Tugboatspotter
Warlord
- Joined
- Dec 19, 2019
- Messages
- 278
No worries James, I just don't want to see you have to deal with pc problems on top of that.
No worries James, I just don't want to see you have to deal with pc problems on top of that.
It certainly does seem low for being gated behind 3Goddess of Love now Tutelary Gods - +2 production, +1 faith in cities with 3+ citizens; +1 production and faith from Engineer specialists : It feels even weaker than goddess of love and it does not actually scale.
Laughs in Phoenician. This is going to make Venice and Desert starts (Petra) much more competitive for founding. Love it.God of Commerce - +2 faith/gold in connected cities; Capital/Holy city gains +2 great merchant points, +2 gold/faith per active trade route : Pretty good change IMO, it was pretty much the only guaranteed religion pantheon that scaled very well.
Regarding the various crashes, two thoughts:
You guys do realize that autosaves happen after the AI have had their turn. If the problem is caused by something on the AI's turn an autosave won't show it. You need to check that the saves that you are submitting do still crash when you reload them. If not, you may need to load the previous autosave, play that turn, then save. If the game then crashes on the AI turn, submit that new save. I know most of you guys will already know this - just trying to help.
Maybe someone who is getting crashes could try some of the saves that someone else submitted. Might help to establish a pattern.
Bonus thought: a bit of a longshot, but could it be graphics card related - maybe a graphics driver bug.
General
--No "major performance improvements"....outrageous!
Religion
Pantheons
God of Commerce - +2 faith/gold in connected cities; Capital/Holy city gains +2 great merchant points, +2 gold/faith per active trade route
--I like it
Craftsmen - removed monument bonus; +1 culture/science and +2 faith from palace
--So we are losing the scaling gold and culture in return for a major faith infusion right out of the gate, and a tiny bump of science. Ultimately I think its a good trade, with a shrine first focus on secondary cities this should be a solid founder type belief.
Goddess of Love now Tutleary Gods - +2 production, +1 faith in cities with 3+ citizens; +1 production and faith from Engineer specialists
--So if we consider that God of All Creation is currently the exemplar belief for "faith too low to commonly found, but strong enough bonuses to be worth it". GOAC gives 1 faith immediately, with 1 faith scaling per city (with monument). I would say this belief gives 1 faith immediately, a second faith with tradition's engineer belief as a 3rd policy (and this belief would only be taken with tradition imo). Its secondary scalers in other cities is almost non-existant, as forges take 5 techs and a 150 hammer building to get its faith. For comparison, craftsmen, which historically as been a pantheon cited as "takes too long to get the buildings up", requires 3 techs and a 110 hammer building.
So I think its safe to say that founder potential of this pantheon is almost non-existent. So how does it do in comparison to GOAC as a "not founding, but its good enough I don't care" pantheon. Your capital will get +2 prod from both beliefs, but GOAC gives 2 food, 2 science, 2 gold....and 3 culture! This one will gives some production scaling with Tradition 2 (now that we have given up on founding I think you always go for the engineer on Tradition 2 with this pantheon), and ultimately help secondary cities get some production. Eh....it just doesn't seem enough to me to say good bye to religion. GOAC gives yields stronger and faster in the earliest parts of the game, and I don't think this one gives enough of a bonus to warrant tossing out my religion.
Earth Mother - removed Iron bonus, scaling production; added +1 faith and production from Monuments
--Ultimately the shift of faith from iron to monuments gives this a smoother curve and more consistent scaling. Ultimately this is theoretically one of the most culture heavy pantheons now (Festivals remains the most if you can push it right), which gives it an interesting niche. I like where its going.
Reformation
Defender of the Faith - culture and faith dropped to +1/+2 (Was +2/+3)
--Good change.
Enhancer
Inqusition - bonus from remove heresy now scales on # of purged believers, not conversion status
--Not really sure what this does. I still don't like the belief conceptually.
Mendicancy - dropped ITR stuff, added +1 faith per 10GPT, capped at half followers
--Why was this changed?
Syncretism - dropped yield per birth; added +1 faith per 15 science in city, capped at half followers
--Why was this changed? Was it because of the AIs faster grow rates?
Units
Dropped great artist/scientist instant yields by about 15-20%
--A good change. I will say that this will directly lead to a slowdown of culture/science in the late game, but I think that's a good thing.
Increased scaling on WLTKD for towns for great merchants to 20% (Was 10%)
--So this means that each GM will increase the WLTKD by 1 turn? (20% of 5 turns = 1 turn). Still too little.
