New Version - 2.4.4 (June 22, 2022)

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Normally an enemy or a barbarian blocks a tile they are on, now (atleast barbarians no war yet) also blocks me from working adjacent tiles, is this intended?
edit: Maybe the new blockade thingie, but my own unit doesnt prevent the block and I cant work the tiles until the barb is killed or moved away.

Preventing adjacent tiles from working is intended, but that shouldn't happen if you have a unit on that tile, I'll take a look.


Also, this means we will potentially be able to blockade a city with zero units up against the city (ie all melee units 1 tile away).
Haven't tested this, but this could be the case indeed. I'm not sure what do to about it though, I'd like to keep the ruleset simple
 
City-States
- Influence now decays at an exponentially higher rate when you have several hundred or thousand Influence


Yes! Thank you. Sick of run away impossible to catch city states.

AI
- Improved AI logic regarding willingness to trade Open Borders

I hope this means they will stop asking for them all the time. Thanks either way!

War
- Land units now blockade adjacent undefended tiles
- Units created in damaged cities are now also damaged, missing a % of their max HP equal to the missing % of the city's HP
- +20% bonus for blockading a city now actually applies (it didn't for years now even though it was in the UI)

Good. Capturing cities mid game forward is a slog. I really like the HP change. The AI has this annoying habit of somehow having units appear by a surrounded city, often spawning next to your siege units. At least this way they will start damaged.

Not complaining, but please have a look at nukes when you guys can. They are SO underwhelming. Regular nukes have a small window until the nuke defense building becomes common. After that the 50/50 dice roll is just not worth the massive building time. This is taken to the next level when it comes to ICBM nukes. Their range in a joke, and their building requirements are insane.

Thanks for the patch team!
 
Preventing adjacent tiles from working is intended, but that shouldn't happen if you have a unit on that tile, I'll take a look.
It seems moving a unit doesnt unblock, it needs to stand there a turn also.
A garrison does not prevent a barb two tiles away from blocking the two tiles next to the city.
This means a barb blocks tiles even before they are able to enter the area.
Not a huge deal but its a bit annoying.
And what I mean is that blocked tiles are not workable by the city.
So you have to play cat and mouse with barbs NOT attacking to be able to work your best early tiles.
 
A big thank you for all the hotfixes uploaded so quickly in such a short amount of time. As annoying as the bugs would have been to the players, I'm sure that having to build the DLL and reupload it again each time would have also been so, and I appreciate the time and energy that went into it.

So I've been mulling over the "fix" for Brazil, and I'm not too sold on it. Previously, Brazil's interactions with GAP could result in some pretty high yields, but the mechanic also felt compensatory for the fact that Brazil uniquely benefits from triggering GAs, not the actual GA itself. This meant that you could still go for wonders/policies that give you free GAs/extend the length of GAs without feeling too bad about it. With the recent change, now it means that Brazil might actually end up worse than it would have otherwise by going for those options, which feel pretty bad as far as interactions go.
 
The "free" golden age should still be perfectly fine. You get the yields as soon as you trigger the free one, just at a more regular value.

The Golden Age length interaction is something I hadn't considered. However, now that I have, I think it too is fine. While you are delaying the trigger, you still benefit from every GAP put into the golden age bucket. Your triggers are only less frequent with the Golden Age extension if you could be triggering back-to-back golden ages in perpetuity without it.

The whole problem was triggering multiple golden ages while your bucket is overfilled, essentially having GAPs getting more tourism per GAP than intended. Conversely, triggering a free Golden Age while you only had 20/2000 points in your bucket completely wasted your UA. This change eliminates those highs and lows.
 
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It seems moving a unit doesnt unblock, it needs to stand there a turn also.
A garrison does not prevent a barb two tiles away from blocking the two tiles next to the city.
This means a barb blocks tiles even before they are able to enter the area.
Not a huge deal but its a bit annoying.
And what I mean is that blocked tiles are not workable by the city.
So you have to play cat and mouse with barbs NOT attacking to be able to work your best early tiles.
Ideally, the point would be to put your own military on the tiles you wish to work.
 
I would argue it's more user-friendly, and it's a buff in 1 aspect while being a nerf in another.

In the old version, free golden ages from Brazil would only convert your current :c5goldenage:GAP bucket, which meant that free GAs while you didn't have a filled -- or overfilled -- bucket were wasted, and converted into a low amount of yields.

So, the old version of Brazil worked in a way that was very tough to understand. If you didn't understand how the trigger worked, and how the conversion calculated how much GAP to convert, you could end up using the UA badly. But, if you knew how the math worked, you could abuse it with obscure game knowledge.

While I think people that hang out on these forums should be rewarded with deep, granular knowledge of how the game works, Brazil's ability felt like it was designed with that sort of deep knowledge in mind.
 
It seems moving a unit doesnt unblock, it needs to stand there a turn also.
Not a huge deal but its a bit annoying.
The city doesn't update the tiles upon movement then, I thought that happened every time you open the city screen, apparently not. Shouldn't be too hard to fix.

A garrison does not prevent a barb two tiles away from blocking the two tiles next to the city.
This means a barb blocks tiles even before they are able to enter the area.

