New Beta Version - November 9th (11-9)

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Inspiration isn't particulary good these days: 1 culture for every 3 citizen. That is, if you're not India, isolated on an island, with no external pressure. But the usual cities; 15-30 pop, withstanding external religous pressure doesn't benefit at all from it I'd say. I think 1 culture for every 2 citizens was ok, but then there might have been problems with that that I haven't considered - due to the change in the patch before this one; was it?
 
Has anyone any knowledge about a bug where footsteps sounds will not stop playing? They seem to get attached to the terrain and anytime I get my mouse near that spot the footsteps are heard. Completely exiting Civilization and reloading is the only way for me to clear them.

EDIT: I never noticed this before the 10-10 version.
 
Inspiration isn't particulary good these days: 1 culture for every 3 citizen. That is, if you're not India, isolated on an island, with no external pressure. But the usual cities; 15-30 pop, withstanding external religous pressure doesn't benefit at all from it I'd say. I think 1 culture for every 2 citizens was ok, but then there might have been problems with that that I haven't considered - due to the change in the patch before this one; was it?
Any yield follower belief which need 30 follower to get its max is kinda stupid. Most cities never hit 30 population, in most cases only 25. @Minh Le proofed in his india photo journal, you didnt even have to use the inda growth trait that much and can win the game with 45 capital and 25 secondary cities. So why picking a belief which hits its maximum extremly late or never, especially if your on a continent with another religion which decreases your follower?

Huns - UA modified - now 50% less war weariness, 50% more war weariness for enemies. Claims adjacent tiles when a city gains a tile of the same type (all types, not just Plains/Grassland). Loses flanking bonus modifier.
How is that calculated? Multiplicativly or additive? What if they go for authority and autocraty, both have 25% WW reduction, would they never get any WW in this case?
But this is already stupid if they pick only authority with -25%. If I kill one of THEM, they get hit by 25% while I get hit by 75%..... this make no sense.
It doesn’t punish growth. It punishes reckless play.

G
But what is with the median, the current method will always give wrong values if the number of civs is uneven (7 and above). Moi Magnus already responded how this could be corrected.
 
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Has anyone any knowledge about a bug where footsteps sounds will not stop playing? They seem to get attached to the terrain and anytime I get my mouse near that spot the footsteps are heard. Completely exiting Civilization and reloading is the only way for me to clear them.

EDIT: I never noticed this before the 10-10 version.
This is a vanilla bug, it's been in the game forever, although I have not experienced in much recently (maybe because I have not been playing enough, heh)
 
Any yield follower belief which need 30 follower to get its max is kinda stupid. Most cities never hit 30 population, in most cases only 25. @Minh Le proofed in his india photo journal, you didnt even have to use the inda growth trait that much and can win the game with 45 capital and 25 secondary cities. So why picking a belief which hits its maximum extremly late or never, especially if your on a continent with another religion which decreases your follower?


How is that calculated? Multiplicativly or additive? What if they go for authority and autocraty, both have 25% WW reduction, would they never get any WW in this case?
But this is already stupid if they pick only authority with -25%. If I kill one of THEM, they get hit by 25% while I get hit by 75%..... this make no sense.

But what is with the median, the current method will always give wrong values if the number of civs is uneven (7 and above). Moi Magnus already responded how this could be corrected.

Play and if you notice any issues report. Otherwise I don’t care for armchair discussions.

G
 
Any yield follower belief which need 30 follower to get its max is kinda stupid. Most cities never hit 30 population, in most cases only 25. (...) So why picking a belief which hits its maximum extremly late or never, especially if your on a continent with another religion which decreases your follower?
No it is not. What you've just wrote is kinda stupid. Why the hell do you always talk about maximum, forget that and stop embarassing yourself. It is not about what you get as maximum, it is about what you get in the middle, how much it costs and how much it speeds you up.
 
Inspiration isn't particulary good these days: 1 culture for every 3 citizen. That is, if you're not India, isolated on an island, with no external pressure. But the usual cities; 15-30 pop, withstanding external religous pressure doesn't benefit at all from it I'd say. I think 1 culture for every 2 citizens was ok, but then there might have been problems with that that I haven't considered - due to the change in the patch before this one; was it?
I can still see a niche for it with civs like Russia however they're hardly better than Churches.

I'm not sure if an option like this is on the table, but since we seem to have consistent problems with Veneration/Inspiration...why not combine them as they are into one belief and make Veneration into something else? I notice that Faith/Culture bonuses have a pattern of coming together (Defender of the Faith, Mendicancy, Churches, Japan UA) so it wouldn't look too out of place.
 
