New Beta Version - March 12th (3/12)

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I'm not completely comfortable with the new religion mechanics yet, but the only reason for this is that I'm imagining some insane hypothetical scenarios that are unlikely to happen, but are indeed insane if they do.

Just a fun thought: Byzantium can now theoretically found multiple religions with extra beliefs. It's possible for their beliefs to be exactly the same. In general, religions founded by the same player will have a pantheon belief in common.

Thematic considerations:

Military players are likely to find themselves controlling at least one Holy City in their attempt at world conquest. They are thus bound to have an 'official religion' even if they don't want to. Is this okay? There were powerful empires in history who did not actively endorse one particular religion, and most nations today are secular states. They upheld/uphold religious tolerance.

On the other hand, it's possible in-game for an initially small theocratic state to suddenly switch its official religion just by conquering a holy city. The argument can be made here that you should have established a firm majority for your religion first before invading their holy city. But this might not always be doable if you plan to steamroll through a bigger civilization's cities in one big campaign. As their cities fall to your hands one by one, more of your empire's citizens would belong to that civ's religion. And when you finally conquer their holy city (often the capital), your empire as a whole may suddenly switch to that religion if they even slightly outnumber your own religion's followers. Why would a warlike fundamentalist state suddenly change their beliefs like that? In reality, they'd probably sack that city upon conquering it, or at least treat it as nothing special.

I mean, it's great that religion and state has been decoupled. A civ is no longer bound to the religion it founded. But the way it works right now, global superpowers are likely to have an official religion by the modern era, which is the opposite of reality. This is a very minor detail, almost trivial, but I think we should call it something other than 'official religion'. Can't think of a name right now though. Better yet, leave it as a player's decision whether or not to marry their own nation to a particular religion, and provide some minor bonuses for not doing so.

I think capturing Holy Cities (and maybe capitals as well) should be historic events. Apart from the thematic appeal, we need more historical events for warmongers (winning wars is not exactly a common event in the game.). Also may attract a more religion + war playstyle for Arabia, instead of the same old Tradition + Wonder-whoring.


The social policy requirements for wonders are a bit too high. The Great Library, an early classical era wonder, requires the equivalent of an entire policy branch. The rationale for adding these extra requirements to wonders was to offset the advantage of players with disproportionately high tech. Disproportionate (relative to their culture) is the keyword here. There was something wrong with a player beelining to Writing just to construct the Great Library, then proceeding to construct everything else using his tech lead. There's nothing wrong if a player with normal levels of science and culture is able to immediately construct it upon researching Writing. However, having a policy branch completed upon researching Writing is definitely not normal (at least it shouldn't be). So for now, I think it's best if we reduce SP requirements by 1 across the board.

Balance

God of Commerce is quite weak. It gives +1 :c5faith: and :c5gold: to quarries and stone works, same yields that Earth Mother gives to mines on resources. In all likelihood, the mines on resources will outnumber quarries and stone works combined, so the yields from the latter should be a bit better. Maybe replace gold with production.

Goddess of Nature's the Hunt's bonus from camps (+1 :c5food:, :c5culture:, and :c5faith:) is better than Spirit of the Desert's bonus from improved desert resources (+1 :c5food:, :c5gold:, and :c5faith:).

Barracks science is a bit too powerful. Maybe 1 point of it should be moved elsewhere. Walls don't make sense thematically, but can work for balance. City connections might also work.

City-States' warriors have the 'Brute Force' promotion as well. Is this intended? It might be better if they did not have this bonus, so they're less effective at fighting barbs.

It's still viable to just mindlessly PtP every CS, as soon as you catch up in military strength.
 
I'm not completely comfortable with the new religion mechanics yet, but the only reason for this is that I'm imagining some insane hypothetical scenarios that are unlikely to happen, but are indeed insane if they do.

Just a fun thought: Byzantium can now theoretically found multiple religions with extra beliefs. It's possible for their beliefs to be exactly the same. In general, religions founded by the same player will have a pantheon belief in common.

Thematic considerations:

Military players are likely to find themselves controlling at least one Holy City in their attempt at world conquest. They are thus bound to have an 'official religion' even if they don't want to. Is this okay? There were powerful empires in history who did not actively endorse one particular religion, and most nations today are secular states. They upheld/uphold religious tolerance.

Just because you have an official religion doesn't mean that you aren't tolerant. Just that there's a dominant 'guiding' faith for your people.

On the other hand, it's possible in-game for an initially small theocratic state to suddenly switch its official religion just by conquering a holy city. The argument can be made here that you should have established a firm majority for your religion first before invading their holy city. But this might not always be doable if you plan to steamroll through a bigger civilization's cities in one big campaign. As their cities fall to your hands one by one, more of your empire's citizens would belong to that civ's religion. And when you finally conquer their holy city (often the capital), your empire as a whole may suddenly switch to that religion if they even slightly outnumber your own religion's followers. Why would a warlike fundamentalist state suddenly change their beliefs like that? In reality, they'd probably sack that city upon conquering it, or at least treat it as nothing special.

