New Beta Version - January 8th (1-8)

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And experience speaks for nothing? I'm fairly certain I've played far more Marathon games than you have, especially given that you test everything on Standard.

This was a freak result inconsistent with any past experiences. 7 games in a row, starting on my first game in that previous patch and ending exactly with the next patch.

I'll repeat that Marathon/Huge may drive inconsistent behavior to that on Standard/Standard. It certainly does in many other aspects. If it's not the case here, that's fine. Just don't tell me I need to have background knowledge or to know who the developers here are. That's not my job.

You misunderstand - the issue wasn’t because of the changes to the policies, it was due to an underlying bug I fixed in the city manager that was causing knock-on sanitization issues throughout the AI.

G
 
You misunderstand - the issue wasn’t because of the changes to the policies, it was due to an underlying bug I fixed in the city manager that was causing knock-on sanitization issues throughout the AI.

G

I see. Thanks for elaborating on what the issue actually was. I'll try to not assume underlying reasons in the future.
 
Playing a game on Immortal, on t31 my capital was besieged by 12 warriors. I'm all but positive that there were more out of sight. While probably an oddity, and partly due to my not quite killing each one, maybe the barb rate should be lowered a bit here.
 
I see. Thanks for elaborating on what the issue actually was. I'll try to not assume underlying reasons in the future.

No worries- I'm not trying to shut anything down, but I know that sometimes text can make it hard to get a point across.

G
 
Trade Route turns to complete:

trturns.jpg


Seems that this algorithm produces much bigger variety of Turns than I previously anticipated. I found out that this is because the Range to where the route can actually reach uses roads and rails "speedups". And this value (called Normalized Dstance) is displayed in the window. However, Turns are calculated using actual tiles and Move rates, i.e. Caravan = 2, Cargo = 4 (can be more, Corpo and Policy speed boosts are applied here).
It gives strange results sometimes, e.g. routes with the same Distance can have different Turns or longer route can take less turns to complete. So... don't post that as errors, this is how the game works (in mysterious ways).
 
Trade Route turns to complete:

View attachment 485221

Seems that this algorithm produces much bigger variety of Turns than I previously anticipated. I found out that this is because the Range to where the route can actually reach uses roads and rails "speedups". And this value (called Normalized Dstance) is displayed in the window. However, Turns are calculated using actual tiles and Move rates, i.e. Caravan = 2, Cargo = 4 (can be more, Corpo and Policy speed boosts are applied here).
It gives strange results sometimes, e.g. routes with the same Distance can have different Turns or longer route can take less turns to complete. So... don't post that as errors, this is how the game works (in mysterious ways).

Neat. That's why I left it out originally, though - it does act odd.

G
 
So a reason for why one trade route at larger distance might be faster is that there are roads in between.

That would make sense, but you'd have to eyeball it to figure it out from the map.

Super helpful though.
 
In another game, I'm on t103. There are four civs on my continent. Two inconclusive wars have changed no boundaries. At this point, 3 civs (including me) have 4-5 policies, and 13-14 techs. Ethiopia has 7 policies and 21 techs. I know they're notoriously fast starters, but in terms of overall game playability, they are threatenign the game's balance before it's barely started. (It happens to be Ethiopia in this game, but it could be most anyone, given the right start.) I'm not sure f anythign can be done about this, or if it's an inherent game flaw. In this cae, I'll probably DoW them and hope for the best. But if they were on another continent... sayonara.
 
Trade Route turns to complete:

View attachment 485221

Seems that this algorithm produces much bigger variety of Turns than I previously anticipated. I found out that this is because the Range to where the route can actually reach uses roads and rails "speedups". And this value (called Normalized Dstance) is displayed in the window. However, Turns are calculated using actual tiles and Move rates, i.e. Caravan = 2, Cargo = 4 (can be more, Corpo and Policy speed boosts are applied here).
It gives strange results sometimes, e.g. routes with the same Distance can have different Turns or longer route can take less turns to complete. So... don't post that as errors, this is how the game works (in mysterious ways).
This is going to hugely improve game for trading civs.
 
