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

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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.

The idea was to make Mathematics unlock the Market's merchant slot, not the Market itself.
 
I like Mathematics granting Market a Merchant slot idea but I don't know if it would need any additional work or new solutions in scripts or whatever.
 
Moving Markets to Mathe also makes Trading really weak. You're idea seems complex to code. Markets feel really weak. And than the Caravansary could take the Gold to Science better.
 
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?

Woah, woah, woah. Units absorb half the damage the city takes? Where did I miss that news? Up until now I just assumed it was a punishment for hiding your units in the city instead of fighting in the field or something. This is a much better system.
 
I don't think Markets necessarily needs merchants, but the market needs to do something, it's currently really off.
 
I'm seeing "we have divergent social policies" with civs that have the same policies as I do
 
Woah, woah, woah. Units absorb half the damage the city takes? Where did I miss that news? Up until now I just assumed it was a punishment for hiding your units in the city instead of fighting in the field or something. This is a much better system.

Not sure it was always "half", but when the feature "unit in garnison takes damages" was introduced, it was since the begining "unit takes some damages instead of the city".
 
I'd like to see the merchant back on the market. Other specialists are on the tier 1 buildings (library, forge). Caravansaries really only buff trade routes and it feels odd building them in cities that you don't intend to send trade routes out of.
 
Borders expand super slowly now, makes the Authority policy Tribute (yields on border expansion) really bad
 
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?

well, that's by design. you cannot kill a garrisoned unit anymore without capturing the city. this was done to prevent an exploit where you kill the AI army by constant bombardment without capturing the city.

however, once the unit is down to 10 hp, it stops absorbing damage for the city.
 
Okay, fine, one thing on my cheat sheet I'll never implement, but had thought about implementing: end-game global disasters (i.e. tying civ into Beyond Earth's dismal opener). Was a pipe dream at the end of my list. :)

G

That would be cool, it would make time victories a bit more entertaining than just nuke the top score :lol:
 
Playing as Venice. On Demographics, I am 4th of 10 in Soldiers. Had my Pledge of Protection Annulled in multiple places on the turn I finished building more units, no warning.

I'm in agreement with the general feeling about the first Merhcant. Markets are super weak right now, and subsequently Trade is a lame tech. Having the merchant on Caravansary puts a LOT in one spot. I think the market needs the merchant. I don't see the benefit to pushing all specialists off until Classical, so I don't understand why it was moved in the first place.
 
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.

I like the way you think.
 
Playing as Venice. On Demographics, I am 4th of 10 in Soldiers. Had my Pledge of Protection Annulled in multiple places on the turn I finished building more units, no warning.

I'm in agreement with the general feeling about the first Merhcant. Markets are super weak right now, and subsequently Trade is a lame tech. Having the merchant on Caravansary puts a LOT in one spot. I think the market needs the merchant. I don't see the benefit to pushing all specialists off until Classical, so I don't understand why it was moved in the first place.

We'll keep an eye on it.

G
 
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