Your founded religion is always your official religion, regardless of what you conquer.

I think capturing Holy Cities (and maybe capitals as well) should be historic events. Apart from the thematic appeal, we need more historical events for warmongers (winning wars is not exactly a common event in the game.). Also may attract a more religion + war playstyle for Arabia, instead of the same old Tradition + Wonder-whoring.

I could get behind this but it can only be allowed to happen once per game, per holy city, per player (same with Capitals, I guess).

It's still viable to just mindlessly PtP every CS, as soon as you catch up in military strength.

It can be a big source of diplo hate if you aren't careful.

Also, re: CS and barbs, CSs get 1/4 of the barb natural bonus compared to other players, so it works out.

G
 
Couple of issues with automated recon units I'm noticing:

  • They now don't stop automation once they come under fire, which means there is no feedback so you can force them to heal.
  • They don't stop when they come close to enemy civilian units.
 
My incan slinger (5 CS) just took 70 damage from a city that had 12 CS. I've never before seen a city do that much damage. Is this intended?

EDIT: The attacking city (Iroqouis) had no other defense bonuses. He went progress and did not have goddess of protection

same thing happened with my pathfinder, took 70 dmg from city early game and against Iroquois too
 
Shouldn't I be putting Religious pressure on this CS; it's only 7 Tiles away. I even have the Belief that increases the range of influence.
 

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Bank: removed 1 per 5 gold, added: 15% of gold cost of units/buildings converted into science when you invest/purchase in this city

I am not sure I understand this correctly:
The bank doesn't provide any gold any more, only occasionally science?
 
The advisor recommendation isn't actually what the AI uses to make decisions - it simply grabs the highest-flavored items available to you at that time. If there was a true need to disable that, I would.

G

No, no. I prefer to have the advisor. You know? Sometimes I am busy fighting here and there and I don't want to bother about what to build next. It's only that I am not sure if advisor is doing correct choices with all those changes to buildings.

My main complain is that I expected to see only science focused civs faring well with techs, but lacking otherwise, and what I see is that the mightest civ is performing well in science (best at science per turn, second in number of techs) but also in tourism (best), military (best), policies (best), wonders (best), gold per turn (third) and CS allied (third). And that this is happening from the very beginning, in InfoAddict graph, China's line is over the rest in almost everything all the time.
Is China so good or is there something imbalanced?
 
I am not sure I understand this correctly:
The bank doesn't provide any gold any more, only occasionally science?

The bank provides tons of yields from mint-able resources like gold, but yes, otherwise the bank is where you reap reward from gold investments...like a bank!

No, no. I prefer to have the advisor. You know? Sometimes I am busy fighting here and there and I don't want to bother about what to build next. It's only that I am not sure if advisor is doing correct choices with all those changes to buildings.

My main complain is that I expected to see only science focused civs faring well with techs, but lacking otherwise, and what I see is that the mightest civ is performing well in science (best at science per turn, second in number of techs) but also in tourism (best), military (best), policies (best), wonders (best), gold per turn (third) and CS allied (third). And that this is happening from the very beginning, in InfoAddict graph, China's line is over the rest in almost everything all the time.
Is China so good or is there something imbalanced?

Sometimes a runaway civ starts early.

Shouldn't I be putting Religious pressure on this CS; it's only 7 Tiles away. I even have the Belief that increases the range of influence.

Since religion travels via trade route pathfinder, can your trade routes get to it, if so, what's the route look like?

G
 
Since downloading the new beta I've got troubles with the UI. I think there's something wrong with my version of EUI.

- no city banners
- cities display weird in the upper left corner
- when I loaded the game: city icons and unit HUD disappeared.

Screenshot:
http://images.akamai.steamuserconte...911/78D4C4E8623EFF5A702B9E9EE060C7B68B0FC779/

Using the complete package and historic religions. I always download the entire package.
 
Since downloading the new beta I've got troubles with the UI. I think there's something wrong with my version of EUI.

- no city banners
- cities display weird in the upper left corner
- when I loaded the game: city icons and unit HUD disappeared.

Screenshot:
http://images.akamai.steamuserconte...911/78D4C4E8623EFF5A702B9E9EE060C7B68B0FC779/

Using the complete package and historic religions. I always download the entire package.

Download the latest EUI from bc1's link. The auto-installer wouldn't compile with the newest EUI.

G
 
Did you change something on how the AI values international projects?
I just finished the International Games with being the only contributor:

igames.jpg


I'm playing with the CP 3/12.
 