In another game, I'm on t103. There are four civs on my continent. Two inconclusive wars have changed no boundaries. At this point, 3 civs (including me) have 4-5 policies, and 13-14 techs. Ethiopia has 7 policies and 21 techs. I know they're notoriously fast starters, but in terms of overall game playability, they are threatenign the game's balance before it's barely started. (It happens to be Ethiopia in this game, but it could be most anyone, given the right start.) I'm not sure f anythign can be done about this, or if it's an inherent game flaw. In this cae, I'll probably DoW them and hope for the best. But if they were on another continent... sayonara.
I've lost my last game to Carthage. Too many tercios against my spearsmen. My few knights got obliterated. But Dido was the absolute monster of this game... and my closest neighbour.
 
In another game, I'm on t103. There are four civs on my continent. Two inconclusive wars have changed no boundaries. At this point, 3 civs (including me) have 4-5 policies, and 13-14 techs. Ethiopia has 7 policies and 21 techs. I know they're notoriously fast starters, but in terms of overall game playability, they are threatenign the game's balance before it's barely started. (It happens to be Ethiopia in this game, but it could be most anyone, given the right start.) I'm not sure f anythign can be done about this, or if it's an inherent game flaw. In this cae, I'll probably DoW them and hope for the best. But if they were on another continent... sayonara.

That's normal for Ethopia though, there were in my game to and very far ahead in the beginning, now almost in industrial everything settled down though and they are 3rd. (Emperor, Epic)
 
Trade Route turns to complete:

View attachment 485221

Seems that this algorithm produces much bigger variety of Turns than I previously anticipated. I found out that this is because the Range to where the route can actually reach uses roads and rails "speedups". And this value (called Normalized Dstance) is displayed in the window. However, Turns are calculated using actual tiles and Move rates, i.e. Caravan = 2, Cargo = 4 (can be more, Corpo and Policy speed boosts are applied here).
It gives strange results sometimes, e.g. routes with the same Distance can have different Turns or longer route can take less turns to complete. So... don't post that as errors, this is how the game works (in mysterious ways).
Yeah, this display really helps, buts its kinda irritating.
I knew, routes last for atleast 30 turns and can last longer. I thought this goes like 30-38.
But serious. Byblos 24 turns, Leiria 68. This is silly. For Ottoman Empire, this leads to 18,75 yields per turn or 6,6 yields per turn. Gazebo, you already said it could be a mess to change the trade route turn mechanic, but these values show, how irrational the mechanic is. Couldnt you set the trade route time to 30 and force a reassign command of the trade route origigin city?

In this way I would like to address again that I find the UA of the Ottoman Empire too strong (or similar UA too weak.)
International trade routes produce 15 yields per round (30 rounds of trade routes), comparable abilities like Morocco 5, or Germany's alliance bonus 6. I do not think the other skills of Morocco and Germany offset that. And why produce the internal trade route 33% less than than the international one? Could not you at least change it to 120/150?
 
Portugal Industrial.jpg
@BiteInTheMark must be happy, I am in Industrial and I can't work 4 specialists in this city because it will not grow even though I have some heavy food tiles.

Also Forest are not worth working because taking away 1 food this early really swings the balance so that they fall out of favour quickly after you have some improved tiles. Not gaining science hurts a lot.

Worksshops because you are not working forest so they are basically +2 Prod, 1 Engineer, a forge gives +3 prod with arena, 1 Engineer.
 
Yeah, this display really helps, buts its kinda irritating.
I knew, routes last for atleast 30 turns and can last longer. I thought this goes like 30-38.
But serious. Byblos 24 turns, Leiria 68. This is silly. For Ottoman Empire, this leads to 18,75 yields per turn or 6,6 yields per turn. Gazebo, you already said it could be a mess to change the trade route turn mechanic, but these values show, how irrational the mechanic is. Couldnt you set the trade route time to 30 and force a reassign command of the trade route origigin city?

