New Beta Version - June 9th (6/9)

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At least with Caravels, you can travel through ocean tiles, just not end on one (may have to double check this one).
All ships can move over ocean tiles, so long as they don't end in an ocean tile. Caravels can cross ocean the same way all late game boats do
dont be overzealous, progress is almost fine, i played brazil progress in immortal and won in 340 turn. I won with india too(emperor) diplomatic victory while building the last part of my spaceship in 364 turn.
Progress needs a same bump early on but it's overall fine.
Were these games with the 6/14 or later version? Because on those versions progress seems really bad to me, it takes 50 culture for you first policy, and 70 for your second. I tried multiple starts and couldn't get progress to work with those policy costs.
 
I'm not as adverse to the boat changes because 1) The AI (from my experience) barely builds ships. Even in games where I'm not the leader militarily, the leader only has a bunch of land units--barely naval ones at all. 2) In the instance in where I was more further inland and unable to build boats, taking coastal cities early meant facing a lot of ranged ships I had no ability to defend against. Besides, I barely focus on Navy combat until I get astronomy since--IIRC--range ships can't even go through ocean tiles until then. At least with Caravels, you can travel through ocean tiles, just not end on one (may have to double check this one).
Ranged ships can cross ocean (simply can't end on one) since droman... Caravels can end on ocean...
 
Another beta. Prolly last one before release.
  • bugfixes for the AI
  • smaller adjustments to tech/culture rates based on expansion (dropped by 1% at all sizes)
  • adjustments to naval units (blockading a city causes it to produce -25% gold, RCS/CS of ranged naval units increased, ranged naval units can move and shoot)
  • all civs start with a pathfinder instead of a warrior
Link: https://mega.nz/#!vZlQnJQb!Noi-DdJdr1rOblEfBpWMYjxVq9_1g2Xi77pYsxqE-nQ

G

I've played like 150 turns and after all the hotfix versions, it seems much better now. First policy cost is very high though, so maybe the ruin should give more, especially considering the might of monuments? Culture ruin could safely give 50% more than it does now. The AI seems less weird when it comes to expansion and it's way more natural (in this one game, so maybe a coincidence), but imho expansion costs could go to pre-nerf version. It seems good anyway. Monument +2 culture does well to make the strong early gamers not as impressive and strengthen the weak. Aside from some AI bugs I've reported, all seems good and Epic speed feels way better than it used to. Seems like a good job except for disappearing tile yields, but I will play more to say for sure.
 
For those complaining about naval changes, I've just quitted a game because Harald brougth some dromons and they destroyed my archers (are dromons stronger?). Dromons are moving like skirmishers. Two of them, and they fire twice to the same unit I placed on the shore. They are even firing against my city, and getting out of range after shooting. Actually I quitted after seeing the huge army that came after the ships, but I need more testing before saying naval is worse than before.

EDIT: Why have catapults Naval penalty? This was the only land unit that could stop ships.
 
For those complaining about naval changes, I've just quitted a game because Harald brougth some dromons and they destroyed my archers (are dromons stronger?). Dromons are moving like skirmishers. Two of them, and they fire twice to the same unit I placed on the shore. They are even firing against my city, and getting out of range after shooting. Actually I quitted after seeing the huge army that came after the ships, but I need more testing before saying naval is worse than before.
Yes Dromons have 15 RCS now, it was 13 previously.
 
Lots of good discussion here. I knew the naval change would be controversial, which is why we're doing this beta.

I understand the idea of making naval combat more strategic, but lets look at this from another angle: The whole point of the war is the seizure of cities. You do not start a war if you do not want to capture cities, thats just waist of production and money for units, you don't want to do this.

With that said, lets take a look at naval units role in a war. Previously naval units were very strong and you were forced to build naval army if you want to capture a coastal city. Otherwise you have no chance of capturing it, your army will be destroyed from sea! With the new units (even with move after attack) they can do almost nothing to land units. Once you've dealed with land army, you can take a city no matter how much naval force your enemy has. In worst-case scenario you can just stand near the city and shoot naval units forever as they can't strike back. Same thing with defending cities, well-placed city can be attacked from 2 tiles only, 1 trireme and you are safe against unlimited naval army. Seriosly, thats a bad change.

Naval units pre renaissance can't and shouldn't be taking cities solo. It just doesn't make sense. You can only park on coastal tiles, you can't maneuver all that much, etc. Range 2 naval units can menace the coastlines in such a way that there's no recourse for the land player if they get overwhelmed at sea. Range 3 or 4 naval units made this worse.

