New Version – 5.0-alpha.03

so does this just mean you can't play with mods at all
I keep seeing that you can't use mods with this alpha, but I've been using a couple small mods without issue. One disables the stealing of enemy territory with citadel, and the other is Wonder Race, which just shares who's building what wonders. Maybe those two don't conflict with anything and that's why? I activate them in the mod menu
 
thank you so much for the incredible work to all involved, 5.03 is more of a beta already, it feels really polished despite so many changes happening!

Is there a dedicated place to repport on AI behavior? I wonder how people feel about early tactical AI, I find it very abusable as it runs around the map over-commiting to barbarian camps without having the supply to defend its borders.
 
thank you so much for the incredible work to all involved, 5.03 is more of a beta already, it feels really polished despite so many changes happening!

Is there a dedicated place to repport on AI behavior? I wonder how people feel about early tactical AI, I find it very abusable as it runs around the map over-commiting to barbarian camps without having the supply to defend its borders.
Yeah, I've also noticed that it often will build ships early on which aren't really needed and use their limited supply. They also often seem to be delaying building walls more than they used to.
 
Since Isibaya is a citadel replacement shouldnt that follow the same rule (as I would assume also applies to Ordo) that it cant be next to a citadel?
In this case Portugal plopped a citadel next to this Isibaya.
Spoiler :

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A tiny suggestion to the interface. When i attack enemy unit, before actual attack i can hover my mouse over enemy unit and see all combat bonus, malus and other useful info about 2 units engaged. But if i control a unit with promotion available and i am holding on choosing promotion, when i hover my mouse over enemy unit - i cant see current bonus, malus etc.
Is there any way to make all combat info visible in that situation. Because often i might want to actually choose promotion for my unit after attack or, if settings allow that, wait for several turns to choose promotion.
 
I think you can also get more than 2 if they are being gifted by a CS
A lot of play with cannons are to send several to shoot and retreat those that gets heavy damaged, thats not doable with a unit not healing.
So they arent as hot when they are in range of city dmg, can hope to get one shot off or two and then it just sits there until rifling.
There are edgecases where you can with citadel and road to get into range and fire the same turn at range 2 but its rare.
 
Not sure whether something is wrong with Trade Confederacy, or there's some diminishing return mechanic on Influence that I don't know about.

My understanding was that if I have 5+ trade routes with city states, I should be getting +5 Influence per turn with each city state that I have a trade route with. I am getting way less, but I don't know whether it's intended or not. Here are the CSs I'm trading with:

City, Influence, Influence change:
Wellington (Ally) 278 -0.21
Mogadishu 46 1.33
Marrakech 97 1.01
Luba 8 1.33
Panama City 21 1.16
Brandenburg 53 1.14

Playing as Portugal, have Feitorias on every one of these CSs except Brandenburg (they only had space for an Embassy, so the Exotic Cargo got kinda wasted)
 

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Not sure whether something is wrong with Trade Confederacy, or there's some diminishing return mechanic on Influence that I don't know about.
Two things : the more influence you have above resting point with a CS, the more influence you lose every turn.
And, influence per turn scales with game speed. The slower, the less influence you get per turn.
Also, VS personality changes initial influence lost per turn.

So, it might be a combination of both.

Check for another CS with similar above-resting point influence (and personality), and check if it match. At Epic speed, you should expect ~3.33 more influence. At marathon, it should be ~1.67.
 
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