In this way I would like to address again that I find the UA of the Ottoman Empire too strong (or similar UA too weak.)
International trade routes produce 15 yields per round (30 rounds of trade routes), comparable abilities like Morocco 5, or Germany's alliance bonus 6. I do not think the other skills of Morocco and Germany offset that. And why produce the internal trade route 33% less than than the international one? Could not you at least change it to 120/150?

You can’t force it. This is precisely what I was talking about.

G
 
View attachment 485255
@BiteInTheMark must be happy, I am in Industrial and I can't work 4 specialists in this city because it will not grow even though I have some heavy food tiles.

Also Forest are not worth working because taking away 1 food this early really swings the balance so that they fall out of favour quickly after you have some improved tiles. Not gaining science hurts a lot.

Worksshops because you are not working forest so they are basically +2 Prod, 1 Engineer, a forge gives +3 prod with arena, 1 Engineer.
I never suggested an increase of food for specialists, all I wanted was a nerf to specialists. But serious, what do you expect from a 14 citizen city? Thats kinda small at that stage of the game.
I think the biggest impact has the nerf from well/watermill and forests. (Forest have no impact in your example, there is none)
And Gazebo, I thought you might overdone it with the changes to forests and jungles, but i think, youve done very well. Forests and jungles look now much better and balanced in their own, intependend way.

And here an example of a good grown city I like: :)


Delhi has already reached 33 POP. :)
 
Yeah Indian capital, totally compareble.

I expect a city with these kind of tiles to be bigger than pop 14 in this stage of the game, it isn't because so much food was cut everywhere. There is no forest because I chopped it, why would I work a forest now?
 
View attachment 485255
@BiteInTheMark must be happy, I am in Industrial and I can't work 4 specialists in this city because it will not grow even though I have some heavy food tiles.

Also Forest are not worth working because taking away 1 food this early really swings the balance so that they fall out of favour quickly after you have some improved tiles. Not gaining science hurts a lot.

Worksshops because you are not working forest so they are basically +2 Prod, 1 Engineer, a forge gives +3 prod with arena, 1 Engineer.

This is silly. If you want to grow you should have to work food tiles. Building the Writers Guild and Artist Guild in the same small city and filling them both up AND working 5 tiles that give a total of 6 food AND complaining that there is no growth AND blaming it on forests!!!
 
Yeah Indian capital, totally compareble.

I expect a city with these kind of tiles to be bigger than pop 14 in this stage of the game, it isn't because so much food was cut everywhere. There is no forest because I chopped it, why would I work a forest now?
Pataliputra isnt the capitol, its my 4th city. Why does this whiny, pampered thought prevail everywhere, it should be normal to work on specialists and still grow normally? You generate only 31 food by tiles but have enough ocean tiles with food surplus. In every other civilization game, this is only enough for a 15 city pop. This game depends on decisions. You decided to go for fast yields and ignored growth. Now you have to live with this decision.
This is silly. If you want to grow you should have to work food tiles. Building the Writers Guild and Artist Guild in the same small city and filling them both up AND working 5 tiles that give a total of 6 food AND complaining that there is no growth AND blaming it on forests!!!
You say it. Amen.
You can’t force it. This is precisely what I was talking about.

G
Ah, sorry. I thought it was just a sensitive source code. Ok, now we will have to think about one more aspect of the game, but at least we can now incorporate this information.
Thank you infixio and Gazebo.
 
This is silly. If you want to grow you should have to work food tiles. Building the Writers Guild and Artist Guild in the same small city and filling them both up AND working 5 tiles that give a total of 6 food AND complaining that there is no growth AND blaming it on forests!!!

Preach!!
 
This is silly. If you want to grow you should have to work food tiles. Building the Writers Guild and Artist Guild in the same small city and filling them both up AND working 5 tiles that give a total of 6 food AND complaining that there is no growth AND blaming it on forests!!!

This is my 3rd biggest city where should I built guilds in your opinion? I am working all to good food tiles am I not? This city works 3 Lakes from the very beginning and is still only at pop 14. I am not working those crappy farms or coast tiles instead of an UI or Luxury or is that what you are suggesting?
 
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