The biggest reason for this range change, however, is the recent changes to how fog of war works. Vision, screening, and unit cycling were all changed such that a single unit can move and cycle at sea to reveal everything to the player. With no mountains or features to block things the sea becomes wide open. So all naval combat is a shooting gallery. Pushing things to range 1 makes naval combat much less trivial. Does it make naval sieges harder? Yes. Especially early game. But, historically and strategically, you should not be engaging in pure naval invasions prior to astronomy. It doesn't make sense. Navies can lose wars alone, but they can't win wars alone. That's a historical truth.

Hidden patch notes?
  • Naval Target Penalty (RCS penalty when attacking naval units) increased from 25% to 33%.
  • Now Siege units receive Naval Target Penalty.

Yes my notes cut off for some reason. Siege units got the penalty because they can park out of range of naval units for most of the game and deal damage without the naval unit being able to fire back.

dont be overzealous, progress is almost fine, i played brazil progress in immortal and won in 340 turn. I won with india too(emperor) diplomatic victory while building the last part of my spaceship in 364 turn.
Progress needs a good bump early on but it's overall fine.


About the naval change, I don't like it. Overall navy needs to be impactful not an optional secondary game that you can ignore if you are not playing on archipelago. As it stands, navy has got no impact on war until industrial. boats are awful to take cities now and bad to clean up the coast. it's a mini-game that you play on the ocean until peace is signed. then you can move your land units to the next land mass.

But cool, AI handle it better.

See above. Navies aren't optional. They are very powerful for their era, they blockade, they steal gold, block trade routes, deal additional damage, and get major city attack bonuses. Melee naval units are especially useful now.

No indirect fire for field guns yet?

Naval changes look decent,

I'm testing the indirect fire change.

I don't want to judge the naval changes just on paper until I actually try them out, but IF beta testing proves ships are now less effective, then maybe introducing a new resource consuming "siege" ship with a longer range (and low CS???) can be introduced by the times the frigates show up? We'd have a melee corvette, 1-range resourceless frigate and an iron-consuming SOTL (we can give the longbowmen back to England).

I am usually against senselessly adding new units, because if we have too many units, they do not feel enough distinct from each other. But this could make sense and unlike for example the scout line, there are plenty of ship 3D models to pick from.

That's a profound amount of work. Most likely no.

I've played like 150 turns and after all the hotfix versions, it seems much better now. First policy cost is very high though, so maybe the ruin should give more, especially considering the might of monuments? Culture ruin could safely give 50% more than it does now. The AI seems less weird when it comes to expansion and it's way more natural (in this one game, so maybe a coincidence), but imho expansion costs could go to pre-nerf version. It seems good anyway. Monument +2 culture does well to make the strong early gamers not as impressive and strengthen the weak. Aside from some AI bugs I've reported, all seems good and Epic speed feels way better than it used to. Seems like a good job except for disappearing tile yields, but I will play more to say for sure.

Glad to hear it is improved. I've been working on it.

For those complaining about naval changes, I've just quitted a game because Harald brougth some dromons and they destroyed my archers (are dromons stronger?). Dromons are moving like skirmishers. Two of them, and they fire twice to the same unit I placed on the shore. They are even firing against my city, and getting out of range after shooting. Actually I quitted after seeing the huge army that came after the ships, but I need more testing before saying naval is worse than before.

EDIT: Why have catapults Naval penalty? This was the only land unit that could stop ships.

See above for siege unit change. And yeah, people need to test the naval change.

G
 
Field guns needed a nerf, and siege became much bigger deal historically with artillery, so I'm okay with wherever this ends up.

I agree that naval ranged shouldn't dominate pre-cannon, and it does now. I've just developed a strategy with Venice that proves your point: only buying CS that can be contiguous and, after beelinging to Sailing, steadily expanding to 10-12 cities by conquering whoever builds around me. This allows me to use most GM's for gold, which creates a terrific fighting machine, even with Tradition. That strategy is now obsolete... the way I play is obsolete... and it's probably a good idea.

That said, debating somewhat academically:

Naval units pre renaissance can't and shouldn't be taking cities solo. It just doesn't make sense. You can only park on coastal tiles, you can't maneuver all that much, etc. Range 2 naval units can menace the coastlines in such a way that there's no recourse for the land player if they get overwhelmed at sea.

