New Beta Version - February 1st (2/1)

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I've been away from Vox Populi for a while, just jumped back in with this version and... I lost. For the first time in, god, I don't even know. Arabia won with culture.

This is amazing! An actual fudging challenge! Thanks, G.
 
I've been away from Vox Populi for a while, just jumped back in with this version and... I lost. For the first time in, god, I don't even know. Arabia won with culture.

This is amazing! An actual ******* challenge! Thanks, G.

Nerf culture OP
 
So how do i approach the new replaced resistance mechanic? Is there a full current changelog anywhere? Or maybe someone can explain how it works in this latest version of VP and what's the best way to approach it.
 
So how do i approach the new replaced resistance mechanic? Is there a full current changelog anywhere? Or maybe someone can explain how it works in this latest version of VP and what's the best way to approach it.

The resistance is based on warmonger penalty :
+ Scales based on the maximum possible value needed for the highest warmonger ranking
+ Maximum = (Difficulty-1)*(Difficulty-1), so 49 in Deity
+Halved in neutral territory, null in ennemy territory. The resistance only help you to defend against a warmonger, not to kill it.

The warmonger penalty is computed as follows:
+Your relative military power is a primary method of scaling the potency of your warmonger (instead of approach/opinion)
++ If your civ is much more powerful than another civ, that makes them more sensitive to your warmongering activities.
++ If you are much weaker than another civ, that makes them less sensitive to your warmongering
+It increase when declaring war, and when capturing a city, based on the city's economic power, not it's size or the number of cities in the world.
 
I will be writing a full report of my latest game, but one thing just came up that showcases a serious issue with the new (or old depending on point of view) revolution system.

I had been battling happiness for much of the last 60 turns, but it was a battle I was handling. Fluctuating between 5 to -18 happiness, but for the most part I had it under control.

I was in an intense war with China, and a while ago I had planted a base to get some key uranium I needed (I had no uranium innately). Unfortunately, China snagged it before I could bolster its defenses.

Fast Forward, a revolt occurs and the city comes back to me. I am ecstatic! But that elation last for only a minute....because this dirt ball city drops me from -14 to -26 happiness immediately. And immediately....my third largest and most prosperous city flips to the Shoshone. Oh....and it took 6 of my best aircraft along with it!

That is....rage quit inducing to say the least. There must be some time between when you hit -20 and revolts can occur. I have to be at least given the chance to try and correct my happiness problem before my key cities start flipping.

i think the game counts the number of -20 happiness turns you had and accumulates them over time. it doesn't reset the "countdown to catastrophe" if you get less unhappy than -20. in addition, it seems to calculate the happiness somewhere between the turns, and often enough i found i had more unhappiness between than after my turn had started. i blame the AI, that completes stuff that makes your empire unhappy - on their turn.
 
wow pza that's a really good point. I haven't dealt with that mechanic, but now I'm pretty scared of it.
 
wait... what? where is this shown exactly? I dont think I knew that was a thing, I never find out there are interceptors until my bombers inexplicably die during their raid and im like oh.. i guess that means theres interceptors about!

Its under the combat numbers, after where it give sthe little message in yellow "may take more damage due to interception".

From there, there is a message in red below that which says "Anti-Air Attackers: X'.


Honestly I just discovered this recently myself because its so badly cutoff in the window the vast majority of the time.
 
Its under the combat numbers, after where it give sthe little message in yellow "may take more damage due to interception".

From there, there is a message in red below that which says "Anti-Air Attackers: X'.


Honestly I just discovered this recently myself because its so badly cutoff in the window the vast majority of the time.

I'll fix the text.
 
How can I say to revolting city that I don't want to see it in my empire and I don't need it. Only raze?
 
How can I say to revolting city that I don't want to see it in my empire and I don't need it. Only raze?

You probably can't, but that would be an example of the fine-tuning the mechanic needs. Intuitively, a city that flips to you should always be a good thing.
 
You probably can't, but that would be an example of the fine-tuning the mechanic needs. Intuitively, a city that flips to you should always be a good thing.
If we had a listener for when a city flipped, I could just give an event to the major civ allowing them to either annex it or leave it as a barbarian city...
 
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