly childish way Civ6 is trying to introduce external events into the game like meteor showers etc which is an attempt to break the stalemate logic inherent in the optimal game play and if it were properly done is actually a good idea.
That is why I cry every time people say "me wants more happiness" because it doesn't fix the problem. A dynamic happiness system that promotes the rise and fall of empires is actually an intelligent system for breaking the stalemate problem of civ.
I don't see how you figure this. Authority absolutely crushes progress in early culture this patch.
Playing as Morocco on King I can confirm. Iroquais, my Authority/Fealty neighbour, are ahead in culture vs a Progress/Statecraft Morocco. We are in late Renaissance and slowly catching up.
I agree that investing into policies and resources is necessary to make conquests, both due to the tactical AI and the defensiveness of cities, I said the same in my post in the previous page and sort of analysed the way I think about policies. I would also add the diplomatic penalty to the various opportunity costs of warmongering as losing your traded luxuries and traded techs, getting sanctioned etc etc all hurt.Unless you're playing on a difficulty where you're going to win like 99% of the time you need to invest a lot of resources to actually conquer enemy territory.
This is not only the Production going towards Units but also the opportunity cost associated with picking Civs/Policies/Beliefs that give you military benefits.
Well, usually the rule is to puppet a city and the exception is to annex it. There is even a policy that makes puppets better and that playstyle was successful enough to warrant nerfing that policy. Vassalising is also another way to workaround many of the warmongering problems, including happiness, vassals give a ton of yields and benefits. I like to take the prime land and the capital then let the civ become a vassal.Puppets can help to some degree but the inability to purchase/gain Tiles is oftentimes really inconvenient.
My impression is that they are not. Late game warmongering ie. getting established and then pushing to the lead by conquering with Imperialism or Autocracy is definitely in good place and feels to me to be one of the strongest strategies as you will not get outpaced by the AI if you conquer it. Early game warmongering is also good, conquering your neighbor has been a staple strategy.I merely think that the penalties imposed by the current mechanisms are too steep to reasonably overcome, especially when so many of the tools available to warmongers revolve around conquering Cities.
Playing peacefully doesn't give near as much as warmongering. Also what is predictable ? Settling cities and building buildings ? Cause wonders are not guaranteed or predictable.
Even if you build all world wonders peacefully you can't get as high culture and science as a warmonger with half the world as his Vassals.
Want free land, strategics and lux ? Pick Lebensraum. Also Lebensraum denies whatever warmonger penalty you have.
Diplomacy ? Pledge of protection + statecraft is the strongest diplo you can have. Also your Vassals are you allies forever, who love you and will vote for whatever you ask.
Warmongering is already strongest play style, and has been for a very long time. It doesn't need any more buffs.
Worth noting that I play with raging barbs and on Epic speed ever since vanilla, to make war and the associated policies more of a viable strategy.
I agree with many things you said but I personally do not think warmongering is in a bad place as a strategy.
It's been a long time since I last compared it but I think playing with epic speed has a greater effect than lowering the difficulty by two levels when it comes to warmongering.
At epic speed warmongering is usually the best strategy; at marathon speed it's a cakewalk.
What do you mean "by two levels"? There's more time to make war and utilise each era's units, how is making war itself any easier though? The tactical AI is the same and they will have the same or very similar number of units, the Unhappiness also is there and policy and science cost is increased so you have to kill more units to get the same yields, if you have a relevant policy. I don't think you can make that comparison.