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Yes I got some on the two last Maya cities, AI is definitely better at moving them compared to just a few versions back.
I've never seen that xp feature before, I've always been able to promote.
Are you perhaps using the option to save promotions? That might do it. But the zero movement thing has been there for quite some time, if not forever. That said units with some kind of multi-attack etc can upgrade if they get enough xp from/after the first before running out but when mp reach zero you have to wait for the next turn. Perhaps the xp saving options change that, I dont know since I never run with that option.
 
Are you perhaps using the option to save promotions? That might do it. But the zero movement thing has been there for quite some time, if not forever. That said units with some kind of multi-attack etc can upgrade if they get enough xp from/after the first before running out but when mp reach zero you have to wait for the next turn. Perhaps the xp saving options change that, I dont know since I never run with that option.

What I mean is that a unit which gains exp doesnt promote until next turn ... that is normal.
Now, a unit that spawns from Authority - honor cant promote until next turn, not normal (for me).
Zelotry purchased units can promote 1 on the same turn and the rest next turn, used to be all at once.
 
But there is something different in this version.
If you buy unit with full XP (freedom tenet) you have one promotion when buying. Next ones are possible on next turn.
That's new.
 
Code:
Each currently applied percentage-based
does not do what you want it to do and is awkward anyway. I don't think it's necessary.
Code:
Each unique Global Monopoly modifier is increased by an additional 10% if it's percentage-based, or +3 otherwise.
I think not each, because as you said earlier, if you have more than one monopoly modifier of the same yield (culture or GA duration or other) you get only one increase.
 
I'm loving this version, but the one thing I've noticed is the AI is a little too willing to capitulate with a relatively low warscore.

I got the Aztecs to capitulate at -10 and Ethiopia at -16. In both cases I hadn't taken a single city. I was expecting something out of them but not complete surrender.
 
I'm loving this version, but the one thing I've noticed is the AI is a little too willing to capitulate with a relatively low warscore.

I got the Aztecs to capitulate at -10 and Ethiopia at -16. In both cases I hadn't taken a single city. I was expecting something out of them but not complete surrender.

Bug. Github.
 
I think not each, because as you said earlier, if you have more than one monopoly modifier of the same yield (culture or GA duration or other) you get only one increase.
Hence "unique". A monopoly that gives +20% :c5goldenage: GA length is not different from a monopoly that gives +20% :c5goldenage:GA Length.
 
Hence "unique". A monopoly that gives +20% :c5goldenage: GA length is not different from a monopoly that gives +20% :c5goldenage:GA Length.

Ahh now I see, the code and describing text does not match up (and the wiki is also old).

The help text for this really needs an update.
Something more like:
+10% to every unique monopoly yield, +10% for at least one Golden Age duration modifier monopoly, +10% for at least one offensive and one defensive combat modifier (I assume you get both?), +3 to every unique tile monopoly yield and +3 happiness for one happiness monopoly.
 
Ahh now I see, the code and describing text does not match up (and the wiki is also old).

The help text for this really needs an update.
Something more like:
+10% to every unique monopoly yield, +10% for at least one Golden Age duration modifier monopoly, +10% for at least one offensive and one defensive combat modifier (I assume you get both?), +3 to every unique tile monopoly yield and +3 happiness for one happiness monopoly.
This is overly wordy to say the same thing as the proposed text. Note that the modifier only applies to Global Monopolies, not Strategic Monopolies. Otherwise, you've added a lot of text to delineate modifiers that can be grouped into percentage-based and not.
 
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What I mean is that a unit which gains exp doesnt promote until next turn ... that is normal.
Now, a unit that spawns from Authority - honor cant promote until next turn, not normal (for me).
Zelotry purchased units can promote 1 on the same turn and the rest next turn, used to be all at once.

Now I know what you mean. I have a city with Order and Barrack and I have Zealotry. I buy a unit for faith, on the turn I buy it I get to pick on promotion, then on the next turn I get to pick the rest (or one more promotion in this case). That is definitely weird and new and I doubt this is intended to work like this or if it is then that is really god damn weird.

