New Beta Version - January 3rd (1/3)

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AFAIK, although domination was always possible, the chosen VC could also have been domination.

Now, you can always go conquer the world, but I Atomic you get the additional VC, chosen between Science, Culture and Diplo.
 
Naval Ranged units are now all a base 1 range
  • Much like the artillery conundrum on land, the shift to 2 range dramatically changes the naval landscape, too much so.

seems quite a profound change -- you were right about the original naval range change though while we all complained; happy to give this a shot.

is the +range promo still available for naval ranged? I'd rather see this gone than naval base range knocked down across the board (I leave the promo available to battleship only in my tweaking). I may be alone in this, but I believe strongly that the naval game should not be "horseless horses on water", and it seems to be moving this way.

If I correctly interpreted the issue this is intended to address (ie AI can't see +movement attack-and-move naval units that are damaging it, common in late game especially, neither before nor after their turn, and sucks at guessing where they are), I wonder if -movement to naval ranged would not have same effect, while leaving a little more versatility to naval units when fighting land units on coast... I think the problem lies primarily with too many +movement naval bonuses in VP, personally
 
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All this to say, Merry Buildsmas to all, and to all a good night! :D

I thought Christmas was over, too. Between the emoticons and this build, apparently not :D
 
gazebo, may you explain us why are you reluctant to buff the yields that manufactures starts with and gets from techs?

Since gold bloat got reduced, and there are fewer ways to generate GEs now, we might be able to play with adding a few gold to their tile or giving it a road / TR buff. I mean, heck, feel free to experiment with that and tell us how it goes. I'm definitely down for better GP tiles.
 
purchase costs for buildings are so low... 40:c5gold: to reduce the production of a monument by 33:c5production: ?! That is so close to 1:1 right now. Its incomparable to that 160:c5gold: for 60:c5production: archer with a 3:1 ratio.

What was the reason behind this? I've haven't gotten far, so maybe it will fix itself, but I'll probably be dumping all my gold on buildings
 
I know it's easy etc. and I promise I'll get around to learning how to do it myself but has anyone got a multiplayer dlc mod version available they would be willing to share?
 
40 gold to invest monument means Carthage is really OP............

Overall these changes seem good, but we need to smooth out some of the undiscussed changes (and make sure no more typos! Specialists starting at 1 fewer yield would have been crazy)

Also, one thing that was discussed but hasn't been implemented is removing the AIs combat bonus against barbarians. Is that still on the table?
 
40 gold to invest monument means Carthage is really OP............

Overall these changes seem good, but we need to smooth out some of the undiscussed changes (and make sure no more typos! Specialists starting at 1 fewer yield would have been crazy)

Also, one thing that was discussed but hasn't been implemented is removing the AIs combat bonus against barbarians. Is that still on the table?
The ai bonus against barbarian has been greatly reduced
 
I agree with just about everything here, and will test before complaining for once! (Probably.)

A little disappointed not to see pantheon changes, but with the amount of other changes I'm not too worried.
 
I agree with just about everything here, and will test before complaining for once! (Probably.)

A little disappointed not to see pantheon changes, but with the amount of other changes I'm not too worried.

I did make pantheon changes based on the consensus you and CrazyG posted, but I forgot to add them to the notes. :0. I will add.

G
 
purchase costs for buildings are so low... 40:c5gold: to reduce the production of a monument by 33:c5production: ?! That is so close to 1:1 right now. Its incomparable to that 160:c5gold: for 60:c5production: archer with a 3:1 ratio.

What was the reason behind this? I've haven't gotten far, so maybe it will fix itself, but I'll probably be dumping all my gold on buildings

The gold purchase curve is a WIP, but ultimately my hope is that pushing it closer to 1:1 means that gold and merchants are more appealing early game.

G
 
A little disappointed not to see pantheon changes, but with the amount of other changes I'm not too worried.
There are 3 fixes implemented that will influence how AI chooses a pantheon, so it's better to see first if this will be visible in the game.
- Goddess of Love should be chosen more often (previously when capital was netting too little food that pantheon was ignored)
- Goddess of Festivals should not be chosen so often (there was a bug with the valuation of that pantheon)
- Celts and Byzantium should behave more rationaly
I've tested all the above and they are working.
Also, there are few small tweaks:
- Earth Mother gives +1 Faith from Iron
- Springtime gives +2 Gold from Plantations, but no Culture
- Festivals gives +3 Gold from a Resource
- Expanse gives 6 Production instead of 15 Food
 
May I ask what the problem with it was before? I never really messed with it, so I don't fully understand the fix.

Before :
+ Time and domination always possible.
+ With probability 25% nothing more is possible.
+ With probability 25%, science is possible.
+ With probability 25%, culture is possible.
+ With probability 25%, diplomacy is possible.

Now :
+ Time and domination always possible.
+ With probability 33%, science is possible.
+ With probability 33%, culture is possible.
+ With probability 33%, diplomacy is possible.
 
I agree with just about everything here, and will test before complaining for once! (Probably.)

A little disappointed not to see pantheon changes, but with the amount of other changes I'm not too worried.

Just played a game and there was actually a few changes to them.

Springtime was nerfed to 2 gold + 1 food on plantations.
Earth mother gives +1 faith on iron.

There's another one that I can't remember.

Edit: Oops infixo beat me to it
 
The gold purchase curve is a WIP, but ultimately my hope is that pushing it closer to 1:1 means that gold and merchants are more appealing early game.
G
It would be best if it'd started with 1:1, but increased with eras to hit 3:1 in late game.
 
Also, there are few small tweaks:
- Earth Mother gives +1 Faith from Iron
- Springtime gives +2 Gold from Plantations, but no Culture
- Festivals gives +3 Gold from a Resource
- Expanse gives 6 Production instead of 15 Food
Sounds good, though I wish open skys got some buff. That pantheon seems cool, but I never have reason to choose it.

It would be best if it'd started with 1:1, but increased with eras to hit 3:1 in late game.
That's a large part of what makes buying units much more appealing late game. (Even after XP changes it will still be a problem.)
 
Why doesn't open sky just provide +1 faith immediately on cattle/sheep/horses? Just a thought.
 
The gold purchase curve is a WIP, but ultimately my hope is that pushing it closer to 1:1 means that gold and merchants are more appealing early game.

G
Current issue is Carthage/ gold ruins being really powerful.
Sounds good, though I wish open skys got some buff. That pantheon seems cool, but I never have reason to choose it.
When investing a barracks only costs 60 gold, 3 gold per pasture sure appeals to me. Just saying
 
It would be best if it'd started with 1:1, but increased with eras to hit 3:1 in late game.
No way, venice needs to be able to buy units especially late game, stamping out a unit every turn doesn't compare with many cities. Apparently the gold bloat was reduced, please make units ratios comparable to buildings.

PS without playing the mod, purchase reductions must apply to units plox.
 
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