New Official Version Released! March 8th (3/8)

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Diplomacy Thoughts:
The 'We are Trade Partners' bonus is obtainable now. I like it a lot. If I focus on actively increasing my standings, I have an option.

The social policies worked out exactly was I thought. It is a constant -10 to -30 with everyone. Pretty pointless, never results in a bonus unless you currently have only the same trees invested. For example, I went Tradition - Aesthetics - Industry with my current Venice run. Russia, Indonesia, the Celts, and a couple others have 1 or 2 of those. I have penalties with all of them, because none of them have three trees yet.
 
With the latest full version (3-9), using the cbp with eui, all of my tooltips keep doubling all of the information on them. When i first start or load a game, the tooltips are fine, but after a couple of turns everything is doubled. It is not an actual problem it just looks horrible and is confusing.
 
With the latest full version (3-9), using the cbp with eui, all of my tooltips keep doubling all of the information on them. When i first start or load a game, the tooltips are fine, but after a couple of turns everything is doubled. It is not an actual problem it just looks horrible and is confusing.

I've had that happen a few times as well, usually solves itself after a restart, not really sure what causes it.
 
Diplomacy Thoughts:
The 'We are Trade Partners' bonus is obtainable now. I like it a lot. If I focus on actively increasing my standings, I have an option.

The social policies worked out exactly was I thought. It is a constant -10 to -30 with everyone. Pretty pointless, never results in a bonus unless you currently have only the same trees invested. For example, I went Tradition - Aesthetics - Industry with my current Venice run. Russia, Indonesia, the Celts, and a couple others have 1 or 2 of those. I have penalties with all of them, because none of them have three trees yet.

There's a quirk in social policies that I need to fix. I meant to have it look at similar branches instead of policies, as right now it only looks at having the same specific policies. I just plain forgot to change it. This is because, naturally, you can't actually see what policies the AI has, only the branches.

G
 
I really don't like the galley either, by the time it shows up you have no possible way to fight it, city-attack dealt 5 damage to it, and it 3shot the city in return. Sure it can't capture the city anyways, but it's still stupid and annoying.
I just dislike the fact that there is absolutely no counterplay for it, archers does nothing against them, city-attack does nothing, you have to tech to Sailing, which is in the next era just to get your own boats out to fight them.

Er, my main point was the science from trade routes, not the barbarian annoyance. At least they don't pillage fishing boats, which would be really frustrating for Japan.

Trade routes offer science when sent to city-states you're friendly/allied to. We could give these routes a base 1:c5science: science when neutral to the city-state and let everyone start with one or two more trade routes. This should also help with the low gold income many players/AI face in the Ancient and Classical eras.

Should offer some active gameplay too, since you need to secure those routes from barbarians, which are plentiful when you most need those routes. This may need some balance for early units, but may be doable.

Makes sense historically, as trade had a huge impact on how an innovation would spread in the earlier ages. A fixed value, possibly increased by markets (spreading foreign tools to your civ) and libraries (writings from foreign cultures), could provide a controlled amount of science in the beginning without scaling exponentially in the latter ages.
 
Got crushed in my first game using the new version and playing as Egypt on Immortal difficulty. Got double DoWed by Denmark and Poland on around turn 120, and Denmark had 36 strength knights that could one-shot my ranged units (upgraded UU's). I had built a decent defending army and my cities were mostly on hills plus walls, so I wasn't unprepared, but fighting off 2 enemies was too overwhelming. Reminded me a lot of playing Deity games in the G&K days, where the enemy would multiple DoW you early in the game just because they could. It was fun though and I will need to re-think my strategy in the next game.
 
Started a new game, AI is brutal this time. I expanded a bit aggressively and when I planted a juice city right next to Mount Sinai and close to Celts I got instant DoW from them and Ottomans, and soon Poland joined the party also. I did manage to hold them off, however - this was on Emperor, but AI seemed fairly defensive after DoW'ing me, I'm pretty sure Celts could have taken that city but they didn't send any units towards me. Ottomans did come in with a couple of warriors, but nothing too threatening. Will be interesting to see how this evolves.

Meanwhile, I hope it's ok that I repeat my answer back from page 3 which I think never was answered:

Religion refined further: now the founder/ownership status of a religion will change in the UI (i.e. the religion overview tab) if you did not found a religion and conquer a holy city. So the system is simple: if you found a religion, that's always going to be your primary religion. If you didn't found a religion, conquering a holy city will give you one, and you can enhance/reform it however you see fit. Added some QoL text to game so that, when you capture/lose a holy city, it is clearly indicated to you that this happened (and what it means).
Is this a feature also in CP, or only in CBP? This is something I really would wish for in CP, either as default, or as something you can activate through the custom mod options (like how you can activate the special espionage features even when playing without CBP). :please:
 
Started a new game, AI is brutal this time. I expanded a bit aggressively and when I planted a juice city right next to Mount Sinai and close to Celts I got instant DoW from them and Ottomans, and soon Poland joined the party also. I did manage to hold them off, however - this was on Emperor, but AI seemed fairly defensive after DoW'ing me, I'm pretty sure Celts could have taken that city but they didn't send any units towards me. Ottomans did come in with a couple of warriors, but nothing too threatening. Will be interesting to see how this evolves.

Meanwhile, I hope it's ok that I repeat my answer back from page 3 which I think never was answered:


Is this a feature also in CP, or only in CBP? This is something I really would wish for in CP, either as default, or as something you can activate through the custom mod options (like how you can activate the special espionage features even when playing without CBP). :please:

Yeah, all religion stuff is 'under the hood' stuff, so it is active in the CP.

G
 
Got crushed in my first game using the new version and playing as Egypt on Immortal difficulty. Got double DoWed by Denmark and Poland on around turn 120, and Denmark had 36 strength knights that could one-shot my ranged units (upgraded UU's). I had built a decent defending army and my cities were mostly on hills plus walls, so I wasn't unprepared, but fighting off 2 enemies was too overwhelming. Reminded me a lot of playing Deity games in the G&K days, where the enemy would multiple DoW you early in the game just because they could. It was fun though and I will need to re-think my strategy in the next game.

Yeah, you definitely need a strong melee front line compared to vanilla, where a huge blob of composite bowmen would do.
 
Completing a social policy grants a total of 7 policies when unlocking wonders, rather than 6. Is it intended?
 
Have Spain as an opponent. They did not manage to found a religion. Their cities are immune to Missionaries, relying entirely on passive spread to get a religion. I remember our discussion in the Spain thread that you wanted Spain to be effected by missionaries if they did not have a founded or majority religion.
 
Arists and Writers don't seem to be benefiting from Mastery. Musicians, Engineers, Merchants, Scientists, and Civil Servants.
 
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