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New Beta Version - March 28th (3-28)

Discussion in 'Community Patch Project' started by Gazebo, Mar 28, 2019.

  1. andersw

    andersw Chieftain

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    I have a game with Mongolia on the other side of the map eating up city states from bullying.
    I thought that was nerfed in a similar fashion to venice or austria city state auto conquer spree or did I mix up what stuff was nerfed?
    Can they (if they have the units) bully conquer one city state per turn (or even several)?

    I'm fairly big with 14 cities, Mongols rocking 22 cities atm with double my pop, its a bit scary (carthage who is my vassal is third on 10 cities).
     
  2. Bhawb

    Bhawb Chieftain

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    Playing Mongolia right now myself. It used to be the case that Mongolia had a hard cooldown but that has been removed, they can annex at will as long as they have the ability to get a heavy tribute.
     
  3. Rekk

    Rekk Chieftain

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    Check out the Mongolia balance thread and share your opinions.
     
  4. acidcircus

    acidcircus Chieftain

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    Just playing my first game since the happiness overhaul, is overcrowding the same as specialist unhappiness?
     
  5. amateurgamer88

    amateurgamer88 Chieftain

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    Yes, overcrowding is specialist unhappiness. For each specialist, you get 1 unhappiness so it can add up quickly.
     
    Last edited: Apr 2, 2019
    acidcircus likes this.
  6. glider1

    glider1 Chieftain

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    I just started a game on this version. A question about the UI wondering if it is a bad install/mod conflict
    • In the city view, I thought there was now both a happiness and unhappiness category on the left hand side.
      I only get a happiness category that indicates -ve numbers if unhappy.
    • When hovering over the happiness category it only indicates happiness sources not unhappiness sources.
    • If I want to find out unhappiness sources, I have to hover over the city banner in the city view at the top.
    • In the normal view top panel the 100% happiness:c5citizen: never changes (stays pegged at 100%)
    • When hovering over 100%:c5citizen: it doesn't indicate what the breakdown is or what it comprises of.
    • In the normal view top panel, there is a :c5happy: and a :c5unhappy:. In the hover over the only explanation for how the :c5happy: number is arrived is "average of 4 per city".
    Are these normal or bad install/mod conflict?

    Thanks in advance.
     
  7. Gazebo

    Gazebo Lord of the Community Patch

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    I mean it sounds busted to me. Probably a leader mod conflict or something.

    G
     
  8. glider1

    glider1 Chieftain

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    Thanks Gazebo. It turned out to be the mod UI - Improved City View (Vox Populi EUI) (v 11) which is not compatible.
     
    JamesNinelives likes this.
  9. Gazebo

    Gazebo Lord of the Community Patch

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    You need to use the fix I posted in that modmod thread.

    G
     
  10. glider1

    glider1 Chieftain

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  11. ryanmusante

    ryanmusante Regular Supporter

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    What about possibile future inclusion of some of Infixo's UI mods?
     
  12. Gazebo

    Gazebo Lord of the Community Patch

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    Since they replace existing UI elements I leave that up to user preference.

    G
     
  13. FaarmAnimal

    FaarmAnimal Chieftain

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    I have started playing this again after a long time away and I have to say you really have done a great job here.

    I already posted my concerns about the happiness mechanics, so I won't go into that other than to say it seems to works okay.

    I appreciate the depth and balance which has been added. Overall it is a triumph and will stand as one of the greatest mods of all time.

    Thanks.
     
    Skidizzle, Bromar1, crdvis16 and 5 others like this.
  14. amateurgamer88

    amateurgamer88 Chieftain

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    I'm hoping to get people's take on the Expertise in Progress. One aspect of Expertise is gaining :c5food: Food scaling with Era once you construct a building. At the moment, I've been trying to build infrastructure to combat unhappiness. From what I'm understanding, unhappiness is prioritizes as following: :c5greatperson: Specialist > :c5food:/:c5production: Distress > :c5gold: Poverty > :c5science: Illiteracy > :c5culture: Boredom. If I build infrastructure to deal with :c5food:/:c5production: Distress and then :c5gold: Poverty, then chances are I'll gain enough :c5food: Food to get another :c5citizen: Pop. As you can see, your city will continue growing the more infrastructure you get. Is there a certain approach to fix this? To me at least, it seems counter-intuitive that, to combat unhappiness, I'll get more due to the growth I'll get directly from this policy. Would people miss that :c5food: Food if it's removed? What was the logic behind that :c5food: Food in the first place?
     
  15. tu_79

    tu_79 Warlord

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    Food is good. You can work on fewer food tiles, for example on mines, and still grow your cities. Growing is good. What you must watch is overgrowth.
     
  16. pineappledan

    pineappledan Warlord

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  17. amateurgamer88

    amateurgamer88 Chieftain

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    The :c5food: Food from Fraternity is good. That +3 :c5food: Food in each city means you can work more :c5production: Production heavy tiles. It's when I get that +3 :c5food: Food and :c5food: Food from constructing buildings that sees my cities growing too rapidly for my taste. I cannot work Specialists very well since they gives you 1 :c5unhappy: Unhappiness for each one you work. If I work bad tiles, then I need buildings that will continue growing the city. I had a game where it seems like I can't avoid overgrowth despite investing in nothing but infrastructure. Unless I'm mistaken, your growth can be stagnant but, if you stockpile enough :c5food: Food, your city can still grow?

    I have been actively avoiding growth but the :c5food: Food growth isn't something to be underestimated. When you go Progress, you are generally going wide and, while the small impacts don't seem much for each individual cities, it will add up if you have a handful of cities. If I have 4 cities not including my capital and each of those cities gained an extra :c5citizen: Pop, that's an extra 4 :c5unhappy: Unhappiness total. We must also remember that, by solving Distress in one city, we still have to solve Poverty, Illiteracy and Boredom for one single :c5citizen: Pop to remove 1 :c5unhappy: Unhappiness. If I need a couple of buildings to fix that 1 :c5unhappy: Unhappiness, then I might be close to get another :c5citizen: Pop to give me more problems.
     
  18. tu_79

    tu_79 Warlord

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    Well, in my Spanish run from last version I had to click the forbid growth button, but that's a special case and I think current version is more forgiving.
    If you are willing to micromanage, you can use unemployment, when there are no more non food tiles available. This gives unhappiness, but slow down your growth while giving some production.

    Edit. Besides, you can play tall progress. It looks like it's the wide tree, but it works surprisingly well for tall too.
     
    Last edited: Apr 5, 2019
  19. amateurgamer88

    amateurgamer88 Chieftain

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    This is what's bothering me. I want to stop growth to stop unhappiness but the methods for slowing down growth can give unhappiness and, at times, more so.

    For tall play, I have less problem as National Wonders and Empire Happiness can have a larger impact. Even Authority doesn't seem so bad as the instant yields of Food comes from border expansion and those don't happen as regularly as buildings being built for Progress. For whatever reason, Progress is giving me the most problems and I can't seem to figure out why.
     
  20. CrazyG

    CrazyG Warlord

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    As progress I pretty much avoid food tiles entirely. Its common for my cities to have an expected growth time of 100+ turns. In reality they grow again after 2 or 3 buildings are finished.

    Also I usually avoid fealty or religious beliefs that give food, as progress.
     

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