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

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I experienced something similar, difficulty Emperor, in 1400 AD 2 Civs haven't had researched writing yet. (sorry for grammar).
 
These changes look fantastic. I'm particularly excited about the TR changes, and look forward to Wonders apparing when they should, plustesting the policy slowdowns and puppet nerfs with Venice. (I just played them, so it's perfect.) I also like the free monuments and the Pilum buff.

I'd be just happy if they could survive a lil easier, but I'm a fan of warrior first with this mod anyway. Not many ruins to get on immo/deity anyway and scout is a gamble I don't like. I was just hoping to use that line a lil more.

Funny, scouts have just about become my favorite unit. I am addicted to getting their many promotions, and use them extrememly effectively in wars. You should try training them for this purpose.
 
I found that starting next to Poland is significantly good because they always have more policies than mine and I can get benefit from it through TR unlike other far away civs. I got 18 cpt per TR toward Poland at Medieval-Renaissance stage.It makes me be able to complete two whole branches while other's are around 8~9.
 
Hi, just to report a couple of bugs:

- when I activate grid or yields and I end the turn, icons disappear. Is it a bug or a bad install ?
- when England steals a tech of mine, If I click on the popup, I cannot ESC from the leader window, I have to choose one of the options
 
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Hi, just to report a couple of bugs:

- when I activate grid or yields and I end the turn, icons disappear. Is it a bug or a bad install ?
- when England steals a tech of mine, If I click on the popup, I cannot ESC from the leader window, I have to choose one of the options

I have the same problem when it comes to the first one, so it seems like it's a bug. Ilteroi doesn't have that issue though?
 
These changes look fantastic. I'm particularly excited about the TR changes, and look forward to Wonders apparing when they should, plustesting the policy slowdowns and puppet nerfs with Venice. (I just played them, so it's perfect.) I also like the free monuments and the Pilum buff.



Funny, scouts have just about become my favorite unit. I am addicted to getting their many promotions, and use them extrememly effectively in wars. You should try training them for this purpose.
Yes, it seems that a couple of very leveled scouts can do well, if they manage to survive that long. Removing the barb XP cap was a good movement.

EDIT.Seems like I spoke too fast!
 
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Glad to see attention paid to the fact that mid and lategame wonders very rarely had their policy requirements met by the time their techs were unlocked
 
Well into a game with Venice, and they are definitely not suffering from the puppet nerfing. Also, I have no sense at all that policies come slower. The game feels "normal," except that I love the effect on (and shifts of) Great Wonders.

Best patch evah?
 
Where are mod folders (3), (4), and (5) (aka CSD, C4D, and More Luxuries) in the manual installation MEGA folder? Are they not up yet? Are they unchanged from the previous version?

(I'm having installation problems, long story, going to try a manual install to see if it works)

And, noticing G's most recent post, are these files up to date?

EDIT: Just noticed the new sticky-ed thread. Sorry!
 
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Does Pilium pass on? and could you think about for the Roman arena thing perhaps instead of +5 GG points maybe +3 Culture +2 GG? It really doesn't work as well as the greek amphitheater which grants +5 culture per amphitheater. pinging out GG really doesn't help Rome quite as well...
 
Does Pilium pass on? and could you think about for the Roman arena thing perhaps instead of +5 GG points maybe +3 Culture +2 GG? It really doesn't work as well as the greek amphitheater which grants +5 culture per amphitheater. pinging out GG really doesn't help Rome quite as well...
Have you ever used citadels as an offensive measure? Just place down citadel after citadel, rapidly closing the distance to enemy cities. It works exceedingly well with Rome. Take enough cities and you'll be swimming in gold and productivity. Culture is stronger, but you're deluding yourself if you think Rome needs a buff of any sort, especially one so massive.
 
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Pilum is kept with unit upgrade. The arena is good, not great nor broken but good. Also, you get to keep the greek acropolis you conquer :P
 
Gave up on my deity Rome game at around ~T200, I entered Renaissance while Babylon was deep into Industrial. My 9 policies vs Poland 14, Arabia 12 and Bab/Portugal/Sweden 10. I started left side of Liberty, due to coastal swamp start with nothing to improve and I wanted to test the new tree; Authority would have worked better obviously but that's what happens on the first patch games, I try new stuff and get pwnt.