Cities
Starting defense is 5 (was 4)
--A good change. I do think we need to take a look at the walls line before we truly finalize the version. Tradition capitals are getting crazy CS with just walls. Meanwhile, Arsenals and Military Bases seem almost worthless right now.
Starting HP is 300 (was 200), scales by 10 per pop (Was 5 per pop)
--The pop scale makes sense to me, but I don't think the hp increase is that warranted. If the CS numbers are good, units won't be doing the crazy damage they do now. And if units are doing reasonable damage, 100 extra damage to chew through is no joke.
Espionage
Reduced influence rigging gain to +15
--What was it currently? Is this the amount of influence you get with the CS, or the amount of XP the spy receives?
So inquisition was a decent cash cow for medival -> industrial warfare, it used to be gold on convert, now its gold on removing heresy, ie before you could pressure too much so no full religion was present which meant no conversion gold.My notes below:
Enhancer
Inqusition - bonus from remove heresy now scales on # of purged believers, not conversion status
--Not really sure what this does. I still don't like the belief conceptually.
Was Syncretism maybe a partial reason for unreasonable Mongol spikes?Syncretism - dropped yield per birth; added +1 faith per 15 science in city, capped at half followers
--Why was this changed? Was it because of the AIs faster grow rates?
A LOT, first rig from english spy and you had an ally.Espionage
Reduced influence rigging gain to +15
--What was it currently? Is this the amount of influence you get with the CS, or the amount of XP the spy receives?
So my initial game on Immortal. Carthage (my neighbor) and I (Babylon) both go progress. My turn 81 she has 5 policies to my 4. The Great Library was just built as was the Hanging Gardens, and I got the culture to build it just a few turns ago. I found mt Fuji with my 2nd city (4 extra culture), and went left side of progress early for the extra culture on buildings (while I generally now agree that right side is overall better, left side is still a bit better on culture).
So....yeah, I'll have to try the GL or HG again with a tradition start, but that culture requirement is brutal right now.
Also noting that all religions were found by Turn 93. That is pretty early compared to previous games, but its not outside the possibility. I have seen this happen (though rarely) on Immortal games before the recent changes, so could just be an outlier. I did try Wisdom with Babylon using Progress as a test. As I suspected, library isn't really an option for your initial secondary cities to get that initial specialist, it just takes too many hammers (council + library is double the cost of a market). So it looks like I will need to use markets for my secondary cities. While that is weird on theme I don't consider that a mechanical issue. I will retry Wisdom on Tradition to see how I like it.
My notes below:
So inquisition was a decent cash cow for medival -> industrial warfare, it used to be gold on convert, now its gold on removing heresy, ie before you could pressure too much so no full religion was present which meant no conversion gold.
I would say main use is for warfare (convert/remove heresy for gold).
There is mayyyybe also a potential to build an intentionally pressure weak religion (no religious buildings no pressure from enhancer) which could provide continous gold from removing heresy, especially if you are close to certain religious nutters.
Was Syncretism maybe a partial reason for unreasonable Mongol spikes?
A LOT, first rig from english spy and you had an ally.
Same when going statecraft (as any civ), just rig cs after cs and ally everything on the map, definitely a needed nerf.
I don't know if +15 is the correct/balanced number.
2 is correct, desc. is typo.Also noting there is either a typo (or bug) with Wisdom....its granting +2 faith with a specialist instead of 1.
What is your setting?Playing for about 180 turns, no CTD yet. It's a quite enjoyable game this one. Plus, I'm having a hard time conquering a neighbour that has connected several lakes with its cities. Maybe it was by chance, but it's a challenge.
You guys do realize that autosaves happen after the AI have had their turn. If the problem is caused by something on the AI's turn an autosave won't show it. You need to check that the saves that you are submitting do still crash when you reload them. If not, you may need to load the previous autosave, play that turn, then save. If the game then crashes on the AI turn, submit that new save.
As I suspected, library isn't really an option for your initial secondary cities to get that initial specialist, it just takes too many hammers (council + library is double the cost of a market). So it looks like I will need to use markets for my secondary cities.
HG was gotten turn 92, looks like these wonders are back in Tradition players hands unless you can snag a huge secondary culture source with Progress.
Sorry, what do you mean? Why is working specialists in your secondary cities important?
They do crash. I submit autosaves one turn before the crash though, which is what was recommended I think. Thanks anyway.
Sorry, what do you mean? Why is working specialists in your secondary cities important?
Are you playing a particular civ or random? Playing as India, The Shoshone, or The Celts might make it doable. The India AI is doing so much better with the improved belief selection btw.