New Beta Version - September 25th (9-25)

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UI Update:

ZOC status for units, and chance for 'status effect transfer' (percent, capacity, etc.) are now going to be in the unit panel. I also took the opportunity to move the AA stuff to the 'top' of the unit panel, so it can't get cut off because of a lot of modifiers in the way.

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(I know this change is from 6th but I'll post here since its the same beta branch.)

"Inquisition: Inquisitors cost 25% less Faith, and generate 300 Gold when they successfully change a City's Religious Majority by Removing Heresy. Bonus value declines every Era. Your spies exert +50 Religious Pressure on the Cities they occupy (Standard Speed), and +2 Happiness if stationed in a foreign City."

I noticed that the gold generation scaled with speed as I got 450 g in epic speed.

Atm it's awesome for a medieval war fuelling with conversion of conquered cities.
However with later era wars, which will happen on higher difficulty, means you get less gold when most other things scale up, including upgrade AND inquisitor cost ....

Whats the idea regarding the "Bonus value decline every Era" ?
I think its thematic. The influence of the inquisition was at its highest point in medieval and renaissance, and declined from there on.

I want to give also some response to the new enhancers and reformations.
PROPHECY and HOLY LAND.
I wanted to test the strength of this combination and go for maximum amount of prophets with india (-35% faith cost of prophets)

I have 6 cities and a total population of 185 in modern era. I have picked ancestor worship, ceremonial burial, mastery, cathedrals, prophecy and knowledge through devotion. My total faith generation passed already 500.
I wasnt able to pick holy land, cause the ottomans picked it, but they dont really make any use of it, cause they wasted their prophets to convert CS.
In mid modern era I have now 10 holy sites (one by a free Great Person), which would give me 5 extra votes. Unfortunatly only 1 Landmark, cause those nasty ottoman stole one of my archeology digs.....
I cant check it now but the next prophet cost already over 16.000 (52% cost reduction!) It would be possible to have 1.5 more prophets, if I hadnt spend faith to buy engineers and some archelogist. (I bought engineers cause I couldnt pick holy land, but got the reform which gives every GPTI aditional faith and science)
I dont think, Iam able to get more than 14 prophets in the game (if I play till end) maybe one more if I get one additional for free.

My conclusion:
I tried to get as much prophets as possible (lot of faith by ancestor worship, faith by GW from cathedral, faith from specialists by fealty, double prophet cost reduction (india UA +Prophecy), but HOLY LAND reformation belief isnt really good. The "ignore policy cost for wonders" need to be changed to make this reformation more useful, cause its absolutly wrong placed.

If you go for tall diplomacy victory, you pick statecraft, which gives you a policy reduction for wonder as finisher, so the ignore aspect is redundant. If you go tall culture victory, you will went artistry, get more use of the "landmark" aspect of holy land, but then you should have enough culture to fit the policy cost for wonders anyway. But tall play means less faith which you need to get the prophets and also less antiquary sides.
Going for a wide culture victory would give you enough faith and antiquary sides, to get votes from holy land. But playing wide is contrary to culture victory. The only reason I see to pick holy land is wide diplomacy play. But if your wide, your able to get a a lot of CS thanks to lot of hammer for diplomats, and again trigger the finisher of statecraft, making the ignore policy for wonder part again useless.

And another downside of Holy Land is, you DEFINITLY need prophecy, else you cant pay the tremendous cost of prophets and create only mediocre tiles for citizen. The ignore policy cost part need to be replaced by a cost reduction for prophets (-4% faith cost multiplicativly for every holy site), the ability to see hidden antiquary sites, or extra yields (faith) to gain more prophets. Something like that.

On the other hand, PROPHECY is a nice enhancer. Very good for culture victory and people which seperate their policies and didnt finish them. The strenght increase for prophets can be reduced, in most cases you only need one prophet charge to completly convert a city (+25% -> +15%). But the cost reduction should be increased, cause you will want those strong holy sites. (-25% -> -30%)
 
Maybe when people finally learn how to report bugs (is this a bug?) at GitHub?

You know i am one of pretty frequent contender to qithub, when it comes to some serious bug. This just seems to me like deliberate overlook, with which an AI purposely piss of with its unfairness.me at least.
 
I think this promotion won't be of much use, since ranged ship would either get 1-shot or near dead if they got caught anyway. With lower movement they''re already unable to escape from melee ship.

The -25HP makes no sense here. You're already paying a huge opportunity cost to pass up a promotion that gives +%CS. The only way I would take this is if it GAVE at least +10hp
 
When we will finaly be able to disrupt AIs archeologist with own worker in our lands(as AI is able to do that?).
The rule is supposed to be "the first to be working on the tile has the priority".
So an AI archeologist cannot dig if your worker are working on the tile, and so is the reverse.
The action digging is not supposed to be able to be interrupted by a worker or another archeologist.

Which part of this symmetric situation does not work currently?
 
Erm the new promotion the G lighthouse gives only gives it to melee ships... is it meant to be only for melee ships (?)
(trying to avoid the war in this thread plz be merciful)

Before the post is lost, @Gazebo can we please have an official answer if it's an intended nerf to Great Lighthouse or an unexpected change derived from the implementation of Navigator I? Thanks!
 
I think honestly, that order need slight buff here and there. that is my impresion of it. I used to pick that tree pretty often in the past, now it looks like, that that tree has just a few good looking tenets and thats it. and one of them is pushed on T3. Not providing a free buildings could be good, if it atleast be maintanance free upon construction, but that still wouldn't make me pick that over the others tenet from other trees.
 
As I continue the game with ULTRANOUGHT, just noted a few other things:

1) I continue to be impressed by the AIs use of paratroopers to systematically pillage key resources. Now they often lose the units right afterwards, but its a smart way to play in a game of attrition (which the AI excels at). I will say though that I don't think they target road networks enough with their paratroopers.

Even though I don't consider the paratrooper one of those definitive units in human hands, I do think it is for the AI just because it lets the AI overcome some of its tactical awkwardness and just flex its raw muscle. It really can change the game up.

2) Going back to happiness, one awkward spot I've found in a few games now is the sometimes desperate needs for stadiums. If I go down the bottom of the tech tree for warring, boredom really explodes at this point in the game. Part of that is just needing to get to stadiums, another part is that broadcast towers require museums (which don't really help boredom) which require opera houses (which don't really help boredom), so it can be an awkward path to curb boredom without stadiums. Now again this isn't the days of old, my unhappiness can get bad (-30 ish), but its not happiness spiral bad.
 
Well, opera house and museums DO help with boredom; they don't lower the need for culture, but they help to meet the current needs. (unless I am fundamentally misunderstanding the needs mechanic)
 
yep, this version's ,,needs'' really got crazy. can't wait new version......
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Well, opera house and museums DO help with boredom; they don't lower the need for culture, but they help to meet the current needs. (unless I am fundamentally misunderstanding the needs mechanic)

While this is technically true, the amount of culture you need to make a difference at this point is so great they don't really lower unhappiness. Its the needs reductors that truly impact happiness at this phase in the game.
 
While this is technically true, the amount of culture you need to make a difference at this point is so great they don't really lower unhappiness. Its the needs reductors that truly impact happiness at this phase in the game.
I think it might be a good solution to split the need reductions a bit, atleast for boredom, cause at the end of the game there are a lot of culture/tourismn buildings.

Maybe instead -50% for the tourismn/happiness buildings, we could give:
opera house, museum, broadcoast tower -10%/-15% and to the circus, zoo and stadium -35%/-40%.
 
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