Hectic game, where I started really behind with no room to expand, boats/plantations lux, no iron, two angry neighbours and a runaway with room for 16 cities in medioeval (on standard continents, quite an achievement to settle so much free room). I still believed I had a chance to catch up, thanks to trade routes and spies, but too much warmonger hate killed me. Not that I had a choice really, Harald DoWed Alex after we peaced out and I wanted to conquest that holy city/get some breathing room.
Few turns after I conquer Athen and enter a defensive pact with my southern enemy/ally Harald, Nebu calls for a penta-DoW on us and his fleet manages to protect a force of lancers/muskets landing on my shores. I ragequit before I could spot any other army, Babylon one was OP enough. Shame, in a few turns we would have shared religion and had a bunch of favorable trades going on. Not sure if the defensive pact with his enemy was a smart thing either, but my plan was to consolidate gains and build up. Too slow.

A picture of my decadent empire few turns before the barbarians revolted; note where I had to settle Ravenna in order to get some iron: I manage to walk a settler in between Athens and Sparta before their borders closed, and a pissed Alex DoWed shortly after :D

zabRwnD.jpg


New version of beta inbound.

The late ancient and early classic wonders policy requirement reduction (some went from 4 to 2, or from 5 to 3) makes them go so quick now. I'll try to beeline for some in future games but I feel they could use some restriction.

Can you teach the AI to not connect coastal cities with roads that are never going to make a profit? Even something rough like no more road tiles than city pop, or always wait for a lighthouse, would be better than seeing this:

512MM2i.jpg


A 13 tiles road around enemy territory shouldn't really be considered.
 
New version of beta inbound. Savegame compatible. Fixes a late-game CTD, addresses a few smaller bugs, optimizes religion performance in DLL, and reduces policy cost/unit maintenance slightly.

Linky: https://mega.nz/#!SAFAGRhC!LA7ShO5rDCKJR9GHIS1SZkCa2almbdcYJgtZShzxeoc

G

I don't notice any difference in Culture - first policy is still 45, I've got quite an OP start with 6 tundra resources on my capital and upgraded them swiftly with god of all stars (some of those were ambers so they turned into 2C tiles), it's now 1000AD, I'm not in medieval and I didn't even start Piety yet. It's still bad in this regard, way too slow. I think a very severe policy/tech cost increase for each city and for base costs was way too much, especially when nobody wanted any of that. As it is, everyone has 5 policies, I have 6 despite an insane start + pantheon + Colosseum's bonus culture + Inspiration. It's so homogenised, nobody outside random outliers like me has any advantage in sopols because they are all so slow. Even Ahmed has 5 despite of his UA. I recommend undoing all the cultural/anti-wide and warmongering changes I've never seen anybody ask for, increase base cost of policies a bit and add +1/2 Culture to the palace? Lucky starts/early-game monsters would be weakened as a result because they'd be less impressive in comparison, it wouldn't be 1 (unlucky guy with palace) vs 6 (Celts with +3C+3G+3S pantheon and 2x Furs), but 2 vs 7 in such a case. Less sharp a difference is what I mean. If the culture/tech penalties are to remain as they are, at the very least Monuments and Palaces should get +1 Culture, with Amphitheatres maybe also gaining +1. Maybe some other buildings should also get improvements, I dunno. All's way too slow now. Every city is a liability now when it comes to culture, that's bad.

