pineappledan
Deity
That’s why I made I used that boost to only give +8% (25% increased to 33% yield conversion). That’s still +32%
when working process

Man that is...a LOT of buffs to Order. Was Order underperforming that badly?
free ranged shot before melee -- FREAKING LASER BEAM!
I'm very happy with this change log. It seems to address the majority of the major concerns recently in one form or another. Hehe especially....
GDR now on
Robotics -- ROBOT!
Gained 'Titan' promotion: +100HP -- GIANT
, +25% attack -- DEATH!
, free ranged shot before melee -- FREAKING LASER BEAM!
This truly looks like a powerhouse of a unit, hehe its probably now too powerful but honestly its hard to go too strong so late in the game, you need a unit with staying power and this may do the job.
I noticed that when the AI asks to renew a lapsed DoF, the duration seems to not scale with game speed anymore (75 turns on Epic for new DoF, but only 50 turns for renewed one)...is this some new feature you introduced @HeathcliffWarriors or otherwise intentional or should I report to GitHub?
A such OP unit shouldn't be an upgrade from Modern Armor IMO
Note that its a pretty long tech path to get from modern armor to GDR. If you have done that...you are literally handfuls of turns from the end.
I noticed that when the AI asks to renew a lapsed DoF, the duration seems to not scale with game speed anymore (75 turns on Epic for new DoF, but only 50 turns for renewed one)...is this some new feature you introduced @HeathcliffWarriors or otherwise intentional or should I report to GitHub?
Next patch wishlist:
I think the process boost is going to be very hard to get right w.r.t. relative balance to the other plants. It's potentially a very powerful boost if a player is only looking to lock down that last 1/2 policies to clinch a
- Fix to Goddess of Springtime (lower herbalist to 1
1
, change plantation to 1
2
or 1
) and God of Craftsmen (Increase Quarries/Stoneworks to 2
1
and reduce monuments to 1
1
) to make them viable founding pantheons
- Some compensation for Germany now that all his toys got taken away (Trades with friends as if they are Allies, WC votes on both Friends & Allies)
- A more modest Process boost given to all plants. Solar Plants changed from Process Booster plant to another focus (maybe 1
on all tiles or %
modifier in addition to %
modifier, or big yieldsperXterrain that gives big bonus for all flat tiles in radius of city without having to work them)
CV, or to power through the tech tree by putting all your non-core cities on
processes while your 2-3 core cities work on spaceship parts. Its the one boost in the bunch which most directly can be aimed at a launch at a targeted victory condition. 6 yields on all your land/water tiles is very good, but it's not so precisely game-winning as +100%
towards processes
Yes I know how processes work.
perhaps something you aren’t considering though? If you have nuclear plants giving 25% GP rate, but you have solar plants giving +25 to processes, solar plant has the stronger GP boost.
with national monument, garden, artistry, tradition, and rationalism, and leaning tower, you could get a potential GScientist modifier of +183%. A genuinely GP focused CiV could have +100GP rate in its capital and an additional 25% is small. Nuclear doesn’t give you GPs 25% faster. At best it gives you 10% faster, much lower if you actually care about GPs and have made the relevant policy investments.
compare that to the same player who gets a solar plant. They can run the relevant boosted process for 5 turns and get a 10-20% larger bulb on your next GScientist or GWriter, which you might have faith purchased. That’s very powerful, and much more controlled than the GP rate, and it only boosts the GP that you actually care about. A GP rate boost almost guaranteed will not get you more GPs, it will only get you them a few turns earlier.
The nuclear plant just doesn’t look that powerful to me. The other plants get 6 yields on terrain and nuclear gets 2 on specialist, and you’re always going to have more citizens on the tiles than on specialist slots. That 25% GP rate is supposed to make the difference between those 4 yields per tile in addition to a uranium? I don’t see it. Solar gives you the ability to double your process output, only for the yield that you care about. When you’re trying to win, that’s very strong even if it’s not the same total number of yields.
I do, because what else are they going to do? At that point, if I need to invest >1000 hammers into a building for 10-30 turns of benefit, from that building. If I need units to defend myself or kill someone I need them yesterday, so I'm just going to buy them. And that leaves processes, which just give whatever yield I need and as much of it as I can get. If I need 4 last techs to finish my spaceship or 2 more policies to finish my ideology tree, I need to divert my entire economy towards that goal, and I've probably had all the relevant buildings I care to have that contribute towards that goal (radio towers, research labs, etc.) for a long time now. And even if I didn't, leveraging all my empire's immediateI don't often spend time working processes in my games (maybe others do?). Usually only in the very late game where some cities have maybe finished building everything I need and I'm just trying to speed up science for some important tech. Otherwise I almost always have something I want to build and don't want to spend 5 turns not building.
In the solar plant case, your cities are doing what is most likely the most valuable use of their time, even if they didn't have a solar plant.In the solar plant case you're spending 5 turns not building anything though-
In the solar plant case, your cities are doing what is most likely the most valuable use of their time, even if they didn't have a solar plant.