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

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But.... I cant understand why it takes 110 turns to complete a 25 tiles distance route. 4 times the distance of 25 = 100, with a speed of 2, this leads to 50 turns. This is already above 30 turns, why is it increased even further?
It is not 25 tiles. It is called Normalized distance and this one takes into consideration the speed ups from roads, rails, etc. Check on the map, it is probably much, much more tiles.
 
TR turns. I’ve explained in another thread how it is calculated and why it causes such big variations. The algorithm is an original one, a bit weird, but the whole idea is that you need to go there and back and do it it least twice. If target is far then well it takes time, because trade units move always with same speed (2 tiles per turn for land, 4 for sea).
Wait.... What?
The range of possible trade partners increase with roads/railroads and buildings but the unit ALWAYS move with the same speed? Isnt this a huge wrong behavior? Together with the decrease of yields by distance, you have to decide if you go everlasting trade routes or decreased yields?
@Gothic_Empire / Standard speed on a small Donut world, caravan.
 
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Wait.... What?
The range of possible trade partners increase with roads/railroads and buildings but the unit ALWAYS move with the same speed? Isnt this a huge wrong behavior? Together with the decrease of yields by distance, you have to decide if you go everlasting trade routes or decreased yields?

Like all units, caravans and cargo ships always move at the same BASIC speed (2 and 4, respectively). And like all units, they can be affected by roads, geography, etc.
 
I think the point that Bite is trying to make, is that the trade route times seem very long in general. Now that we have a wonderful tooltip that has revealed this behavior, the question becomes...is that how we like it?

I know the tooltip has definitely affected my behavior on CVs. I used to think trade routes were a wonderful source of tourism in the game, I think I have argued with a few on the boards that thought trade routes weren't that important to tourism. Now that I know how long it generally takes to get that tourism....I have completely changed my mind on trade routes for tourism. Now I send trade routes to my highest influenced nations to reap the benefits of my influence, instead of trying to use them to push others civs towards influential. Honestly, I actually don't mind that in the slightest, it actually used to bother me the other way....I felt I couldn't take advantage of my influential state.

The main thing its done for me is just made the caravansary look lame again, but its always been the red-headed step child of buildings in the game. The customs house still gives culture, and the harbor is till the ballerness that is the harbor...so they are fine.
 
Another strange thing.
Why is the AI able to perform an sabotage action and tech steal in ONE turn?
And how is it possible the AI can steal an tech from me in 4 turns after they get a spy, while it needs 5 turns to establish the spy????

The spy doesn't need to establish surveillance in order to do advanced actions (see Edit, I misread your post). Your spies do it as well (quite annoying actually, when people ask you to stop spying even before your agent is set up). And I think, advanced actions are separate from tech/work steals, so they may occur at the same turn. So, you are able to do this with your spies, too (whereas in my opinion, the advanced actions thing is not logical, but that's another point).

Edit: Also, keep in mind that there's a statecraft policy that gives a spy before anybody is in Renaissance. And I misread your post, sorry, tech steal should indeed not be possible before the spy is established.
 
why are people complaining about cultural stuffs and difficulty level? given the normal level (prince), the AI is better at handling things. why make deity as the 'normal' wherein its just a higher difficulty with handicap or boosts?

edit: in my opinion, when all starts with the same units, no handicaps and boosts and the AI is playing well that is when we can truly say it is great. i have no issues about vox.
 
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why are people complaining about cultural stuffs and difficulty level? given the normal level (prince), the AI is better at handling things. why make deity as the 'normal' wherein its just a higher difficulty with handicap or boosts?

edit: in my opinion, when all starts with the same units, no handicaps and boosts and the AI is playing well that is when we can truly say it is great. i have no issues about vox.
Because difficulty feels off. Like the AI is receiving a fair amount of everything except too much culture. We could cut culture bonuses down and raise everything else a touch to compensate, but them ALWAYS being ahead on policies makes things pretty dull.

I don't mind dropping down a level in difficulty and working my way back up because the AI is stronger as far as total difficulty, but giving the AI a ton of extra bonuses in one area isn't the right way to do it.

Do you think its possible to win Deity without war/conquest?
Do you think all Victory conditions have the same chance to win in Deity?
Yes and Yes. Well, right now IDK because of AI getting so much culture, but when difficulty was different 100%.
 
In my Emperor game right now, I'm playing a Tradition/Fealty Ghandi and so far holding my own culturally up through Turn 330. China is starting to pull away, now 3 policies ahead of the pack, but everyone else and I are in a similar pace.
 
In my Emperor game right now, I'm playing a Tradition/Fealty Ghandi and so far holding my own culturally up through Turn 330. China is starting to pull away, now 3 policies ahead of the pack, but everyone else and I are in a similar pace.
Do you ever use "random personalities" and/or "no starting bias"? I dislike goody huts because of the imbalance they can cause in the early game from one or more civs (including myself). I'm basing some of these on observations from Martin Fencka.
 
Hey guys,

is it just me or is anyone else having problems building plantations on coffe in this beta?
Having my builders on the tile I'm simply not given an option to build one.
Here is a screenshot of what that looks like:

2018_02_04_00_20_40_Sid_Meier_s_Civilization_V_DX11.png
 
Do you ever use "random personalities" and/or "no starting bias"? I dislike goody huts because of the imbalance they can cause in the early game from one or more civs (including myself). I'm basing some of these on observations from Martin Fencka.

I do like using random personalities to get them to behave a bit differently from time to time.
 
Hey guys,

is it just me or is anyone else having problems building plantations on coffe in this beta?
Having my builders on the tile I'm simply not given an option to build one.
Here is a screenshot of what that looks like:

2018_02_04_00_20_40_Sid_Meier_s_Civilization_V_DX11.png

Incompatibility with Redesigned Colors and Icons, at least there was the same problem with this mod.
 
Thanks for the hint, will throw that one out and see what it does.

If I recall right, the bug disappeared for me when using only the "Mod" folder from RCI in your MODS folder (I think I created a new folder named RCI there and copied the folder from the RCI DLC there, then removing the RCI parts in the DLC folder) and using RCI as a mod and not as a DLC.
 
The spy doesn't need to establish surveillance in order to do advanced actions (see Edit, I misread your post). Your spies do it as well (quite annoying actually, when people ask you to stop spying even before your agent is set up). And I think, advanced actions are separate from tech/work steals, so they may occur at the same turn. So, you are able to do this with your spies, too (whereas in my opinion, the advanced actions thing is not logical, but that's another point).

Edit: Also, keep in mind that there's a statecraft policy that gives a spy before anybody is in Renaissance. And I misread your post, sorry, tech steal should indeed not be possible before the spy is established.
Arabia tooked tradition / fealty. No statecraft.
I send my own spy to arabia and it needed only 4 turns to reach the city.
Still. Serious, the spy have stolen a tech in the same turn it reaches my city?
Once I had a game the AI was able to steal 7 tech in 25 turns from me, catapulting a dark age AI from 15 tech to 24 tech.
 
Arabia tooked tradition / fealty. No statecraft.
I send my own spy to arabia and it needed only 4 turns to reach the city.
Still. Serious, the spy have stolen a tech in the same turn it reaches my city?
Once I had a game the AI was able to steal 7 tech in 25 turns from me, catapulting a dark age AI from 15 tech to 24 tech.

That is weird indeed, never encountered this.
 
When they steal technological secrets it's just siphoning science from your net science output.

When they steal technologies, it actually outright says: "Arabia has stolen X".
 
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