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New Version – 4.21.1 (May 3, 2025)

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Understood this is a random thought, but I want to express my deepest appreciation for all of those involved in the Community Patch / Vox Populi effort. I'm on turn 375 of my first game (Rome TSL) and having as much fun as Civ II or SMAC (yes, I'm old). Despite being at a lower difficulty level than usual, I'm actually losing in points, tech, and social policies.

The AI is just freaking devious. For example, Songhai used a Great General to take territory such that I was unable to exit the Mediterranean. Basically had no other reason. Meant I then had to take the associated city, which was a fun challenge.

Frankly, VII should have been this game with a few districts (not as many as VI). Not sure if I'll ever play it.

Just about my only critiques are:
- limit scout territory reveal experience (i.e., barbarian combat XP),
- after a while, all my cities are perpetually in WLTKD, and
- diplomatic sanctions should expire unless renewed.
Also, for the map I'm playing, the "no ancient ruin" check box doesn't work.
Sorry for the off-topic, but how do you play with TSL? Do you use a specific map or a particular mod?
 
Sorry for the off-topic, but how do you play with TSL? Do you use a specific map or a particular mod?
There are several mods of TSL maps, including by Hormigas and Gedemon. They have different functionality and options, although I don't remember well enough to give a description. My approach was just to try each for a few turns. Some other mods are not compatible, so you may have a crash or two.

To me it's by far the most fun way to play: recreating a durable Roman Empire, building an Incan civ that defeats the Europeans, having China reach its potential for long-term dominance, and more. The key is picking other players so everyone has a decent amount of room to grow. The one way VI was better is it also allowed picking the city states and natural wonders, which was great.
 
Hi @axatin, it seems there are a lot of tactical AI bug fixes on Github, will they be included in the final 2UC release?
 
I had situation, that i was trying to get my settler to island before Indonesia do, and 1-2 turn before AI disembark, the AI Knight that was escorting settler, ended turn not on the same tile as settler, and the settler ended up next to barbarian trireme and got deleted next turn.. Whats the point of escort, if the key moment settler is left unprotected..
I mean the only explanation for me was that, AI moved settler first, and them decided its too dangerour, and in order to not lose knight, didnt move it further.
Not sure if its a bug, but knda looked stupid, i was pretty sure knight would survive trireme attack.
 
I had situation, that i was trying to get my settler to island before Indonesia do, and 1-2 turn before AI disembark, the AI Knight that was escorting settler, ended turn not on the same tile as settler, and the settler ended up next to barbarian trireme and got deleted next turn.. Whats the point of escort, if the key moment settler is left unprotected..
I mean the only explanation for me was that, AI moved settler first, and them decided its too dangerour, and in order to not lose knight, didnt move it further.
Not sure if its a bug, but knda looked stupid, i was pretty sure knight would survive trireme attack.
i often notice that if i set a settler and a escort to auto-path to the same plot, they do NOT take the same route through every plot, even though they have same movement points -- suspect this is the issue, for some reason pathfinding logic thinks settlers are better off in different plots than military units, and results in them having no protection
 
Moderator Action: Thread closed due to new release.
 
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