Conscripts are picking all their promotions on the next turn. Now I can't recall but I don't think that is new since they usually come out in "inactive" state with zero movement points. It's kind of weird tho that the little circle notification to the right side of the screen say I should promote him but I can't ...
 
This is overly wordy to say the same thing as the proposed text. Note that the modifier only applies to Global Monopolies, not Strategic Monopolies. Otherwise, you've added a lot of text to delineate modifiers that can be grouped into percentage-based and not.

The reason is to have a text that can be understood and that is exact, its not just me who misunderstood the current text.

Current text in wiki:
"+10% to sum of Yields, Golden Age duration modifiers, and Combat Modifiers from Global Monopolies; +3 to flat Yields and Happiness from Global Monopolies."
+10% to sum yields, what yields? doesnt say anything about what/where, there are no global combat modifiers, it doesnt say that happiness only apply to one monopoly.
This description is just bad.

However you're right regarding combat modifiers which then isnt needed at all since there are no global combat modifiers from monopolys, ie that part could just be removed from the description entirely.
Global Monopoly bonuses: +10% to every unique monopoly yield, +10% for at least one Golden Age duration modifier, +3 to every unique tile monopoly yield and +3 happiness for one happiness monopoly.
 
The reason is to have a text that can be understood and that is exact, its not just me who misunderstood the current text.

Current text in wiki:
"+10% to sum of Yields, Golden Age duration modifiers, and Combat Modifiers from Global Monopolies; +3 to flat Yields and Happiness from Global Monopolies."
+10% to sum yields, what yields? doesnt say anything about what/where, there are no global combat modifiers, it doesnt say that happiness only apply to one monopoly.
This description is just bad.

However you're right regarding combat modifiers which then isnt needed at all since there are no global combat modifiers from monopolys, ie that part could just be removed from the description entirely.
Global Monopoly bonuses: +10% to every unique monopoly yield, +10% for at least one Golden Age duration modifier, +3 to every unique tile monopoly yield and +3 happiness for one happiness monopoly.
Everyone has already agreed that the current text will change.

The wiki text is already out of date with the current text. Even when we update the game text, the wiki text will still be just as wrong as it is now. That's up to you to update if you find that it doesn't match the game text.
 
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Can someone explain to me why editing the text for the mod doesn’t work?? For example I change UAs of civs (which work fine), and wanted the text to have that information but doesn’t seem to work in the actual game…
 
Can someone explain to me why editing the text for the mod doesn’t work?? For example I change UAs of civs (which work fine), and wanted the text to have that information but doesn’t seem to work in the actual game…

It does work, you must be doing something wrong.
 
Anyone knows id the value for Influence lost for Trespassing through a City-State is defined? I cannot find it in Defines. In which file it is used?
Also, I found "MINOR_FRIENDSHIP_ANCHOR_MOD_PROTECTED". Where it is used?
 
I've played 3 games on it so far. The one consistent thing I'm getting is Leaders who send hateful messages to you, while being super friendly with you.

This should not happen, please make a bug report on Github.
 
What I mean is that a unit which gains exp doesnt promote until next turn ... that is normal.
Now, a unit that spawns from Authority - honor cant promote until next turn, not normal (for me).
Zelotry purchased units can promote 1 on the same turn and the rest next turn, used to be all at once.

Have you also noted the blank promotion icons and how the row of promotions seem to be all shifted in the display box? Note the image. I show the normal tooltip and that seems fine but the little box in the corner seems all wonky. The big empty space on the right side, seems promotion icons there just fall off sometimes. The only difference between the two images is that the unit moved a bit and then the promotion icons just rearranged and fixed themselves temporarily.

civ5vp-monty-weirdxp.png

civ5vp-monty-weirdxp2.png
 
Have you also noted the blank promotion icons and how the row of promotions seem to be all shifted in the display box? Note the image. I show the normal tooltip and that seems fine but the little box in the corner seems all wonky. The big empty space on the right side, seems promotion icons there just fall off sometimes. The only difference between the two images is that the unit moved a bit and then the promotion icons just rearranged and fixed themselves temporarily.

View attachment 624289

View attachment 624290

I've been seeing the same thing in my current game and for certain units, some icons are actually missing (though they reappear when re-selecting the unit).

Posted an issue on github
 
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