I must agree and admit Inspiration also fell out of my would-pick group. It might've been too good before, yes, but now I just don't see a point. Diligence outclasses it, buildings are very valuable to avoid religious division and spare future Faith spending, etc. Veneration is far worse, though. It was bad at 1 for 2 and the only time I was really picking it (and only sometimes) was at 1 for 1.

Also the city damage is really nuts, an enemy city with walls + tradition deals 36 damage each barrage to my Knight boosted by 3 +10% CS promos, +10% CS from honour, +10 % from heroic epic and a great general aura. It's just weird.

Has anyone any knowledge about a bug where footsteps sounds will not stop playing? They seem to get attached to the terrain and anytime I get my mouse near that spot the footsteps are heard. Completely exiting Civilization and reloading is the only way for me to clear them.

Look behind you.
 
Regarding yields for followers belief...could it be done as something like 1 yield for every 2.5 followers? It seems to be a popular consensus that 2 Culture per follower is too strong but 3 is too weak.
 
Regarding yields for followers belief...could it be done as something like 1 yield for every 2.5 followers? It seems to be a popular consensus that 2 Culture per follower is too strong but 3 is too weak.
I think GAP is a perfect type of yield that helps to solve such issues. I actually think that i can be good to give 1 or 2 GAPs to Inspiration in addition to culture (so 1:c5culture:+1 (or 2):c5goldenage: per 3 followers)
 
I think GAP is a perfect type of yield that helps to solve such issues. I actually think that i can be good to give 1 or 2 GAPs to Inspiration in addition to culture (so 1:c5culture:+1 (or 2):c5goldenage: per 3 followers)
Why not combine Inspiration/Veneration at their current yields? Both beliefs are cited as problems. Then Veneration could become something else.
 
sooo.... @Enginseer. Does something like this look right?
Code:
local NationalWonders = {
    GameInfoTypes.BUILDING_WONDER_A,
    GameInfoTypes.BUILDING_WONDER_B
    ....
    GameInfoTypes.BUILDING_WONDER_N
    }

function NoUniqueWonders(iOwner, iCity, iConqueror, iBuilding)
    for for _, iBuilding in pairs(NationalWonders) do
        return false
    end
end

GameEvents.ConquerorValidBuilding(NoUniqueWonders)
 
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It looks like mongols can again conquer CS like a plague. Was the cooldown for heavy city state tribute removed? They conquered 2 CS in 5 turns without any war.

Edit: Mongols plague again, they conquered 4 city states in 28 turns without any war, only by tribute.....
 
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I think GAP is a perfect type of yield that helps to solve such issues. I actually think that i can be good to give 1 or 2 GAPs to Inspiration in addition to culture (so 1:c5culture:+1 (or 2):c5goldenage: per 3 followers)

That's basically what already happened with Mastery. Which is fine I suppose, I think Mastery is pretty balanced now, but it'd be odd to see GAP on a bunch of per-follower beliefs as well.

Now that I think about it, it's a little odd that there's 6 different yield per follower beliefs and only one specialist belief. It's a bit late for this sort of stuff but some counterpart to Mastery that gave Production for Cultural specialists and Food for Scientist/Engineer/Merchant/CS along with GAP would be kind of neat.
 
re: horsemen. the consensus on github was different. personally i don't really care but i lean towards a ruleset with fewer exceptions. AI and i bet many players didn't know that forts don't work for horsemen.

I think ideally from a human/realistic perspective that mounted units would still get the defensive bonus when calculating damage against them from an attacker, but their outgoing defensive damage to a melee attacker would be (significantly) reduced. Secondly, that they don't get any bonus at all if they have attacked the previous turn (made a sortie outside the walls).

Involves fiddling with the combat code a little and like you said, the AI won't know. So who knows what's best. I will probably just add this solution to my local version to see how it goes.
 
Hmm, I might w8 trying this patch then, seems like a bug?

Yes, there is an issue in the code. Previously the outgoing dmg would be reduced by this modifier

Code:
iModifier -= /*40*/ GC.getCITY_RANGED_ATTACK_STRENGTH_MULTIPLIER();

Now it is added instead

Code:
int iModifier = /*40*/ GC.getCITY_RANGED_ATTACK_STRENGTH_MULTIPLIER();

:)
 
I just reinstalled civ 5 on my new pc and this latest version of vox populi. My tooltips dont show up when hovering over a normal forested hill for example, why is that and how do i fix it? is it EUI related?
 
I just reinstalled civ 5 on my new pc and this latest version of vox populi. My tooltips dont show up when hovering over a normal forested hill for example, why is that and how do i fix it? is it EUI related?
I think there is an option in the "option panel" where you can chose the time delay for tooltips when hovering.
 
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