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

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Just saw Shoshone with a regular scout... not pathfinder. Also tooltip still says that "each city you found will raise tech costs by 6%"
 
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
 
The Maya had 38 delegates at the conference and needed only 36 votes to win but preferred to delegate 26 votes in yourself and 12 votes in Venice ... WTH?

Spoiler :
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And here one thing funny, the "ballon" upgrade to "paratropper" :lol:

Spoiler :
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When I see the AI spaming Nuclear Bomb I almost had an orgasm! :goodjob:

Indian vs German
Spoiler :
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:) :) :) :):) :) :) :):) :) :) :):) :) :) :)ing deity AI btw I almost won... the new concert system of great musician is really good!

Spoiler :
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The Maya had 38 delegates at the conference and needed only 36 votes to win but preferred to delegate 26 votes in yourself and 12 votes in Venice ... WTH?
This was probably the result of a trade agreement between the Mayans and Venice - they bought something from Venice in exchange for 12 votes. Still, unless they gained the winning votes between elections (completely possible), they should not have made a win-breaking deal.
 
Finally finished my 24h shift and able to fire up my PC.

Quick thoughts at the start of my new game:
Disclaimer: I'm very aware that I'm talking about a tech tree that's 95% of what I suggested. This is mostly about minor fine-tuning and stuff that changed from my suggestion. :lol: I really love this new version so far! :love:

Rushing military theory is very powerful now. You get both the council and 2 science from barracks with only three techs, plus both early mounted units. If you start in a low-forest area, this is amazing due to high likeliness to reveal horses/cattle/sheep.
Note that my original suggestion gave 1 science to both barracks and walls to split the science-boost up a bit.
I have a feeling that 1 science each from barracks, walls and forge might be best (while switching water mill and walls on the tech tree, which would boost construction).

Calendar seems like an equally powerful option. I can see some very synergistic calendar rapid expansion starts (with a lot of food boosts, settlers and food caravans).

Going towards trade first seems less appealing (except for rushing Petra). What about moving the caravan and both trade route slots to Trade? It's not like a tech featuring "only" settler and granary would be too weak.

Bronze working seems like a decent path for starts with several forests and hills. It also continues nicely into Iron Working (chop jungles, forge boosts mines).

The path towards sailing seems exaggeratedly long and stony, especially without science sources on the way. Going down the fishing path early on is risky already (may not reveal any fish). I still think 1 science from lighthouse and triremes unlocked at fishing would work well.


It think only a few small tweaks would be needed to make all starting tech paths almost equal :)




Side note:
We'll have to see if the free council really fits stonehenge - even when requiring only 2 policies, I have a feeling many will still want to have the council earlier.
Stonehenge in current form might be better suited for a tech that doesn't grant councils (allowing you to delay The Wheel).
The council may no longer be as important, but it's still among the most useful things to unlock early.
 
deity AI automatically gets 2 policies at the start?, i just met 3 AI's on turn 2 and they all have 2 policies.

also when you finish a policy tree it counts as 7, with one policy to go you have 5

so there is no difference between wonders that require 6 to unlock and ones that requires 7

similarly no difference between 13 and 14 (unless you are mixing up i guess, but you are seriously disadvantaging yourself by getting less policies for unlocking wonders
 
I agree with Tomice on his analysis. Also, a Calendar resources start in a heavy Forest or Jungle area is rough. Has that experience as Indonesia.
 
The mod "Thal's/Barras' Unit Flag Promotions" is the problem w/ Zulu Bufalo Horns.
 
deity AI automatically gets 2 policies at the start?, i just met 3 AI's on turn 2 and they all have 2 policies.

also when you finish a policy tree it counts as 7, with one policy to go you have 5

so there is no difference between wonders that require 6 to unlock and ones that requires 7

similarly no difference between 13 and 14 (unless you are mixing up i guess, but you are seriously disadvantaging yourself by getting less policies for unlocking wonders

The finisher counts as a policy for some reason, I figured it was intended and didn't bother reporting it.
 
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