New Beta Version - June 14th (6/14)

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I can solve the conundrum, just become my slaves, I will beat you unless you work, we will see if your productivity has risen.
I can solve the conundrum, just become my slaves, er... employees. I will pay you if you work, we will see if your productivity has risen. BOOM. slavery solved, doubled productivity. [insert micdrop]
 
I can solve the conundrum, just become my slaves, er... employees. I will pay you if you work, we will see if your productivity has risen. BOOM. slavery solved, doubled productivity. [insert micdrop]

Joke's on all of you, you’re already all my slaves. Just one more turn, my puppets.

G
 
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Don't know if this is necessarily a bug or not, but I've played 2 games since release where I've noticed my closest neighbor (150+ turns in) not cutting forest/jungle to build plantations on (all) available resources. First time I didn't even realize until I invaded their territory in late game, but in my new game It's happened again.

BUT...

The second time I can at least put some reason behind the AI, as they picked Goddess of Renewal and chose to leave forests jungles intact after they built the first plantation to connect their resource. I just don't know if it's a bug or intended strategy, and either way it was the wrong decision in the specific game as I was Hiawatha and used the forests/jungles to conquer quite easily. Is anybody else seeing this behavior from the AI?
 
Don't know if this is necessarily a bug or not, but I've played 2 games since release where I've noticed my closest neighbor (150+ turns in) not cutting forest/jungle to build plantations on (all) available resources. First time I didn't even realize until I invaded their territory in late game, but in my new game It's happened again.

BUT...

The second time I can at least put some reason behind the AI, as they picked Goddess of Renewal and chose to leave forests jungles intact after they built the first plantation to connect their resource. I just don't know if it's a bug or intended strategy, and either way it was the wrong decision in the specific game as I was Hiawatha and used the forests/jungles to conquer quite easily. Is anybody else seeing this behavior from the AI?

Are you saying that they should have chosen a different pantheon, or dumped it after they chose it, because Hiawatha was their neighbor?
 
Are you saying that they should have chosen a different pantheon, or dumped it after they chose it, because Hiawatha was their neighbor?
Well the AI had a worker chop a jungle tile in order to set up a farm triangle on our bordering river bank, but then chose to not chop and set up other plantations so...

so the +1 faith/culture GoR gives from a couple jungles is enough reason for the AI to not want another copy of their monopoly resource for trading purposes (or you know, so that they can actually get their monopoly)? I get the AI not chopping with GoR, but when you have 4+ other tiles where plantations yields (plus your monopoly) would outweigh the trivial gains from GoR it would make sense to chop, no? Especially when your neighbor is Hiawatha (although I'm not nitpicking the AI for realizing that detriment to it's strategy).

Remember, this is the second game I've noticed this (this beta), and the only reason I brought it up. Also in the first game I can't quite remember, but I'm almost positive the AI didn't choose GoR. I'm just simply wondering if anyone else has witnessed untouched resources in the AI's forest/jungle 100+ turns in. Regardless, happiness changes seem nice :)
 
Don't know if this is necessarily a bug or not, but I've played 2 games since release where I've noticed my closest neighbor (150+ turns in) not cutting forest/jungle to build plantations on (all) available resources. First time I didn't even realize until I invaded their territory in late game, but in my new game It's happened again.

BUT...

The second time I can at least put some reason behind the AI, as they picked Goddess of Renewal and chose to leave forests jungles intact after they built the first plantation to connect their resource. I just don't know if it's a bug or intended strategy, and either way it was the wrong decision in the specific game as I was Hiawatha and used the forests/jungles to conquer quite easily. Is anybody else seeing this behavior from the AI?

In my 2 games ai didn't chop to build plantations too. Not sure about panteons

Relevant GitHub post, if you have more infos : https://github.com/LoneGazebo/Community-Patch-DLL/issues/4489
 
Can anyone playing this version check Holy Cities for religious pressure? I'm still on 20-4 and I am noticing unconsistent religious pressure from Holy Cities (. I know I could be doing this myself but I'm still on a game I really want to finish :P
 
+ The happiness system seems alright in this patch. Less civs have negative happiness than they did in the previous patch.

