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

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I am not working those crappy farms or coast tiles instead of an UI or Luxury

Then you don't really want the city to grow, I suppose.

Internal trade-routes are your other option.

In either case, do you want yields now, or potential yields later? If you want the second, you need to invest in food.
 
The warscore calculation is a bit bugged. Killing every turn atleast 1 or 2 units of the enemy, my enemy has only a warscore of -4, and the trade value in peace is only 4.
 
The warscore calculation is a bit bugged. Killing every turn atleast 1 or 2 units of the enemy, my enemy has only a warscore of -4, and the trade value in peace is only 4.
You know killing 1 or 2 units every turn if the enemy has 100 units and can pump out more isn't exactly changing the war score then.
 
will there be a DLC folder version of this beta CBP for use in multiplayer? i couldnt find one on the forums, only the old 3-7 version
 
I think the specialist food change was an inevitable chain reaction from the base redesign of food in VP. The gross food numbers are higher (think I read some early overview stating that flat numbers are favored in an attempt to curb lategame exponential... whatever - maybe that was more about production?). Stuff like farm adjacency makes it much easier to get large amounts of food from a lower number of workers. So the food cost of specialists got cheaper in relation to the capacity to feed them. Unsure about the scaling cost that was mentioned (whether it's in base game or not).

So in that regard, fiddling with specialist food cost makes a certain amount of sense given the variance in food income that VP allows.
 
The most stable version I ever seen.
Finish playing on 2052 year on epic speed, huge continents(with size decreased by 10%), all AI process their turns fast and nice on all eras. It was a wonderful game :cool:
All previous games with such params always crashing near 1990-2010 years(I think due to some limit on memory, cause after crash saves were always unloadable).
Next version(1-14) will return size of map to original.

:c5happy: :c5happy: :c5happy:

P.S.: nuclear submarines are useless with range 1. Maybe if give them an ability to bypass mine fields - there will be a reason to build them...
 
The warscore calculation is a bit bugged. Killing every turn atleast 1 or 2 units of the enemy, my enemy has only a warscore of -4, and the trade value in peace is only 4.

What leads you to the conclusion it is bugged? You get warscore from threatening or taking cities and it is good that it is calculated this way.
 
What leads you to the conclusion it is bugged? You get warscore from threatening or taking cities and it is good that it is calculated this way.
Ok, he had double the amount of cities than me, and a great potential to recreate units. But in the mid of the war, I had already killed over 40 units, while I had lost a worker and 2 units. In the mid of the war, his neighbor DoW him and I got bombers and start to obliterate his units and bomb his city. His nation was unhappy, even with my low losses, I had already 16% war weariness, no clue how big his one was, and still..... he only offered a peace trade value of..... 4....... Maybe this is no bug, but a silly low calculation of war results.
 
Playing Emperor on a Standard Game. on Turn 270 After choking for a while on -65 happiness (even turning all specialists off), and now the 3 civs that are my neighbors have all DOWed me...its not looking great. I'm fighting my own rebels and 3 civs.

This was first real attempt at wide with the latest patches, so its a grain of salt kind of scenario. I had gotten so used to easy happiness with TALL play that I forgot how painful the unhappiness spiral can be. Well on to the next game, I'll see if this is a trend or just was some play by me in a game.
 
Is @Infixo's turns to complete timer being added to the game? that would be a huge help for CV-focused civs and Ottomans, who are more concerned with their TRs finishing than the yields.
 
Units
Units purchased with gold now receive half of the potential XP from the city (so if a city has a barracks, you get 7xp, not 15xp)
Can be disabled in CBO if desired.

I thought CBO might mean the community options file but I havn't seen it there, exactly how / where can this be disabled?

edit: I looked for this before but never found it, finally decided to ask and so I find it just in time to answer my own question... sigh

UPDATE CustomModOptions
SET Value = '1'
WHERE Name = 'BALANCE_CORE_HALF_XP_PURCHASE';
 
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Hello

Can you please post a new download link, the one in first post doesnt work anymore.
 
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