New Beta Version - October 10th (10/10)

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In short: yes.

You wanted it all. You get it all.

IF we see some aberrant (i.e. not OP, but definitely 'buggy') problems, we can drill down somewhat, however I don't intend to create an insane filter for things.

G
formerly neverCapture civ specific buildings included??? :o
I want to capture carthage NOW! and VENICE!
 
immune.jpg


How to immune to ZOC ?
 
What makes you say production is flat out better?

I don't understand it too. I like it with spain, with japan too in fact, if I need to dive the tech tree to a medieval spike, I pick it.
Not only it grants decent yields but it gives you freedom for your tech path. sometimes it allows me to fight with samourai against spearman, horseman and archer ...
 
National wonders for Rome too? Beyond limit? That's going to be fun. Probably OP though.

Veneration and Inspiration seem pretty bad though. I thought Veneration was trash at 1/2 Faith per pop 10 limit, and now there's no point whatsoever in taking it over any religious building. Inspiration's probably hit too hard as well and I don't think I'm going to be taking that much, why not 2 for 5? They seem overnerfed, with Veneration not even being good in the previous iteration.
 
And yeah, as @Enginseer pointed out, this will pose a serious problem for any modmods which use dummy buildings. He beat me to the punch.

G, regarding a not-too-complicated filter, would it be possible to have Rome capture all buildings which are NukeImmune = FALSE, and whose wondersplashscreen = NULL? That would filter out all national wonders, all dummy buildings, and military base. The wondersplash exception would make sure that world wonders are retained in the city.

So that's just 1 filter with 1 exception. not horrible, right? I doubt people would miss the military base; it couldn't be kept in the old version anyways, and I think most people only really care about stealing the uniques
That would make the National Wonder Splashscreen Mod incompatible. I use it and really like it. It is not a big deal that I would lose that mod, however, later on down the road when someone is modding their game, they will assume that a purely cosmetic mod like that will be compatible, but in fact they will be screwing up their game. Cosmetic parts of the game should be kept out of the core functioning of the mod for that reason, I think.
 
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What about Corporations and Rome? Or Corporations does not affect by this?
Anyway Rome now is unstoppable after capturing first civ(two maximus circus + two grand temples).
Imho, if Rome was so bad, then better up UB, imho.
 
I did not think Rome was underperforming, especially in player hands. As many before me mentioned already, I am a bit concerned that Rome now is op. So, lets dive in and try it out!
 
And yeah, as @Enginseer pointed out, this will pose a serious problem for any modmods which use dummy buildings. He beat me to the punch.

G, regarding a not-too-complicated filter, would it be possible to have Rome capture all buildings which are NukeImmune = FALSE, and whose wondersplashscreen = NULL? That would filter out all national wonders, all dummy buildings, and military base. The wondersplash exception would make sure that world wonders are retained in the city.

So that's just 1 filter with 1 exception. not horrible, right? I doubt people would miss the military base; it couldn't be kept in the old version anyways, and I think most people only really care about stealing the uniques
Isn't there an IsDummy column in the Buildings table? Filtering by that one would probably be more intuitive.
 
I dont know if its intended or not but the boarded status is stackable. Meaning if you are attacked by 2 triremes with boarded your trireme is unable to move in the next turn.
 
That would make the National Wonder Splashscreen Mod incompatible. I use it and really like it. It is not a big deal that I would lose that mod, however, later on down the road when someone is modding their game, they will assume that a purely cosmetic mod like that will be compatible, but in fact they will be screwing up their game. Cosmetic parts of the game should be kept out of the core functioning of the mod for that reason, I think.
If the alternative is making every gameplay mod incompatible, I would happily sacrifice 1 cosmetic mod
Isn't there an IsDummy column in the Buildings table? Filtering by that one would probably be more intuitive.
There is not an IsDummy column.

Oh and guilds. Rome can now capture >3 guilds on empire

Other options for filters:
Can not capture if numberGreatWorksSlot = 0 (filters dummies only)
Can not capture if NumberMaxInstancesPerPlayer > 0 (filters out national wonders and guilds)
 
“Buff Rome!”

“Don’t buff Rome!”

Populi Delenda Est
I’m just concerned about the modmods at this point.

However, it wasn’t clear to me prior to the change that every building necessarily meant national wonders and guilds. If I had known that then I would have been against the change from the start. People were only concerned with the ramifications of keeping defensive buildings; we never even broached the issue of having multiple national wonders.
 
I’m just concerned about the modmods at this point.

However, it wasn’t clear to me prior to the change that every building necessarily meant national wonders and guilds. If I had known that then I would have been against the change from the start. People were only concerned with the ramifications of keeping defensive buildings; we never even broached the issue of having multiple national wonders.
Agree, did not think this would mean also national wonders....
 
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