New Official Version - October 7th (10-7)

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Stalker0, I think few civs can be good enough to be have no problems with happiness without outside sources of happiness (mainly importing luxuries), and in your case two of your cities aren't connected to the capital, which means unhappiness from disconnect and less science (if you're playing Progress). Your cities are big-ish for that period, so you'd have a bit more unhappiness compared to a civ with smaller cities on turn 110. On Deity I'll often have 6-8 cities by turn 110, but with the exception of the capital they'll have around 6 pop each and I'll have unhappiness around 50%. Only later on do I let them grow more by using internal trade routes etc., eventually catching up and surpassing the AI. What religious beliefs did you pick?
 
I recognize that the game can support more than 4 cities most of the time happy wise. My example is meant to show the volatility of the system.

there are still cases of happiness spirals with normal play, and that was one example.

i personally do not consider growth stopping an expected strategy unless I’m doing something bonkers....if it is required than to me the happiness system is not working correctly
 
I recognize that the game can support more than 4 cities most of the time happy wise. My example is meant to show the volatility of the system.

there are still cases of happiness spirals with normal play, and that was one example.

Happiness being more of a challenge than usual is indeed an issue in this version. Hopefully there will be a bit more leeway with some of the fixes in the upcoming version.

That said, your continent full of barbarians does seem like an unusual situation for standard settings. I wonder if that also factored into your happiness issues.
 
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I've mentioned it before but just to show it. Even going a full CV I don't think I would ever make 11 hotels.....this is never ever ever worth the hammer investment to me.
Spoiler :

upload_2020-11-14_14-27-54.png

 
If you have enough cities to put 11 hotels in them, you are obviously not going for a CV
 
Another oddity, the governor on my games is really hesitant to make scientists specialist. It always wants to go engineers and/or merchants. This could be industry's influence, but I'm really noticing it in this game.
 
Standard Communitas_Tu on Emperor with Portugal. DV on Turn 337.

It was a nail biter of an ending. I needed 44 votes for hegemony, and had exactly 44. But Morocco and I were in a duel to the death over a single CS....both sides throwing GDs and Ambassadors at it like crazy people. It got even crazier when I liberated a civ....which actually increase my votes needed to 45!!!! I quickly killed that civ back, and though the votes didn't go down I did magically pick up an extra vote (not sure how that happened)....so I won with exactly the amount needed.

Spoiler :

upload_2020-11-14_21-28-46.png



A few notes:

1) For iteroi....I had one big war with the AI, in which they did a pretty solid naval invasion on the north continent (where Funchal is). A good combination of ships, g guns, and rifleman to push and take territory. Ultimately I had a crazy amount of gguns... so I don't think the siege was ever truly winnable without air support... but the AI did an impressive job with it and it took me a long time to beat it back....costing me one of my key cities for a good long while. Otherwise, no other notable tactical differences.

2) City Governors are still very wonky and I basically do not trust them anymore. I'm not sure what happened a few versions ago but would love a rollback on that code :)

3) Happiness wise I danced around 50% all game. I had two weird happiness crashes late in the game (like 10 extra unhappiness on my capital of all places out of nowhere)... but I managed to adjust and overcome. This was with a 6 city civ to start, and then expanding to 8 cities later on. Comparing this game to my last few, happiness was generally easier...yet I don't think I really played any differently (same civ, same policies, same general gameplan). In fact, I actually expanded more aggressively in this game than my last two. That's concerning to me, it suggests a bad volatility with the current system. Some games you are in a good place, other games your down in the dumps....with no really good understanding why.

4) I've noted a few specific things in the Deal AI thread....other than the very annoying World Map bug....I feel like the AI starts out alright, offers decent deals. But later in the game the deals go crazy. They want cities from me for a few GPT, they want me to war on a person for 1 GPT, etc.

5) A Communitas_79 note. In all 4 games I tried on this version....I got my own continent with no other civs (and in one case, no other CS either!). That is standard map settings, with low sea levels and circumnavigation on. Also, I still think there is too little coal in general.... I am always swimming in aluminum but I'm always relying on refiners for my coal needs.

6) The Emperor AI was impressively competitive. I got outplayed in a lot of areas, fortunately I managed to sneak in the DV before the science and culture lead of my opponents got too strong. That said, wonders seemed to be going quite late compared to what I'm used to.

7) Tech pace wise.... at the time I won, the top AI had 71 techs so cruising for a victory probably around Turn 370 if they do it right. That's a bit quicker than I am used to seeing for Emperor but its not out of the ballpark either.

8) City Strength seems to be in a decent place. I felt like I can hold my borders but its not automatic either. I do think arsenals are mandatory for any coastal city though in order to keep up.

9)I tried using industry with portugal for the trade bonuses. I want to like industry I really do, but I just never feel like I'm doing as well as compared to taking rationalism or imperialism.
 
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Can someone check me. China on my new Emperor game just scored Oracle on Turn 94. That seems exceptionally quick, is that what other people are seeing as well?
 
Standard Communitas_Tu on Emperor with Portugal. DV on Turn 337.

It was a nail biter of an ending. I needed 44 votes for hegemony, and had exactly 44. But Morocco and I were in a duel to the death over a single CS....both sides throwing GDs and Ambassadors at it like crazy people. It got even crazier when I liberated a civ....which actually increase my votes needed to 45!!!! I quickly killed that civ back, and though the votes didn't go down I did magically pick up an extra vote (not sure how that happened)....so I won with exactly the amount needed.



