New Version – 5.0-alpha.03

Looks like Roman Fornix (heroic epic replacement) isnt correctly capped to 1.
 
Looks like Roman Fornix (heroic epic replacement) isnt correctly capped to 1.
For each player eliminated (including City-States) the amount of times it can be built goes up by 1.
 
why does the AI have such a hardon for gatling guns? Like there are barely ANY defensive units.

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why does the AI have such a hardon for gatling guns? Like there are barely ANY defensive units.

View attachment 747224
Why not? They are excellent to gun down anything that disembarks and not horrible vs boats even tho boats are better.
Used to be worse that the AI had barely any ranged units.
 
I see improvements!
India was first to found, sniped me on holy law and also took something sensible (synagogues) instead of Mandirs (which still did go early).
Spoiler :

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why does the AI have such a hardon for gatling guns? Like there are barely ANY defensive units.
Gatling Guns are the correct choice here as the defender. Unless you've already lost a City melee units are going to be basically useless and spamming ranged units to drive off naval units is the most effective strategy. What the AI should have done differently here is spam Roads and Forts along the coast and ideally plop down a Citadel to block off spots from which naval ranged units can bombard their Cities. A few skirmisher units (in combination with Roads) would also be extremely useful to focus down units next to the coast before they can run away.
 
In this case, they're mostly upgraded UUs that they spam. You can expect a bunch of Lancers further in too.
 
Playing Mongolia atm, I find a project called "Adopt the Yassa", which I did never notice before. Cost 134 prod, no other information but interesting historical background info in civilopaedia. Does it work already? And what will it provide?
 
Hopefully new version -- which is probably first beta version -- in next one-to-two weeks.
Vast majority of AI runs on current version are completing so stability seems good, just need to address existing issues. Axatin would also like to make sure multiplayer stability is ok.
 
Hopefully new version -- which is probably first beta version -- in next one-to-two weeks.
Vast majority of AI runs on current version are completing so stability seems good, just need to address existing issues. Axatin would also like to make sure multiplayer stability is ok.
Huge thanks for your work, it is great to hear that multiplayer is also taken care of.

Just a humble request - could you (before beta) make a hotfix modpack where multiple players per team games would be possible to start? I would love to help with testing, but as of now, game crashes during inicialization (please see https://github.com/LoneGazebo/Community-Patch-DLL/issues/12157) and I fear that team related bugs are not being reported because of that.
 
Not in the alpha version. But the first beta version will be released soon and it will be possible to use other mods with it.
I've tried editing files like before to adjust increased wonder cost and no barbs in visible tiles but that doesnt seem to work atm.
 
Would it be possible to update the Trade Route Overview to account for Feitorias? Not necessarily showing the Food and Production you get as Portugal from Trade Routes to City-States with Feitorias - even just a little letter or icon next to the City-State (kinda like the "(P)" for "Previous Route") would be quite nice.
 
Got a great Bombard as Juggernaught, it (probably correct) doesnt heal despite the march promo.
But holy mother of Sid this packs an INSANE amount of dmg.
Range 3, volley and skeleton key => BOOM!
Spoiler :


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Playing as Venice right now (wow what a wild civ) and I've noticed some buildings sometimes are missing from the list of purchases in some Puppets. Sometimes they appear the next turn, but more often they do not at all. I've seen this happening with Walls, Guilds, Armories and Harbors, in most cities they are visible while in some they are not.
 
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