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

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I'm not sure about this, but probably will make tall game too easy. As it is now, I can be several techs over the median and still very happy while playing tall.
First, beeing ahead more than 4 techs didnt change anything, if your able to cross that point with positive happiness, you benefit from every additional tech lead without getting punished. A tall Korea cant be stopped by this modifier.

A good played 5-city empire can deal with the tech median. The capital will be relative immun to unhappiness, and the four core cities will generate unhappiness. But if this good player has double the amount of cities, he will have one immun city and 9 (+125%) core cities with unhappiness. The same amount of luxuries will generate less happiness and tall related happiness sources will diminish in relation to the total unhappiness. But how do you get double the amount of happiness? On city effects which only give +1 happiness cant compete a loss of 3-4 happiness per tech.
 
Is it normal war weariness can increase by 11% in one turn? I got over 10 unhappiness and lost a supply cap of 10.
One turn later I get another 11% war weariness.
Another turn later, 12% more, now 45%.....
This is silly.
 
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See above: if I merge the tech penalty into the static yield players would have clear visibility in the city UI what growth will mean. This means that happiness will only change in a negative fashion when cities grow, if a city's yield output drops, war weariness, or the other needs like isolation/religion. No more 'positive' things (like tech research) causing drops.

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That sounds amazing, I hope it will come to fruition!
 
Was something done regarding Map Generation? Because maps are being created like 10 times faster for me than before. So much so that I am worried something is not getting done...
 
I don't think the mod affects map generation? Only initial civ placements but those shouldn't take too long.
 
I don't think the mod affects map generation? Only initial civ placements but those shouldn't take too long.

Well, I have played England so often on Large maps with the Planet Simulator map script that I actually have the whole introduction speech memorized, because just as it would complete is when the game would start. But now, the fella can only get out the first two short sentences before we are ready to play.
 
When you capture a city it's always counted as annexed before you pick the puppet option. Since the tech/policy cost only factors in your maximum number of non-puppeted cities, your first puppet will add to the costs.
 
I'm not sure if this has always been a case or if this was added in a recent version. There seems to be a hard cap to how much war weariness we get. Is that intended? I'm current fighting a very attrition like war with an AI in Immortal and, despite having ridiculous production costs in all my cities and unable to produce anymore units, I'm making slow but steady advances in taking AI cities with the units I already have. I'm not ending the war because I want to prevent this AI from snowballing and the WW is hitting it hard too (though not as hard as it's hurting me in production).

My happiness is currently hitting above 50 despite it being a lengthy war. Meanwhile, the AI seems to still have the military cap to produce more units. I was just curious if this is just how big the bonuses are for the AIs.
 
Heeyyyy I'm looking to getting back to vox populi for some fun, where can I get the modspack for latest version?
 
When you capture a city it's always counted as annexed before you pick the puppet option. Since the tech/policy cost only factors in your maximum number of non-puppeted cities, your first puppet will add to the costs.

Odd, because the cost increase seems to stay after I picked puppet and the resistance is over. And also after fully razing. No other cities were founded in the meantime as can be seen on the left.

Spoiler Before Capture :
Screenshot (36).png

Spoiler After choosing puppeting :
Screenshot (37).png

Spoiler After resistance for puppeting :
Screenshot (39).png

Spoiler After fully razing :
Screenshot (38).png
 
The cost will always stay, it will never decrease.
 
Tech/policy cost never decreases, even if you lose every city but one.
 
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