Difficult parking and limited maneuverability aren't arguments against ranged being OP. More importantly, a player is as likely to be overwhelmed on land as they are at sea. Terrain won't save you against overhelming numbers. But a strong naval force can counter to some degree. (It's pretty much how I play.)

The biggest reason for this range change, however, is the recent changes to how fog of war works... all naval combat is a shooting gallery. Pushing things to range 1 makes naval combat much less trivial.

I'd think that it being like a shooting gallery (debatable, by the way) would benefit the AI tactics.

Does it make naval sieges harder? Yes. Especially early game. But, historically and strategically, you should not be engaging in pure naval invasions prior to astronomy.

I hope that those post-astronomy frigates are as capable of taking cities -- especially otherwise impregnable one-tile island cities,

Navies aren't optional. They are very powerful for their era, they blockade, they steal gold, block trade routes, deal additional damage, and get major city attack bonuses. Melee naval units are especially useful now.

Melee is more useful relative to the ranged nerf. I'd rather the AI built more ranged themselves;w hen they do, they use it very effectively.

In conclusion, I'm surprisingly excited at trying the new version. As long as powerful navies can dominate post-astronomy... a historical truth... I think this should be a major change for the better.
 
Progress is not going to be balanced for your Deity games.
Progress (and everything else) should be balanced around deity difficulty. Simply because everything that works good on deity works even better on lower difficulties. And autrhority and tradition are playable on deity and progress is not.

One more thing about progress is that currently in every situation possible (even in case you do not plan to go war) it is better to take 1/2 of authority and 1/2 of progress (the left ones, free settler + 20% production). You will always end up being in better state than going full progress
 
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Lots of good discussion here. I knew the naval change would be controversial, which is why we're doing this beta.
Naval units pre renaissance can't and shouldn't be taking cities solo. It just doesn't make sense. You can only park on coastal tiles, you can't maneuver all that much, etc. Range 2 naval units can menace the coastlines in such a way that there's no recourse for the land player if they get overwhelmed at sea. Range 3 or 4 naval units made this worse.

The biggest reason for this range change, however, is the recent changes to how fog of war works. Vision, screening, and unit cycling were all changed such that a single unit can move and cycle at sea to reveal everything to the player. With no mountains or features to block things the sea becomes wide open. So all naval combat is a shooting gallery. Pushing things to range 1 makes naval combat much less trivial. Does it make naval sieges harder? Yes. Especially early game. But, historically and strategically, you should not be engaging in pure naval invasions prior to astronomy. It doesn't make sense. Navies can lose wars alone, but they can't win wars alone. That's a historical truth.
G

Historical truth is nice, but an archer shooting over a city is not that much historical.

Lets look at it balancewise, new naval units are:

1) become available in a different tech - an absolutely useless tech!
2) cost a lot of production, cost military supply, cost money
3) has no chance of being usefull in capturing a city

With all said above give me a single example where i choose researching sailing and building ships vs striking 40(!!) turns earlier with horseman and archers? And as i said - you do not need navy to defend against navy anymore, just think of placing cities carefully.

Maybe at least give them some sort of glass cannon promotion with +1 range at level 2? Something like +1 range, loses move after attack, -50% melee combat strength
 
Starting pathfinder is not so good as I think. Cause in my current game I was not able to build even shrine or monument, 2 barbs camps from start near me... and pathfinder can def as warrior(

Japan AI is really crazy. Always top. Does Japan get bonus from their UA on Deity (I mean for free exp for units)? Cause in last game, that I will restart now - Japan has 13 techs(and they start to build Colossus), next AI players 8 techs(me almost 7). And my top tech is Calendar.
Ancient ruins are off, so no random bonuses to players.
And Japans culture is amazing - 5 policies(2200 culture), when all others has 3-4 policies(next top culture is 1300). They has boats pantheon, nothing special for that culture. :badcomp: :deadhorse:
Time to start as Celts and forgot about this :scan: :smug:
 
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Historical truth is nice, but an archer shooting over a city is not that much historical.

Lets look at it balancewise, new naval units are:

1) become available in a different tech - an absolutely useless tech!
2) cost a lot of production, cost military supply, cost money
3) has no chance of being usefull in capturing a city

With all said above give me a single example where i choose researching sailing and building ships vs striking 40(!!) turns earlier with horseman and archers? And as i said - you do not need navy to defend against navy anymore, just think of placing cities carefully.