Hm, so would it be better if zone of controls cancel each other? So an enemy unit would block the adjacent unoccupied tile if only you don't have a unit adjacent to that tile? @Rekk what do you think, would that be too lenient on the defender?
 
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My warrior found a new city-state and they gave me a free pathfinder as a gift. After the turn I can move the new pathfinder but my warrior is stuck even though it says I have 2 actions remaining. I tested it a couple of times and it was only stuck when city-state gave me the pathfinder (when they didn't give me anything warrior was able to move).
 

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The city doesn't update the tiles upon movement then, I thought that happened every time you open the city screen, apparently not. Shouldn't be too hard to fix.
It also needs to update when the AI goes to check what tiles to work (and now it should check what tiles it wants to work after its finished all of its combats if it it's not doing so already).

Hm, so would it be better if zone of controls cancel each other? So an enemy unit would block the adjacent unoccupied tile if only you don't have a unit adjacent to that tile? @Rekk what do you think, would that be too lenient on the defender?
Get the update working so at least a player can move their unit on top of a tile and immediately start working it again. Then we can see what it's like as intended. Likely, the AI will need to be told how to do this, too.
Otherwise, you'll need to stop garrisons from defending adjacent tiles, or we're back where we started.
 
+20% bonus for blockading a city now actually applies (it didn't for years now even though it was in the UI)
I can't believe this. My life has been a lie.
 
Started a new game with Assyria on 2.44. Noticed my pathfinder doesn't receive XP when it uncovers tiles. Disabled all other mods and seeing the same the thing. Anyone else having this issue?
 
Sounds good, but

"Militaristic City-States now give their City-State-exclusive units less frequently, naval units more frequently"

is quite lame. Getting a special unit gifted is so much fund, and happens only once or twice per game (if you are lucky). No real need to reduce that even further.
 
c5vox-weirdpeacevalue.png c5vox-weirdpeacevalue98.png

This was present in the previous version to but I guess it wasn't fixed (github etc etc which I don't ever do ...). I can't be the only one seeing or getting these kinds of offers? The odd thing is that they suggest them but then refuse to accept their own offers. The -999999 seems a bit steep, or odd, to really, did it roll over or something? Basically you can't even make the offer viable since both parties are constantly stuck at negative values so they'll never accept. I can offer them several of my core cities, all my gold, all my luxuries etc and it's still not a viable deal. My best guess is that this is due to the negative valuation. In this case tho it's them begging for peace as the warscore is at -82 in my favor. But even if I basically just suggest peace for peace with no strings or gold or whatever the deal is still rejected. Basically all you can do is keep fighting until you get to -100 and they offer the capitulate; you don't have to include the capitulate option but they do at least then have a positive value to compare to so deals can be made.

It doesn't happen all the time so there are normal peace offers to but these pop up from time to time, best guess about half the time or so. While the other offers that are usually 0 value wars when you are at war but then don't really do anything but you just peace out after 10-15 turns or so since you are at opposite ends of the earth or something.

(edit) second shot; a few turns later. Capitulation. "Normal value deals".
 
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Sounds good, but

"Militaristic City-States now give their City-State-exclusive units less frequently, naval units more frequently"

is quite lame. Getting a special unit gifted is so much fund, and happens only once or twice per game (if you are lucky). No real need to reduce that even further.
This bullet point is talking about which unique unit the City-State chooses at the beginning of the game. Before this patch, City-States were choosing from about 10 different unique units. They should now choose from the entire spectrum of unique units from all civs.

How frequently the City-State gives you a unit during the game has not been changed.
 
oof yeah this tile blockade thing is definitely buggy. I killed a barbarian, and the 6 tiles it was blocking stayed unselectable until the next turn

maybe it's just EUI, though, which I wasn't using before this update

note: I killed it by using a city rather than a unit
 
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oof yeah this tile blockade thing is definitely buggy. I killed a barbarian, and the 6 tiles it was blocking stayed unselectable until the next turn

maybe it's just EUI, though, which I wasn't using before this update

note: I killed it by using a city rather than a unit

I noticed that one to. The tiles become empty for a few turns as the workers there are displaced or moved to other tiles. They are not even direct options for placement under direct control; you have to click some other workers on and off a few times (or lock/unlock) and they'll become unlocked to and you can place there again. It's a big annoying and time consuming if you run with workers locked to tiles and not just letting the governor assign them willy nilly.

So it's pretty much watch barbarian/enemy move in and block the tiles. Kill it. Then back to the city screen to do the worker shuffle as they otherwise won't bounce back until at least another turn has passed.
 
I played "always war" on 2.3.version and I think, the AI acted strangely
- Major Civs produced a lot of useless diplomatic units.
Diplomat_AW.jpg Envoy_AW.jpg
- When CS were attacked (by me or AI) their troops ran far away or lined up behind the city.
ZURICH 2022-06-16 125949.png Mombasa.jpg
- Denmark AI as well
Aarhus.jpg

It was my first AW for a very long time, so I don't know whether that has been their usual/ intended behaviour lately. If so, has that been changed for 2.4.ver?
 
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