+ Regarding trade values, I noticed that AIs have a very high value for the World Map. If you spend time revealing the map then try to research military science quickly to trade your world map, you can exploit a bunch of gold (many AIs give me +20 GPT). Would it be better if this value is decreased to avoid this exploit?

+ There seems to be a visual bug when i click the healing icon of a unit, it doesn't disappear.
 
I don't think anyone truly ever said exactly where to make the change to fix happiness, so here it is:

C:\Users\(your user name)\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\Modular Elements\Happiness Mod\CityHappiness

FIND: 'BALANCE_HAPPINESS_TECH_BASE_MODIFIER', '1.0'

REPLACE: 'BALANCE_HAPPINESS_TECH_BASE_MODIFIER', '.1'
 
So my last. Emperor on Small World Simulator, Standard Speed as China.

Gave up on Turn 160 as Sweden and Korea were double teaming me into oblivion.

My main curiosities this game was a check up on happiness for Tall and seeing how the new ranged units played out.

Happiness wise I was good. I was in reasonable happiness levels (a bit positive, a small negative) for most of the game. That looked good.

Combat wise, I got a very nice chance to test out the new Composite Longbow against a Sweden going heavy swordsmen. This was in jungle so the bows should be dramatically weaker, but I wanted to see if a pure bow strategy murdered him....which to me is the upper bound litmus test (if I won that war under pure conditions than I would confidentally say bows are too strong now).

Fortunately that was not the case, and while the new bows are clearly stronger and more durable, ultimately they could not hold out against the sword march, and I eventually crumpled. Now of course I need to try that in more open field conditions when swords are not as favorable to see if it still holds true, but its a good first pass.
 
Me and a friend have been playing Community Patch online and have been trying to get past mid-game happiness problems so we really want to use this mod to play which addresses this issue.

Since this new version is an auto installer that installs into the MODs folder how can we use it to play multiplayer (which require files to be in the DLC folder)?
 
Me and a friend have been playing Community Patch online and have been trying to get past mid-game happiness problems so we really want to use this mod to play which addresses this issue.

Since this new version is an auto installer that installs into the MODs folder how can we use it to play multiplayer (which require files to be in the DLC folder)?

If you want a modpack for Vox Populi, here it is: https://mega.nz/#F!FbZzVQAA!zv0NaE0Qw43NLkMDOVHHXA
If you want a modpack just for the community patch, just ask.
You can found other modpacks and ask questions on this thread: https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/page-18

How to install: https://civ-5-cbp.wikia.com/wiki/How_to_Install_the_Modpack
If you want to create your own modpack: https://civ-5-cbp.wikia.com/wiki/Creating_a_Modpack
 
I think the happiness is a little too easy now. I hardly need to manage it at all.
 
I think the happiness is a little too easy now. I hardly need to manage it at all.
Better if it's too easy than too hard. People tend to complain more if it's harder then easier. ;)
 
I think the happiness is a little too easy now. I hardly need to manage it at all.

The new system has worked pretty well for me. I'm on Emperor, Epic speed, Large maps and if I focus on infrastructure I can easily maintain happiness. If I'm in multiple prolonged wars I fall behind in my infrastructure-building and the unhappiness builds up. I think this is pretty close to how the happiness system is intended to work.
 
I think the happiness is a little too easy now. I hardly need to manage it at all.

I want happiness to be an indicator of making mistakes and/or a sign that you need to turn things around, not a slap in the crotch because your build order isn't perfect. A slipping happiness value (sub +10) would be a sign that you need to adjust. Negative unhappiness for extended durations should IMO, be reserved for:
  • Serious infrastructure screw-ups (looking at you, @Gazebo)
  • Serious overextension or overgrowth
  • Overplaying your hand in a war, either way
  • Massive religious/ideological unrest
If those are the times that players spend in < 0 happiness, then I think the system 'works.' If, however, the majority of people are at +20 for the whole game, then it is too easy.

G
 
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