Maybe at least give them some sort of glass cannon promotion with +1 range at level 2? Something like +1 range, loses move after attack, -50% melee combat strength
Well, trirremes sometimes let me explore half world, better than scouts. Specially when isolated. Speaking of which, you can produce scouts directly. And sea trade routes. Don't say land routes are better for there are no villages yet.

Now, for fighting. Maybe dromons aren't taking cities, but they do damage any unit that stays in the coast or is embarked. More than before. Some cities are simply not reachable by land or are too well protected by difficult terrain, and amphibious invasions are the best answer, which you cannot do without some ships.
 
Well, trirremes sometimes let me explore half world, better than scouts. Specially when isolated. Speaking of which, you can produce scouts directly. And sea trade routes. Don't say land routes are better for there are no villages yet.

Now, for fighting. Maybe dromons aren't taking cities, but they do damage any unit that stays in the coast or is embarked. More than before. Some cities are simply not reachable by land or are too well protected by difficult terrain, and amphibious invasions are the best answer, which you cannot do without some ships.

No, thats not right. You forgot that you always research and build something INSTEAD of somethin else. Ofcourse dromon deal damage, but tell me what is better - attacking with horseman and dromon, or with horseman, skirmisher and catapult? Both attacks will come at the same turn (usually, lets not talk about that special cities on islands ;D)
 
No, thats not right. You forgot that you always research and build something INSTEAD of somethin else. Ofcourse dromon deal damage, but tell me what is better - attacking with horseman and dromon, or with horseman, skirmisher and catapult? Both attacks will come at the same turn (usually, lets not talk about that special cities on islands ;D)
If you're researching the upper side, you're going for libraries and guilds, maybe diplo building, and you go exploring the world, specially in continent maps. If you're interested in early fighting, you research the lower side. Now, even not developing weapons for conquest, you still have access to archers, scouts and ships, to help you against any invaders. Horsemen are difficult to stop with just archers and warriors, but you have friendly territory and cities.

What I say about needing a navy to invade some cities by sea is true, only not that early. I already conceded that we're not going to conquest cities with dromons, don't know why you insist on this point.
 
become available in a different tech - an absolutely useless tech!

I think it's a really good argument, I usually play on continent and communitas map. this tech is almost always one of the last I try to get. Now it's even worse. The wonder is nice, not great, sea trade routes can't reach far, they are less safe because barbarian can spawn boat from a random island and now dromon is less powerful.

I don't think many people beeline or even prioritise this tech and now it's worse because there is NO unit on this side of the tech tree and naval units have got a harder time to defend your territory against land invasion

In any difficulties, after prince, you will have to defend yourself in early war. Without any "powerful" units on the top side, how the top side is balanced vs the bottom side because you will HAVE to defend yourself, it's not a choice it's a fact.

Even India, netherland or austria will try to attack you if you don't have a striking force
 
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I will also throw in some concern on the navy.

We have been here before, a few times actually. The last time I remember was when dromons rcs was heavily debated.

And we came to a conclusion that I think has been forgotten. Civ combat is about taking cities. It always has been. Yes killing a trade route is nice once in a while...but that is always secondary.

My early game hammers are very precious. And if I'm building a military unit, it's got to be useful.

And we saw this exact same thing happen to the dromon before, we weakened its attack and it dropped to obscurity...because I'm not building specialized units that don't provide strong bang for the buck.

Range 1 severely limits the use of navy units. I understand all of the arguments why the change was made...but I have history (and I mean forum history) on my side. We have been down this road, and we have always come back. Navies must be strong or they will not be used.

If navy v navy combat needs a look than we can brainstorm more direct fixes. But nerfing navies afffect on land is not the answer
 
When did the lighthouse become useless? Its a strong building for starts on coastal tiles, I do pursue this tech early rather often.

If navy is going to be weaker, it needs to be cheaper. This makes it easier to put a small navy to support an army. Currently the production costs are high for a unit that doesn't do much

PS- I really think progress is weak in the most recent version, regardless of difficulty. Maybe a mix with authority works, but it seems to me that the early progress policies are too weak and come too late to help your early game much at all
 
I think if the progress policy that gives production and gold was a requirement for the city connection policy (so now it had two requirements instead of one and you could get production off the bat) progress would be much better.
 
Guys only I have Japan AI beating all world(I test in 3 games) on high difficulties?
I would guess it's because the AI starts with 2 free levels on Diety, and gets a bonus to XP. That could mean that japan instantly gets science nad culture for every unit they overproduce, and quickly gets tons more.
 
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