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

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And one more request: Could you please update to v75 of the VMC, so we can use the new events and minimods (e.g. Global - No Radaring Exploit,.. ) that require this version?
That would be awesome! :)
 
And one more request: Could you please update to v75 of the VMC, so we can use the new events and minimods (e.g. Global - No Radaring Exploit,.. ) that require this version?
That would be awesome! :)

VMC 75 is already incorporated (the XP bug I pointed out was semi-patched after v74 by me, and then fully patched by whoward in 75).

The event you speak of is already part of CP - ilteroi made a small tweak, but the functionality is in the CP core already and is standard.

G
 
Finishers should not count towards your policy total. Where are you seeing this in the interface? Because that interface could be lying to you about your actual policy total.

G

not just the interface, but actual game play, for example it say i require 8 policies (have 7) but i only finished the tradition tree so should have 6, when i unlock the piety opener i can build the wonder
 
VMC 75 is already incorporated (the XP bug I pointed out was semi-patched after v74 by me, and then fully patched by whoward in 75).

The event you speak of is already part of CP - ilteroi made a small tweak, but the functionality is in the CP core already and is standard.

G

Oh I see. So just to be sure: The event we are talking about is EVENTS_MINORS_GIFTS, right?
And for mods like 'Global - No Radaring Exploit' that require v75 I can just edit the dependencies?
 
not just the interface, but actual game play, for example it say i require 8 policies (have 7) but i only finished the tradition tree so should have 6, when i unlock the piety opener i can build the wonder

I've noticed this too. After finishing a SP tree I move 2 policies closer to unlocking wonders. Rather than just the one I would have expected.
 
Spain UA OR (not sure which) Great Altar founder belief which grants faith for conquered city works very weirdly.

I get ~10k Faith for every conquered city, it's as if it counted for every owned city. Pretty much every city is a prophet and enough faith to last me for a century, pretty cool bug?

Besides that I really like the current system but some AIs are really not able to understand how it works. Askia got into Medieval when I was into Renaissance as Spain (so no Science bonuses anywhere), it's pretty much that only Progress AI can keep up, if some AI takes Authority they will be out-erad often, same happened to Harun the same game who got into Medieval even later than Askia.
 
Spain UA OR (not sure which) Great Altar founder belief which grants faith for conquered city works very weirdly.

I get ~10k Faith for every conquered city, it's as if it counted for every owned city. Pretty much every city is a prophet and enough faith to last me for a century, pretty cool bug?

Besides that I really like the current system but some AIs are really not able to understand how it works. Askia got into Medieval when I was into Renaissance as Spain (so no Science bonuses anywhere), it's pretty much that only Progress AI can keep up, if some AI takes Authority they will be out-erad often, same happened to Harun the same game who got into Medieval even later than Askia.

This is happening to humans as well, and is by design. There will be lots of tech disparity leading into the Renaissance, at which point things will start to change quite a bit thanks to Spies, the WC, and shared tech knowledge reducing tech cost.

Re: conquest, I had the scaler for city population scaled a little too high. I'll fix for next version.

G
 
This is happening to humans as well, and is by design. There will be lots of tech disparity leading into the Renaissance, at which point things will start to change quite a bit thanks to Spies, the WC, and shared tech knowledge reducing tech cost.

Re: conquest, I had the scaler for city population scaled a little too high. I'll fix for next version.

G

Is it Spain UA or Great Altar that is population scaled now? If Great Altar then it'll be troublesome as a single Founder belief is going to be superior to an UA of a nation even if you reduce it 10x compared to what it is now, if Spain's then it would be okay after the nerf-fix as Bank/Market/Pantheon/Army changes nerfed it quite a bit, more about which I wrote in the Spain thread lately (granted shrine/temple buff afterwards fixed a bit of the problem).
 
Is it Spain UA or Great Altar that is population scaled now? If Great Altar then it'll be troublesome as a single Founder belief is going to be superior to an UA of a nation even if you reduce it 10x compared to what it is now, if Spain's then it would be okay after the nerf-fix as Bank/Market/Pantheon/Army changes nerfed it quite a bit, more about which I wrote in the Spain thread lately (granted shrine/temple buff afterwards fixed a bit of the problem).

Spain's conquest faith scales, yes. No room in UA text for this, but it does.

G
 
Thanks for all your hard work on this patch, I'm really enjoying it. I played a few games on the 3/8 version, just upgraded to this beta version and am playing a game as the Zulu. It seems cities are way harder to conquer than in the 3/8 version? Enemy cities with no walls or castle have 500 hit points. I started with no sources of iron and it took like 20 turns of bombarding with 2-3 composite bowman to get through the 500 hp.
 
Hey Gazebo. The production/science cost modifier changes brought up many things I'd like to ask you but it's not really related to the new beta. Hope you don't mind me asking this here. I'd appreciate it if you could help me out.

For the sake of simplicity, all of these values should be for Standard speed and size.

Buildings have their production costs reduced by 5% for each Era in advance to the Era that they belong to. Is this number still correct, and does that apply to Science as well?