I played several whole games (Poland 3 domination, America 5 Science, England 5 partial, Rome 3 Partial) with the last two versions (3/8 & 3/12). I'm playing with JFDs Cultural Diversity, so my early game is a bit different. Here are my impressions for 3/8.

Brute Force is a good, I like being able to fight barbs with warriors again.

The massive AI wonder competing in the ancient era, even on low difficulty, has has been nixed, which is good.

Piety seems viable now, which is good.

I think I noticed garrisons reducing crime by a large degree in 3/8, maybe less in 3/12. I hope you stick with reduce crime significantly if garrisoned, since there are few other ways to reduce it other that SOZ and barracks in the early game.

**Moving the Forbidden palace to the end of patronage makes it very, very, hard to compete in the world congress if one the strong religion AIs starts spreading it. You probably don't have enough diplomats planted at this point in the game to counter, and normally building the palace would be the counter, but taking the full patronage tree to get it is to much. If your own religion, if any, is not really strong you seem to be boned.**

I managed to gain the Air Supremacy tenant before Flight as Poland. Yay Zeppelins I guess? I think this was circumstantial, I peeled a dyes and silver monopoly off the AI early on, but it was interesting.

I like the Zeppelins. Kind of strange that they benefit from double moves in woods, but that's just an amusing oddity. Upgrading them puts a gap with no hovering units until helicopters though. Paratroopers has a much shorter LOS.

Armored cars are very good. Why would I ever build MGs? The mobile ranged line pretty well kills the foot ranged units.

My automated workers pretty much never built a railroad, only improvements.

Musicians displayed strength and actual strength are different.

Bugs - colonist spawned no buildings, garrisons in cities did not die to bombardment, paradrop inside enemy territory.

**Tercio to fusilier feels like an odd transition. Musketmen don't feel quite right as a ranged unit. All the other units that are dudes in formation with rifles (rifleman, fusilier, infantry) are gunpowder units. Musketman feels like the odd man out in this progression.**

City defenses with a garrison are much better now. I like how assigning a strong garrison brings the city defense way back up.

As America, I got my build times for spaceship parts down to 2 rounds. That seems fast.

**Xcoms feel just a bit weak. I understand you are trying to nerf them and break up the xcom-centric end game. I found that where I had production close enough, I actually preferred to deploy armor and artillery units now, which is good. But a fresh built Xcom is only about 2 pts stronger versus gunpowder units than a Spec Ops. They are the only unit in the paratroop progression that does not have a bonus combat promotion. They don't need a bump in strength, but I think a promotion similar to the two other paratroop units would be in line. (I realize the promotions carry, but that does no good once you expend those troops and have to build fresh xcoms)**

Steam mills seem not to require coal. Is this intentional?

Gold purchase into % science is extremely broken if starting the game in later eras. I started my Rome game in the information era (to test xcoms), went industry, and invested my way through the tech tree in just a few turns, no real research required.

**Ranged ships cannot fire from cities. This is still the big one for me, I played as England just to see how much of a handicap it is. Near as I can figure, your concerns are that ships are not damaged by bombarding a city, which you mentioned, and sending ships deep inland via citadel/fort chains, which you didn't.

My big concern with this change is that it creates a situation where a unit cannot attack at all. All units can always attack, including Inca standing on mountains. So, situations where a unit can attack without being attacked back already exist. What did not exist was a unit that lost the ability to attack because of terrain. In game, what that means is that moving frigates inland via fort is not viable. Since they would remain vulnerable to ranged units I don't think this is a problem in need of fixing. They could also be cut off and trapped by pillaging a single fort.

More importantly, taking away the ability to fire from cities makes naval invasion and defense much harder if you want to use your ships to fend off a land attack, something I needed to do repeatedly in my England game. First, since hills block ranged attacks, it is often useful to be able to move a ship into the city to actually be able to reach the units attacking your city. Second, moving into the city is generally the only way to get that one extra hex of range necessary to let your battleships duel with attacking artillery. This is extremely useful in a city you have just captured and need to defend.

My last point on this, you have changed the settings so ships don't count as a garrison, therefore they don't increase city defense. That means that a ranged ship in a city is putting itself at extreme risk of capture if a melee unit is not brought along as a garrison. I think this risk more than compensates for allowing the ship to fire from the city.**
 
Nope. Might've just been a lucky get.

G


Here is the result of the second international project:

worldfair.jpg


Any ideas why this is happening? :confused:


edit: Is it intended that planes can perform 3 (unsuccessful) air sweeps per turn?
 
Why do Galleas take so much damage? In my last game as Japan, Galleas would do like 80 per hit; the lower CS was used to take the hit vs the higher RCS doing the damage.
3/12 Beta btw
 

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