A few notes:

1) For iteroi....I had one big war with the AI, in which they did a pretty solid naval invasion on the north continent (where Funchal is). A good combination of ships, g guns, and rifleman to push and take territory. Ultimately I had a crazy amount of gguns... so I don't think the siege was ever truly winnable without air support... but the AI did an impressive job with it and it took me a long time to beat it back....costing me one of my key cities for a good long while. Otherwise, no other notable tactical differences.

2) City Governors are still very wonky and I basically do not trust them anymore. I'm not sure what happened a few versions ago but would love a rollback on that code :)

3) Happiness wise I danced around 50% all game. I had two weird happiness crashes late in the game (like 10 extra unhappiness on my capital of all places out of nowhere)... but I managed to adjust and overcome. This was with a 6 city civ to start, and then expanding to 8 cities later on. Comparing this game to my last few, happiness was generally easier...yet I don't think I really played any differently (same civ, same policies, same general gameplan). In fact, I actually expanded more aggressively in this game than my last two. That's concerning to me, it suggests a bad volatility with the current system. Some games you are in a good place, other games your down in the dumps....with no really good understanding why.

4) I've noted a few specific things in the Deal AI thread....other than the very annoying World Map bug....I feel like the AI starts out alright, offers decent deals. But later in the game the deals go crazy. They want cities from me for a few GPT, they want me to war on a person for 1 GPT, etc.

5) A Communitas_79 note. In all 4 games I tried on this version....I got my own continent with no other civs (and in one case, no other CS either!). That is standard map settings, with low sea levels and circumnavigation on. Also, I still think there is too little coal in general.... I am always swimming in aluminum but I'm always relying on refiners for my coal needs.

6) The Emperor AI was impressively competitive. I got outplayed in a lot of areas, fortunately I managed to sneak in the DV before the science and culture lead of my opponents got too strong. That said, wonders seemed to be going quite late compared to what I'm used to.

7) Tech pace wise.... at the time I won, the top AI had 71 techs so cruising for a victory probably around Turn 370 if they do it right. That's a bit quicker than I am used to seeing for Emperor but its not out of the ballpark either.

8) City Strength seems to be in a decent place. I felt like I can hold my borders but its not automatic either. I do think arsenals are mandatory for any coastal city though in order to keep up.

9)I tried using industry with portugal for the trade bonuses. I want to like industry I really do, but I just never feel like I'm doing as well as compared to taking rationalism or imperialism.

I've won a DV my last three games without trying, in each case at the earliest opportunity (UN approved first time, win on first vote). In each case I built Westminster and maxed my trade routes, built as many embassies as possible including focusing on GD's first with FTGOG, and picked up extra votes via religion, ideology and one vassal. Most importantly, I barely used any diplomats. I'm wondering if it's too easy now compared to the other win conditions.

Regarding Communitu, try "blocky." It reminds me the most of the old Communitas land mases, but better balanced. I have noticed an excess of aluminum, but haven't had a hard time with coal.
 
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I've also noticed AI using great diplomats mostly for instant influence and rarely for embassies. I can easily get +10 votes in the Congress (large map) late game which is large advantage, regardless if I want DV or just have some voting influence.
 
DV is now a little broken imho because AI doesn't build embassies
Yeah I think DV is too easy relative to the other VC's because of it. I've played a couple of king games now where I just play peacefully and turtle then become head of congress dictate the voting, snap up embassies and CS alliances easily.
 
I have noticed 3 things that are bothering me in this patch:
foreign legions seem just too op, with the +5CS/+20hp and being cheaper than its replacement and having a boost outside firendly territory.
The new followers quest from City states seem to be broken, as it happened more than once that I got beat by a very large margin by a non-existant religion.
Borobudur doesnt seem to work as intended (I dont know if its from this patch or previous), it gives 2 missionnaries, but with 2 charges each, and all your current missionaries arent getting the +1 charge, its only the newly created ones after the wonder was built that actually get the 3 charges
 
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A Communitas_79 note. In all 4 games I tried on this version....I got my own continent with no other civs (and in one case, no other CS either!). That is standard map settings, with low sea levels and circumnavigation on. Also, I still think there is too little coal in general.... I am always swimming in aluminum but I'm always relying on refiners for my coal needs.
Turn off circumnavigation path and you would be on the same continent with Poland and Morocco.

I intended on players having to rely on refineries to get enough coal, but I guess people dislike that. There will be slightly more coal in the next version.

There is too much aluminum though. Expect it to be toned down.
 
Regarding Communitu, try "blocky." It reminds me the most of the old Communitas land mases, but better balanced. I have noticed an excess of aluminum, but haven't had a hard time with coal.
Old Communitas actually has a higher default scatter amount than the current version of Communitu_79a. It's probably the forced water passages near the poles that compress land towards the middle.
 
Old Communitas actually has a higher default scatter amount than the current version of Communitu_79a. It's probably the forced water passages near the poles that compress land towards the middle.

Makes sense. One thing I am really liking with the new version is that the island I'm seeing are "good spots". Aka they often have enough terrain, fish, and atolls to make good landing spots, instead of a lot of dinky spots that aren't worth settling.
 
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