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New Beta Version - June 22nd (6/22)

Discussion in 'Community Patch Project' started by Gazebo, Jun 22, 2017.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Hey all,

    New beta inbound. Opening new thread since the other one was cluttered.

    Here's the new patch notes:

    And here's the June 9th Beta patch notes:

    Spoiler :


    Not savegame compatible.

    Link:
    https://mega.nz/#!3NU3yIrB!M3i43hKzwUXbN9zX0yMR4jZzq9lmqU0iSUdm1UYxUBY

    Cheers,
    Gazebo
     
    Last edited: Jun 25, 2017
    dilophosaur, vyyt, diaul and 5 others like this.
  2. ShadedSkies

    ShadedSkies Chieftain

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    This combined with the new Monument should be a great combo for quick, early settling. If only I could figure out how to protect my anything when barbarians have horsemen by turn 60
     
  3. LukaSlovenia29

    LukaSlovenia29 Emperor

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    Thank you!
     
  4. Enrico Swagolo

    Enrico Swagolo Deity

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    All seems very good and interesting, nice steps in the right direction. I still don't like the further decreased CS for owning foreign capitals, but the version looks like it will further improve stuff. The only balance concerns I have are ideologies I guess as they have many tenets one should avoid at all cost whereas AIs might take them and cripple themselves. IMHO it's important the tenets are at least not greatly inferior to the others in the tier as AI probably isn't coded to not take it. It's fine if some are obviously stronger in a tier I think as it'd be boring if all policies were equal as you'd have nothing to look forward to taking, but none should be so weak, you question why anyone would ever take them. I've written some posts long time ago in the relevant parts of the forum.
     
  5. bigcat88

    bigcat88 King

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    Very cool changelog. That's great! Soon will start a new game )
     
  6. norburger

    norburger Chieftain

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    Hello, and thank you for modding this, seems like the only way to play these days.

    I like the idea of progress opener capital growth science bonus from the end of the previous beta thread (post #300), the authority doesn't have to keep it's cities under size 8 for honor policy military unit bonus, why should progress be penalized for growing it's capital while having it's opening policy delayed. Limit it to only when adopted in ancient era or maybe some other way if you want to prevent late adoption multiplied by both capital size and late era multipliers getting a blowout science bonus.

    I like the zoo change, the new great writer/artist cumulative bonus mechanic, the recent whole scout line transformation, trade addition to progress (since trade is progress).

    My suggestion, is for the progress trade policy benefits set a base +1 science and culture yields for the trade route (limit it to trade routes with other major civs if you want to keep that current design bit) and do whatever you want with the catch up mechanic bonus yields.

    The fact that we are considering a science/culture catch up bonus yields for science/culture policy tree just doesn't feel right. And you need an AI civilization with bonuses (deity or not) to be ahead of you and preferably not at war with you to get those yields, otherwise it doesn't do anything. I would like to see progress tree retain it's flavor/areas of excellence across the spectrum of civilizations in case some adventurous soul wants to try unsynergistic progressive zulus for example. Catch up yields feel like a solution to a situation where progress tree with culture/science civ is good or ok and progress tree with everybody else needs special treatment to be relevant.
     
  7. Zymos

    Zymos Chieftain

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    Field Gun gets Indirect Fire? What's the difference between it and the old artillery now?
     
  8. kawyua

    kawyua Warlord

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    Field guns are now 2 range.
     
  9. Owlbebach

    Owlbebach Emperor

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    I really like all changes.

    The only think I'm not sure about is addition of trade routes to the left branch of progress. It is good itself but the problem is that with progress you need to grab +2:c5gold:/+2:c5production: policy ASAP, otherwise your cities cannot build stuff and drow in poverty. And with the useless free worker policy it takes eternity to grab it.

    Considering the latest change - how about changing policies places:+2:c5gold:/+2:c5production: policy with +20%:c5production: policy? This will not make the whole Progress tree stronger, but will help A LOT in adopting it, which is currently the main problem
     
    Last edited: Jun 23, 2017
  10. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    That progress change would make the tree have a single progression path. Right now you can go either side first.

    I know you and others have mentioned tenets, but they haven't been on my radar. Please reopen the thread discussion. And remember that they're policies, so they need to use policy elements that already exist.

    G
     
  11. kawyua

    kawyua Warlord

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    I remember there was a version where civs were very protective of their workers - what happened to that? I swear I saw it work before...

    Liberty as a policy was never that bad... its just that workers are too easy to get. If the ai was actually defending their workers then the policy would be good. I usually grab 1-2 from civs and 1 from a city state, maybe war later for another. There just isn't enough military pressure or consequences to punish this sort of play.

    Besides, as a player it is quite tiring to play the waiting game every single time. It was always an unfair advantage that should have never meant to be. Each worker is too valuable to be rewarded from this gamey mechanic. Is it possible to get workers to be defended even during peacetime?
     
    Last edited: Jun 23, 2017
  12. Owlbebach

    Owlbebach Emperor

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    I agree, i also thought about that. But here is the problem: both Authority and Tradition gain serious production and/or culture boosts in 1st and 2nd policies, while Progress don't. +10:c5food:/+10:c5culture: for buildings is nice on paper, but the problem is that if you choose it first - you do not get literally anything because you are building settlers!
     
    Lucas A. likes this.
  13. ElliotS

    ElliotS Warmonger

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    That's not how it works right now though. You just can't open organization. You NEED to go worker -> :c5gold:/:c5production:. If you don't, you just don't have the ability to do anything.

    I'll repeat my earlier suggestion:
    I think that we should change the production policy to be a tier 1 and also a requirement for the city connection policy. (So it's a Y.)

    In addition make the opener work retroactively up to a certain limit, so you're not punished for getting pop ruins or a good food start.

    I think that would add more variety in choices. Sometimes you want the worker, you can get it. Sometimes you want production -> organization. You can get it. And if you think organization opener is viable you can still do so.
     
  14. Aldebaran1997

    Aldebaran1997 Prince

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    Policies:
    • Progress (Organization Policy):
      • Added - Trade Routes to Civilizations with more Techs and/or Policies than you generate +3 Science and/or Culture.
    Hail Republic of Venice!
     
  15. LukaSlovenia29

    LukaSlovenia29 Emperor

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    Does it scale with era?
     
  16. bigcat88

    bigcat88 King

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    Only I got units stop in a half of a move?
     
  17. Enginseer

    Enginseer Salientia of the Community Patch Supporter

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    The Empire of Venice is no more. Come into the era of the Republic.
     
    Erikose and Aldebaran1997 like this.
  18. CrazyG

    CrazyG Deity

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    Could we consider changing the 30 :c5science: for a citizen birth to something else? Its so inconsistent how much this is worth early on. Progress opener actually beats tradition opener in culture if you can get a couple citizens after this, but sometimes I feel like I can't pick progress because I won't get any science from the opener for a long time
     
    Owlbebach likes this.
  19. MrStarbuck

    MrStarbuck Chieftain

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  20. Boombar

    Boombar Chieftain

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    I have the same issue with movement. When i tell a unit to move multiple hexes it stops moving after one hex. is so annoying!
     

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