Gold-wise, at first it was way better and I had no gold issues until the game decided to scale it up for everyone, at which point both I and others immediately turned to -GPT. In a few turns it just went from +GPT to ~-30GPT or more for all the civs. I don't yet have Currency, but once I get it I'll probably stop being at -30 GPT. The problem with Epic I think is related to the fact the technologies cost a bit too much here. That means the elapsed turns from the equation you've shown won't work correctly because everyone is always in classical at 1000AD outside of guys like Sejong/Mr Tablet/etc and that was like so for many versions, and now that SoPols are slower the technology rate will also get slower for obvious reasons (policies give yields, happiness, etc), further increasing maintenance issues. Lowering tech costs on Epic a tiny bit would perhaps begin to fix this? They always were slightly too high anyway and tech rate was not what it should be, but now they're slower than ever because policies also affect them indirectly. I have Amber monopoly, am first in tech, snagged Great Library, am working all the Scientists and am not in medieval in 1000 AD, something's wrong. With a lucky God of tundra, inspiration and colosseums it's also very bad I still don't have piety unlocked, though Oracle will get me that, and a sopol is a few culture turns away anyway.

AI also is not very expansive at first. They were all at 2-3 cities when I had 6-7, until they've all suddenly decided to settle like 5 in a very short turn-span. They were more dynamic before, though with how sharp the penalties for expansion are maybe they're the ones in the right.
 
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I don't notice any difference in Culture - first policy is still 45, I've got quite an OP start with 6 tundra resources on my capital and upgraded them swiftly with god of all stars (some of those were ambers so they turned into 2C tiles), it's now 1000AD, I'm not in medieval and I didn't even start Piety yet. It's still bad in this regard, way too slow. I think a very severe policy/tech cost increase for each city and for base costs was way too much, especially when nobody wanted any of that. As it is, everyone has 5 policies, I have 6 despite an insane start + pantheon + Colosseum's bonus culture + Inspiration. It's so homogenised, nobody outside random outliers like me has any advantage in sopols because they are all so slow. Even Ahmed has 5 despite of his UA. I recommend undoing all the cultural/anti-wide and warmongering changes I've never seen anybody ask for, increase base cost of policies a bit and add +1/2 Culture to the palace? Lucky starts/early-game monsters would be weakened as a result because they'd be less impressive in comparison, it wouldn't be 1 (unlucky guy with palace) vs 6 (Celts with +3C+3G+3S pantheon and 2x Furs), but 2 vs 7 in such a case. Less sharp a difference is what I mean. If the culture/tech penalties are to remain as they are, at the very least Monuments and Palaces should get +1 Culture, with Amphitheatres maybe also gaining +1. Maybe some other buildings should also get improvements, I dunno. All's way too slow now. Every city is a liability now when it comes to culture, that's bad.

Gold-wise, at first it was way better and I had no gold issues until the game decided to scale it up for everyone, at which point both I and others immediately turned to -GPT. In a few turns it just went from +GPT to ~-30GPT or more for all the civs. I don't yet have Currency, but once I get it I'll probably stop being at -30 GPT. The problem with Epic I think is related to the fact the technologies cost a bit too much here. That means the elapsed turns from the equation you've shown won't work correctly because everyone is always in classical at 1000AD outside of guys like Sejong/Mr Tablet/etc and that was like so for many versions, and now that SoPols are slower the technology rate will also get slower for obvious reasons (policies give yields, happiness, etc), further increasing maintenance issues. Lowering tech costs on Epic a tiny bit would perhaps begin to fix this? They always were slightly too high anyway and tech rate was not what it should be, but now they're slower than ever because policies also affect them indirectly. I have Amber monopoly, am first in tech, snagged Great Library, am working all the Scientists and am not in medieval in 1000 AD, something's wrong. With a lucky God of tundra, inspiration and colosseums it's also very bad I still don't have piety unlocked, though Oracle will get me that, and a sopol is a few culture turns away anyway.

AI also is not very expansive at first. They were all at 2-3 cities when I had 6-7, until they've all suddenly decided to settle like 5 in a very short turn-span. They were more dynamic before, though with how sharp the penalties for expansion are maybe they're the ones in the right.

Not going to undo it all, especially since - in spite of your protests - I'm seeing much more balanced games now than I have seen in a long time. I'm still tweaking the numbers, and they may come back down a bit before release, but a reversion is not on the table. Case in point: last three winning games for AI were science victories in small 5-city empires. That's unheard of until these changes. Small civs should have a chance.

G
 
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