This patch is actually bigger than I thought. Perhaps just as big as the change in science mechanics are the changes to units' combat strengths. Combat strengths have been reduced across the board. I haven't completely played through it yet, but I'm already seeing some potential problems:
-Warriors now have 6 strength while scouts still have 5. Warriors are even more useless now when they're nearly even in terms of strength.
-Archer RCS reduced to 5, but is still 33% more expensive than the scout or warrior.
-Chariot Archers and War Chariots cannot move after attacking, so they end up right next to their targets. They presumably turn into easy meal afterwards.
-I'm worried a bit about the balance between Trireme (10) and Dromon (15/5) as the latter can still attack land units and might be overall more useful.
-Spearmen (10) and Pikemen (15) are now even weaker relative to the units they supposedly counter: Horsemen (15), Knights (25).
-Swordsman (15) a bit stronger but Longswordsman (20) a bit weaker. The slight buff to the swordsman is very welcome, allowing it to finally be a match with the horseman. Previously, I never built swordsmen if I could just build horsemen and save the iron for siege units. It was also unlocked later, slower, and weaker.
-Where does the weaker Longswordsman fit in all this? Its only advantages against the Knight are terrain bonuses and unpenalized city attacks. With full terain advantages (Hill+Forest), it gets 27 CS, which the Knight can easily match if it gets Shock I. Besides that, any combat bonus the Knight gets is more significant thanks to its higher base CS. It's therefore incorrect to say that Longswordsmen are stronger defensively. I am positive that Knights and Knight UU's are overpowered this beta. As for the city attacks, iron is better spent on siege units.
-The Danish Berserker only has 16 CS, quite noticeably less than its non-unique counterpart.
-The drop in Greece's and Persia's power is even more noticeable now in the Medieval era. It's already bad that their Pikemen (upgraded Hoplites and Immortals) are met with Knights and Longswordsmen, so it's worse with the even lower strength ratios.
-I'm worried about the Siege Units' higher CS than regular ranged units. The latter might lose its niche.
-Helicopter Gunships are absolutely overpowered, with their ranged CS stronger than contemporary tank and infantry CS, plus their bonus against tanks, plus their superior mobility.
-Are city strengths adjusted for the lower overall unit strengths?
Bugs
New
General Balance
Big Stuff
Religion
Tech Tree
Units
Buildings
Which of these sections affect the CP and which only affect the CBP?
I mean just the pantheon change alone, some of the weakest pantheons got gutted while some of the absolute strongest one went untouched, makes this really hard to actually judge.
Thanx, a question on this: Have you tweaked any balance with regards to AI's willingness to accept a third-party request to DoW you if you have a good relationship with them. From what experience I had in 02-24 beta, AI was extremely fickle with this, I had numerous instances of AIs that were very friendly with me DoW'ing me out of the blue, most likely because of a third party bribe (albeit the missing pop-up means I can't confirm that 100 %).
PS: Why was the requirement that you needed a DoF in order to bribe someone to DoW a third party removed? I'm not saying it's a bad thing, just curious.
I'm in the same boat!
Also I hope that there will be a version of C4DF that only requires the CP soon!
Just an example of the ancient wonders being unlocked without the required tech or 3 social politics.
Spoiler :![]()
After messing about, it seems that the Cultural Diversity mod together with Exploration Continued Expanded is causing the issue.
Spoiler :![]()
Tried five times with both, and it kept happening - Celts and Byzantium.
Individual, no issue 4/5 times. One crash going into the city screen.
So, the warrior is useless, but the only other unit of comparable level is also useless? Isn't that what's called balance? Or are you comparing the warrior to the scout?
They are not supposed to counter them. Spearmen and Pikemen are generic foot-soldiers without resource-costs, they aren't supposed to counter anything.
Yeah, this actually makes very little sense to me.
This patch have way too much going on, the science-rework by itself is enough of a change. But the questionable CS re-distribution the really weird scout-change and the lowered faith of about half the pantheons is a bit too much.
I mean just the pantheon change alone, some of the weakest pantheons got gutted while some of the absolute strongest one went untouched, makes this really hard to actually judge.
Hm, I'll see if I can figure this one out.
EDIT: On investigation, I can recreate the issue with only CBP+CP:
Spoiler :![]()
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This patch may have been too big for its own sake. It included so many different suggestions at once from different players so chaotic balance shifts are inevitable. I guess it would have been more prudent to release a full version first before the more radical changes were implemented.
You unlocked enough Policies to enable the new functionality - that's working as designed. The issue is that some users are experiencing this after just one unlock. Are dummy policies coming through and causing problems?
G
Oh, gotcha. Yeah, I think so - as soon as I loaded ExCE with CBP (no CulDiv, or others), various Wonders were available. I haven't updated ExCE for a bit, so IsDummy hasn't been set up there. I'll set up a trigger in ExCE and CID as I have in RtP to catch dummy policies from mods that probably won't be updated to support IsDummy manually.
The acronyms are for real today![]()
This patch have way too much going on, the science-rework by itself is enough of a change. But the questionable CS re-distribution the really weird scout-change and the lowered faith of about half the pantheons is a bit too much.
This patch may have been too big for its own sake. It included so many different suggestions at once from different players so chaotic balance shifts are inevitable. I guess it would have been more prudent to release a full version first before the more radical changes were implemented.
That's it, then. I wasn't aware that the IsDummy wasn't setup yet. False alarm on my end, but – in the meantime – anything I can do to help?
G
UPDATE Policies
SET IsDummy = 1
WHERE PolicyBranchType IS NULL
AND NOT Type IN (SELECT FreePolicy FROM PolicyBranchTypes WHERE FreePolicy IS NOT NULL)
AND NOT Type IN (SELECT FreeFinishingPolicy FROM PolicyBranchTypes WHERE FreeFinishingPolicy IS NOT NULL);
CREATE TRIGGER CBP_DummyPolicies
AFTER INSERT ON Policies
WHEN NEW.PolicyBranchType IS NULL
AND NOT NEW.Type IN (SELECT FreePolicy FROM PolicyBranchTypes WHERE FreePolicy IS NOT NULL)
AND NOT NEW.Type IN (SELECT FreeFinishingPolicy FROM PolicyBranchTypes WHERE FreeFinishingPolicy IS NOT NULL)
BEGIN
UPDATE Policies
SET IsDummy = 1
WHERE Type = NEW.Type;
END;
Everyone keeps saying this as if something magical happens when I change the number on the 'How to Install' page and don't call it a 'beta.' Betas these days are just as stable as the more rapid 'official' releases were prior to 1.0 (for better or worse). I'm not specifically calling you out supracseduch, but simply noting that there's a common trend around here to bemoan a new beta, as if it doesn't mean as much. That's silly.
Furthermore, I'm not going to release a new official version while C4DF just issued its first beta, as C4DF is integral to the project. Putmalk needs debug time, and there are still some outstanding issues with the CP that I'm waiting on others to solve. So, in the meantime, I'm checking off boxes on my to-do list.
In short: everyone, pipe down on this, okay? Play the beta, report back, and we'll move on from here. This is a big project, with lots of gears and cogs, and I don't have control over all of them.
For the record, there were some pretty sizable issues with the unit scaling model in the second half of the game. Lots of smaller changes had been made (and units added) since my last unit balance pass, thus it was time for a pass to take place. Not to mention that the finalization of a few other features revealed some issues with the existing balance.
G
I'm getting obliterated on Immortal quick speed. 3 Religions and the Great Library gone by turn 35. My neighbor went Authority and has 40 pop vs my 12 on turn 50 or so. Not sure what kind of bonuses they are getting, but they are too large it seems.