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

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Actually now that I think about it, the 900 AD game I just ran away and was the only one in medieval - the sopol wonder system actually helps the runaways a lot, especially if you snatch Oracle. Science-wise it seems the AI doesn't quite understand it needs to keep all its yields up and build granary/market/shrine/forge/etc if they want decent science, esp granary, but on Epic science costs seem like they could use a tiny bit of reduction.
 
I'm enjoying the slow start and extended Ancient and Classical eras. Always felt like those flew by too fast to do much of anything.

Can confirm the no XP from fighting other civs bug. Bad version to try Shaka for the first time :p

In all, I'm surprised things went full release so quickly. The science changes, promotion line changes, unit line changes, and this and that other things seemed like they needed more time to stew in the beta version. Then again, I'm likely misjudging the purpose of the beta version. If it's meant to be the place crash bugs are worked out, with balancing and less critical bugs sorted in the main line, then getting it to release now was the right idea.

With the changes to the recon line promotions, I'd love to see the maximum experience earnable by scouting bumped up. It feels really strange that I have to get my scouts out on the front lines of war, attacking and being attacked, to make them good at scouting. In general, I think promotions are fun and something that players should be able to access a bit more easily than they currently can. Just a playstyle preference.

I'm not yet quite sold on all of these ancient era "convert X to science" buildings. Early game they are unlikely to pay off much, and mid to late game they cause a similar problem to Food with raw Science yields becoming less valuable as the game progresses. I'd prefer flat Science yields on the Ancient era buildings.
 
Anything special needed to create a minidump file when Civ crashes ? Or do I simply find them somewhere ? (did not find good info on this about Civ, only used windows minidump for BSOD in the past)
 
Wait, just how many New Englanders are there around here?

G

Too many . . . we're an infestation. And wouldn't Mohegan Sun be closer for G?
 
I'm not yet quite sold on all of these ancient era "convert X to science" buildings. Early game they are unlikely to pay off much, and mid to late game they cause a similar problem to Food with raw Science yields becoming less valuable as the game progresses. I'd prefer flat Science yields on the Ancient era buildings.

I strongly agree with this, early on almost no cities gets 10 faith or 10 gold and because there is no decimal science conversion they literally give 0 science, when you most need it. later on the conversion becomes too much and snowballs very fast.

Although flat yields also makes no sense since the council only give +1 science

I have a suggestion dont know if its implementable, make yield conversion much higher in ancient era but reduce the rate at the start of every new era

e.g. ancient 25%, classic 20%, medieval 15%, renaissance 10% etc then it stops decreasing
 
I strongly agree with this, early on almost no cities gets 10 faith or 10 gold and because there is no decimal science conversion they literally give 0 science, when you most need it. later on the conversion becomes too much and snowballs very fast.

Although flat yields also makes no sense since the council only give +1 science

I have a suggestion dont know if its implementable, make yield conversion much higher in ancient era but reduce the rate at the start of every new era

e.g. ancient 25%, classic 20%, medieval 15%, renaissance 10% etc then it stops decreasing

Actually you only need 5 faith to get 1 Science (it's 20% IIRC) so it's more than doable with good pantheon or Stonehenge to get 1 point.

I agree about Gold though, but I'd rather have Market add +1Gold to X building to make it easier to accumulate 10 Gold early. No need to overcomplicate stuff by having early yield conversion be better, that could easily get unclear and confusing for newcomers.
 
Entertaining side-effect of moving the Merchant from Market to Caravansary: you get your first merchant at the same time as you first increase of merchant yields.
 
I strongly agree with this, early on almost no cities gets 10 faith or 10 gold and because there is no decimal science conversion they literally give 0 science, when you most need it. later on the conversion becomes too much and snowballs very fast.

Although flat yields also makes no sense since the council only give +1 science

I have a suggestion dont know if its implementable, make yield conversion much higher in ancient era but reduce the rate at the start of every new era

e.g. ancient 25%, classic 20%, medieval 15%, renaissance 10% etc then it stops decreasing

My suggestion to fix this problem is simply increasing the base science that palace gives. This would allow increasing the science gained from council and then other buildings could increase science per turn by 1. This would allow other buildings being at least somewhat relevant scientifically, but wouldn't make them more relevant science buildings than the actual science buildings later in the game. Gaining more science from palace would also allow us to balance stuff more discreetly: at the moment even the slighest increase of science per turn is 33% of what you gain in the start. That is massive and means you always want to build council ASAP.

Obviously increasing the base science of palace would mean increasing tech costs and balancing everything that gives science, but I think that could let us reach a better outcome than the current system, in which we only get 3 science/turn at the start.
 
By the way I finally remembered what the massive bug in the last beta was, Units in cities couldn't die from bombardment, they just got down to 1 hp and still absorbed half the damage the city takes and still provide the city with combat-strength.
Did that get fixed in this version?
 
Boudicca's pantheon dagda (formerly yields per 3 followers) ist now exactly the same as God-King (yields per 6 followers)
Probably not intentional?
 
Entertaining side-effect of moving the Merchant from Market to Caravansary: you get your first merchant at the same time as you first increase of merchant yields.

Another side effect: Pioneer-founded cities don't start with a Merchant slot so it may be inconvenient for some players. The easy solution is to just include the Caravansary in the free buildings. But is it possible to return the specialist slot to Market and make Mathematics unlock the Market's slot somehow? At least then Merchants would be unlocked in the first column of the Classical era. The building is cheaper, but the required tech has more prereqs. Just to reduce the impact on civs that absolutely need to produce Merchants (Venice, Chine, etc).
 
Another side effect: Pioneer-founded cities don't start with a Merchant slot so it may be inconvenient for some players. The easy solution is to just include the Caravansary in the free buildings. But is it possible to return the specialist slot to Market and make Mathematics unlock the Market's slot somehow? At least then Merchants would be unlocked in the first column of the Classical era. The building is cheaper, but the required tech has more prereqs. Just to reduce the impact on civs that absolutely need to produce Merchants (Venice, Chine, etc).

Moving market to mathematics would make early game gold even harder to come by. And it would be weird to have two gold buildings unlock from consecutive techs.
 
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