civplayer33
King
- Joined
- Sep 11, 2017
- Messages
- 965
Sanction Resolution - now prevents target from creating any new deals (except those related to peace treaties)
Nice, thank you. Sanctions against runaway civs feel like punishment again.
Sanction Resolution - now prevents target from creating any new deals (except those related to peace treaties)
I forgot where I read it (recently, like, in the last week) but looked like Iteroi was working on Venice AI, and there was something about hard-coded limit of CS bought (3?) by Medieval... has it been addressed in this beta?
Imperialism (Colonialism) is a bit too strong, I feel it could work better and also easier to word if it simply doubled up the monopoly bonus: I mean, +10% GA length is weak, while +4 science/culture/faith (from +2, total 6) looks unfair compared to +4 food (from +3, total 7).
Improved Leadership could be made to apply to units with the Heroism promotion (Kris Swordmen with general-like aura).
Wowee! Nice new patch! Good thing I'm playing Zulu now, before the patch.
I'm glad to see Brazil nerfed. They were runaways every game I saw them. Such insane early culture.
Also does the 25 Warscore thing mean a peace deal where the AI can't offer you anything at like 80 warscore counts as a win?
Also is the spy-based War Weariness indicator included?
Looking forward to the patch!
What about below 50% defense mod.Forts and Citadels (any improvement with 50% or more defense mod)
So all hills, forests and jungles?What about below 50% defense mod.
I didn’t touch distance. If the change is behaving badly we can reduce it.- I wasnt seeing such high numbers on my test builds.
I’m not seeing any balance issues with imperialism.
I’m not seeing any balance issues with imperialism.
G
Look at which point of the game you unlock this policy. In most games you maybe have 6 monopoly luxuries in your working range. That would be +24 more yields for some cities. But +10% more food/hammer/... is a huge thing and outperform the flat yields easily. Especially if you have coastal cities and a science monopoly, you easily outperform rationalismn in science by exploitation and colonialismn alone.You went a great way toward balancing tiles/resources/monopolies and then a policy throws the balance off with flat values, +4science/culture per tile is particularly meaningful happiness-wise and +10% GA length feels wrong (too weak, and no other similar bonus in the game with every other modifier being +25/50%).
Custom civ mods with improvements below 50% defense.So all hills, forests and jungles?
What about below 50% defense mod.
So all hills, forests and jungles?
stuff.
No. Read it again. I compared base flat monopolies (2 culture, 3 food) getting the same flat +4. And then you complain about my same GAL feeling, even if I go on and play whatever I roll without savescumming (GAL luxuries at least make for good tiles early on) so I speak from experience. Your numbers are also a bit off, if I had +24 to base yields I'd be happier with that than with a +10% modifier (it'd take about 300 base yields to average that, considering other middle-late game modifiers). In smaller towns the culture/science bonus on tiles has a bigger impact to happiness as well, right on the policy that also buffs the barrack line so you have a big buffer to illiteracy/boredom in a single policy.
Overall I think that simply doubling the monopoly boni ( i.e. +2C becomes +4C, +3F to +6F, 10%S to 20% and 25%GAL to 50%) would come out both nicely worded and balanced.
The monopoly you will get is centered around your capital. Normally 3 of them are in the working range of your capital. So, only 3 or maybe 4 are left to work for other cities and I dont see, how those 3-4 other luxuries will help that much with your needs of "smaller" cities. A percentual modifier increase yields of every city, no matter if there are those ressources or not, this makes such monopolies extremely worty for wider empires.No. Read it again. I compared base flat monopolies (2 culture, 3 food) getting the same flat +4. And then you complain about my same GAL feeling, even if I go on and play whatever I roll without savescumming (GAL luxuries at least make for good tiles early on) so I speak from experience. Your numbers are also a bit off, if I had +24 to base yields I'd be happier with that than with a +10% modifier (it'd take about 300 base yields to average that, considering other middle-late game modifiers). In smaller towns the culture/science bonus on tiles has a bigger impact to happiness as well, right on the policy that also buffs the barrack line so you have a big buffer to illiteracy/boredom in a single policy.
Overall I think that simply doubling the monopoly boni ( i.e. +2C becomes +4C, +3F to +6F, 10%S to 20% and 25%GAL to 50%) would come out both nicely worded and balanced.
I don't know if I see any either, but Colonialism has too much put on it while the +10% CS policy (miilitary tradition? naval tradition? regiment something?) seems silly and small in comparison. I'd probably put either monopoly bonuses or +5S +2C from XP buildings + forts + citadels there to make Colonialism not the policy I take first every time, with the Martial Law second and Exploitation third.
@Gazebo will be in future possible to add third option when AI says about your increasing influence over CS, something like "bro I agree to decrease my influence(-% of influence) and don't get -30 penalty for CS competing.
@Gazebo will be in future possible to add third option when AI says about your increasing influence over CS, something like "bro I agree to decrease my influence(-% of influence) and don't get -30 penalty for CS competing.