New Tech Tree Playtesting + Feedback

The Sphinx doesn't seem to work correctly. It prevents growth, but the food isn't actually used in production.
 
The Sphinx doesn't seem to work correctly. It prevents growth, but the food isn't actually used in production.
Noted.
 
Tested it and it works for me:

Spoiler :
civ4screenshot0083-jpg.462554
 

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Do you have a save with this situation? When I give China Arithmetics through the console, the Babylonian first goal immediately fails.
Leo, I think I've found why there no failed message in victory info screen. Writing Arithmetics and Calender are Indian initial techs, and Construction is Greek initial techs, so if Babylonia discover those techs after they born, this UHV will be neither win nor lose in all this game.
 
Ah, that makes sense. I'm a bit surprised because even then there should be a failure message, but at least it's something I can look into.
 
Tested it and it works for me:

Spoiler :
civ4screenshot0083-jpg.462554
Leo, in fact the Sphinx indeed has something incorrectly. You see it from your picture, the Pyramids is 200 hammers, and if the Sphinx work correctly, by 3 food+2 hammer it should be done in 40 turns, but in this picture it needs 100 turns. Obviously it doesn't count food.
 
But when I let one turn pass it actually has 5/200 production. So the food counts, it's apparently the remaining turns display that is wrong. Thanks for pointing that out.
 
New update: rebalanced tech costs across all eras

I somewhat increased the costs of classical techs and significantly increased them for ancient techs. Costs for Renaissance, Industrial, Global and Digital era techs were reduced to progressively larger degrees. I hope you give it a go and share if the balance works better now.
Has anyone tested this since that update? How do the tech costs work out now?
 
Has anyone tested this since that update? How do the tech costs work out now?
Recently I'm testing Babylonia Greece Persia and so on, so have not play 1700 scenerio deeply. But yesterday I begin Arab America and Prussia and found all UHVs are counted failed at the begining, I don't know if other 600 and 1700 civs are the same, think it is a bug, also it maybe something wrong with my Git.

Also I have something about barbarian balance to advice. I played as Persia and the barbarian in Iran is Parthia horse archers with 8 strength, overpower for this era, advice to change to horsemen with 6 strength.
And Arab faces 8 strength horse archers while they only have 8 strength UU, advice to make Camel Archer replase Lancer(10 strength), and make Feudalism Arabian initial tech.
And Russia in 1700 faces 12 strength Sibir Cuirassers with only 9 strength Arq. and -10% with barbarian. My advice is change Cuirasser to Keshik.

Also there's a bug in upgrade units, now civs couldn't build Axeman, but when militia upgrade by gold, it can still upgrade to Axeman, actually it should be Lightfoot man, isn't it?

At last, hope I could take some time to play Russia or America in 1700 to test the tech speed...Also I advice increase the rate of England declare war to America slightly, maybe up to 75% is suitable.
 
Are you up to date? I thought I fixed the militia update to axeman problem.

And you're right about barbarians, I have adjusting them to the new units on my to do list. Looks like I'm going to prioritise that. Thanks for the feedback!
 
New updates:
- fixed display of Sphinx effect
- fixed Babylonian UP (previously, free techs could trigger another free tech)
- fixed tech goal expiration on civ spawn
 
New updates:
- correct unit upgrades
- no religion tech buttons
- adjust starting buildings in late scenarios
 
New update: also applied the saved game data fix I have just posted about for the main branch.
 
New update: adjust barbarian units.
 
What does 'adjust' entail, I wonder?
 
I revisited some of the barbarian spawns and changed them to the new units, if more accurate. Especially many early horse archer spawns have been changed to horsemen, since horse archers now come later and are more powerful.
 
New update: tech name changes and rearrangement (as mentioned previously), replaced some tech buttons:
- removed Literature from the medieval era
- added Academia, pushing back Humanities one column into the Education, pushing back Education in the previous Literature slot
- renamed Tradition to Literature
- renamed Worship to Mythology
- renamed Geometry to Mathematics
- merged Economics and Corporation, renamed Economics, in the Corporation slot
- Logistics takes the old Economics slot
- added Combined Arms, takes the old Logistics slot
- renamed Urbanism to Companies
- renamed Standing Army to Charter
- renamed Astronomy to Geography
- Hydraulics also requires Geography
- renamed Social Sciences to Sociology
- Statecraft -> Urban Planning instead of Academia/Humanities -> Civil Liberties connection
- Humanities is indirect prereq for Heritage
- Companies is indirect prereq for Civil Liberties
- Theology -> Education instead of Civil Service -> Clergy
- removed indirect Paper prereq from Education (was Literature)
- Paper is indirect prereq for Printing
- Feudalism is indirect prereq for Clergy
- University of Sankore requires Education
- University requires Academia
- National College requires Scientific Method
- Coal Plant requires Engine

Important: updating to this change will likely break savegame compatibility.
 
New update: tech name changes and rearrangement (as mentioned previously), replaced some tech buttons:
- removed Literature from the medieval era
- added Academia, pushing back Humanities one column into the Education, pushing back Education in the previous Literature slot
- renamed Tradition to Literature
- renamed Worship to Mythology
- renamed Geometry to Mathematics
- merged Economics and Corporation, renamed Economics, in the Corporation slot
- Logistics takes the old Economics slot
- added Combined Arms, takes the old Logistics slot
- renamed Urbanism to Companies
- renamed Standing Army to Charter
- renamed Astronomy to Geography
- Hydraulics also requires Geography
- renamed Social Sciences to Sociology
- Statecraft -> Urban Planning instead of Academia/Humanities -> Civil Liberties connection
- Humanities is indirect prereq for Heritage
- Companies is indirect prereq for Civil Liberties
- Theology -> Education instead of Civil Service -> Clergy
- removed indirect Paper prereq from Education (was Literature)
- Paper is indirect prereq for Printing
- Feudalism is indirect prereq for Clergy
- University of Sankore requires Education
- University requires Academia
- National College requires Scientific Method
- Coal Plant requires Engine

Important: updating to this change will likely break savegame compatibility.
But it can't update in Git? Haven't upload?
 
You're right, now it is.
 
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