Buildings and National Wonders can be invested with gold to reduce their production by 50%/25% respectively. Is their gold cost arbitrary/specific to each building, or do all Buildings and National Wonders share the same percentage of gold cost relative to production cost? (If it's shared, what's the number and if it isn't, is there an an average? Seems to me there are various 'average')
Most importantly, what value name and number do I have to edit in modding for the gold cost and production hurry modifier?

Units and their faith/gold costs seems to have correlation too (Faith seems to be 200 minimum, with 100% conversion of Production into Faith Cost). Is there a conversion value for the Gold cost like Faith? And which value do I have to edit for this? (For Faith it seems I have to put in the number manually, and set the faithpurchase thing to True for units that can be purchased with Faith).
 
Happy with the city distance returned to normal. It would happen in quite some games I just couldn't settle a city and an entire region would be empty because of a badly placed city state.
 
Happy with the city distance returned to normal. It would happen in quite some games I just couldn't settle a city and an entire region would be empty because of a badly placed city state.

Indeed, this is the first version ever of CBP I use without customizing it! :lol:
Even when I liked a version, I'd always change the city distance.
 
Happy with the city distance returned to normal. It would happen in quite some games I just couldn't settle a city and an entire region would be empty because of a badly placed city state.

Also loving that, I don't go extremely wide but sometimes AI's weird settlement of stuff I can't just raze made some stuff unworkable.
Indeed, this is the first version ever of CBP I use without customizing it!
Even when I liked a version, I'd always change the city distance.

I only customise so I see all Luxury/Bonus resources from the beginning, I never could get used to the non-vanilla feel of CBP resource reveal.
 
Like the new bonus yield notifications, but is there any chance they could be made to roll-up like CS notifications? With the right combination of beliefs, policies and buildings, a wide empire can get pretty spammy with those. A single notification per city with everything for the turn summed up would be amazing, but I suspect that's not possible.

Indeed, this is the first version ever of CBP I use without customizing it! :lol:
Even when I liked a version, I'd always change the city distance.
Heh. I'm on the other side of the fence. Had to finally customize the CBP for the first time. I can deal with the occasional "no-man's land" much better than some of the ridiculous cities the AI would stick everywhere simply because it could (looking at you, snow surrounded city).
 
Had a horrible start in an isolated continent like Australia with incas. Went Progress and place a city every 4 tiles, hoping my food bonus would help for specialists. Only 1 CS in my continent. I couldn't get a single wonder, arrived late to religion. The worst came in classical, I run out of money and couldn't build a single building or maintain enough units to fight barbarians. Those barbs hurted, I needed to expand fast just to stop their spawning.

I tried to follow AI advice of what to build next, but it doesn't seem to understand that I could have more gold with stone works (had jade) than the writer's guild, and that a colisseum helps production if barracks is already built. Also, I am not sure if it managed specialists correctly (I usually left the AI this work). In some cities, it had 3 scientists working, in the next, only writers.

My play was spoiled, so I watched AIs instead. The absolute winner from the beginning was China. It started in a continent with 3 more civs, and access to mostly copper. Reading Infoaddicts, it was always first in culture, tourism, army and science, second only to Babylon in # of techs. It kept its advantage and ate Greece. It has like double # of wonders than any other civs. It bribed Germany (diplo leader) into attacking me!

What I see is that playing culture China managed to be just second to science, while those who played domination or diplo were slowly falling. Have to try myself an early domination game. Inca seems good for that, unless you start isolated in a grand continent. Maybe not. The archer is quite good so is the ability to walk fast on hills, but without money you cannot maintain many of them, and it's unique is about food.
 
Had a horrible start in an isolated continent like Australia with incas. Went Progress and place a city every 4 tiles, hoping my food bonus would help for specialists. Only 1 CS in my continent. I couldn't get a single wonder, arrived late to religion. The worst came in classical, I run out of money and couldn't build a single building or maintain enough units to fight barbarians. Those barbs hurted, I needed to expand fast just to stop their spawning.

I tried to follow AI advice of what to build next, but it doesn't seem to understand that I could have more gold with stone works (had jade) than the writer's guild, and that a colisseum helps production if barracks is already built. Also, I am not sure if it managed specialists correctly (I usually left the AI this work). In some cities, it had 3 scientists working, in the next, only writers.

My play was spoiled, so I watched AIs instead. The absolute winner from the beginning was China. It started in a continent with 3 more civs, and access to mostly copper. Reading Infoaddicts, it was always first in culture, tourism, army and science, second only to Babylon in # of techs. It kept its advantage and ate Greece. It has like double # of wonders than any other civs. It bribed Germany (diplo leader) into attacking me!

What I see is that playing culture China managed to be just second to science, while those who played domination or diplo were slowly falling. Have to try myself an early domination game. Inca seems good for that, unless you start isolated in a grand continent. Maybe not. The archer is quite good so is the ability to walk fast on hills, but without money you cannot maintain many of them, and it's unique is about food.

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
 
bank conversion to science is too high, im making like 400 science per turn in renaissance and purchasing a unit gives 200ish, does not seem to be 15% as advertised
 
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