New Version - 2.5 (July 14, 2022)

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Please revert those changes to the lakes-no marine,no lighthouse !!
Pangea-maps with inland-sea will not have any navy-that is too bad !!!
Any city next to an inland body of water with 10 water tiles or more can have naval buildings and ships.

What does that mean?
Civilian units will start at full health if produced in a city that is damaged.
 
Same, I test it ASAP !

Excelent. Let us know if it works. My buddie that i play has his priorities backwards. Hes away on his honeymoon so cant test it. I would have been on the next flight back.

Luxes seem to sell quite cheaply now, at least at high difficulty, which I think I agree with; why should AI buy luxes at exorbitant cost that it doesn't need? This will have the side effect of making higher difficulties much harder though, losing a large ready source of early gold. I'm probably going to get trashed in my current Deity game and move down to Immortal after.

I agree with not having exorbitant prices. But i think 4 gold is fair. Im getting 2. The same as strategic resources, which for strategic resources sounds fair.

I myself have started a new game on imortalr. Managed to take indias capital with a couple catipults and rotating iroquois mohawk warriors. The terrain favored me, lots of forrests, but their army size was quite small.

Game is still early but seems like the ai armies in general all seem smaller.

Still too early to tell to see if ai has gotten better at defending and attacking.

Whqt is everyone elses experience so far in war?
 
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Luxes seem to sell quite cheaply now, at least at high difficulty, which I think I agree with; why should AI buy luxes at exorbitant cost that it doesn't need? This will have the side effect of making higher difficulties much harder though, losing a large ready source of early gold. I'm probably going to get trashed in my current Deity game and move down to Immortal after.
If the AI is unhappy, they will buy luxuries for 2 or 3x the price - but the overall value is not as high since I removed the dumb flavor multipliers.

Bumping the base value might be called for.
 
1 tile away from the tile.
This may also account for my taking Indias capital as easily as i did. Also. Since their capital was right at my border i was able to blocade it turn 2 into the war. And made it very hard for them to end the blockade. Especially since any new units built by the capital came out damaged.
 
Especially since any new units built by the capital came out damaged.
This has been a concern of mine since this change was made. Does the AI know not to build/buy units in severely damaged cities, but in adjacent ones? With various yields on kill mechanics like authority's heal or order's faith, it'd sometimes be even beneficial to your invader to buy units in doomed cities.
 
New Random seed options seems to not be working with ancient ruins unless something was changed in that regard. If i reload a game prior to entering a ruins tile i get the same reward every single time unless i do it on the next turn where it changes and remains as it is for that next turn regardless of game reloads.
 
So, a bit of a puzzler here.
I DL'd the new version, and for some reason the following state "missing dependencies"

Community Events
Wonders Expanded
Unique City States ( EUI)
World Congress Reformation

Checking my Steam Workshop, the appropriate subs are checked. And I've installed VP twice now.
Anyone have any ideas or thoughts?

Just checked the comments section on Steam. Looks like a few other peeps are having similar issues.
 
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So, a bit of a puzzler here.
I DL'd the new version, and for some reason the following state "missing dependencies"

Community Events
Wonders Expanded
Unique City States ( EUI)
World Congress Reformation

Checking my Steam Workshop, the appropriate subs are checked. And I've installed VP twice now.
Anyone have any ideas or thoughts?

Just checked the comments section on Steam. Looks like a few other peeps are having similar issues.
Unique City States HAS compatibility, so idk why that one doesn't work for you.
The other mods listed don't have compatibility for the "great merge" (all the vp necessities being put into one mod instead of seperately), so you'll need to configure them seperately, or search for compatiblity files on the forums.
Anyway, back on track - I don't really think the naval buildings for lakes should've been removed, now there will be no ships in pangea maps...
I don't really like the new EUI design, any way to revert it back to it's original state?
 
This has been a concern of mine since this change was made. Does the AI know not to build/buy units in severely damaged cities, but in adjacent ones? With various yields on kill mechanics like authority's heal or order's faith, it'd sometimes be even beneficial to your invader to buy units in doomed cities.
Yes.
New Random seed options seems to not be working with ancient ruins unless something was changed in that regard. If i reload a game prior to entering a ruins tile i get the same reward every single time unless i do it on the next turn where it changes and remains as it is for that next turn regardless of game reloads.
That option doesn't do much anymore. I think it only affects AI city production/policy/tech choices.
I don't really like the new EUI design, any way to revert it back to it's original state?
Delete the ImprovedTopPanel folder in (3a) VP - EUI Compatibility Files.
 
I tested one multiplayer game and it feels more stable, sadly the desyncs problem (Pitboss or not) isn't solved. As describe here Github.
So sad Firaxis Netcode is so bad and hidden :(

Still this patch is a good step forward, thank you all !
 
First game test, I can really feel the lowered money from lux, about to enter classical and economy have been on a knife edge.
Had to go for very early markets , to be fair, I did take a no gold pantheon.
 
I mean, it does feel bad for the luxes to be poorer, but can you really blame the AI for not trading for luxes it doesn't need at all? Especially when perfect play at high difficulty is to sell early luxes (even singletons sometimes) very aggressively to take advantage of this? I think a better solution would be to balance happiness differently at different difficulty so the AI was sometimes unhappy and sometimes actually needed luxes, than to artificially force the AI to pay a high value for them to inflate the economy.
 
Please revert those changes to the lakes-no marine,no lighthouse !!
Pangea-maps with inland-sea will not have any navy-that is too bad !!!
Maybe not reverting but what about a new building that unlocks all the naval related building in non coastal cities?
 
I just saw a city state with a trireme into a one tile lake with the newest version installed so the fix about that didnt take?
 
A bunch of them really.
3rd/4th UC
Enhanced Air/Naval Warfare
More Wonders
Even More Resources
UCS v10
pdansUnitTweaks
Promotion Flags EUI
Better Lakes for VP
and a host of civs mods
 
I mean, it does feel bad for the luxes to be poorer, but can you really blame the AI for not trading for luxes it doesn't need at all? Especially when perfect play at high difficulty is to sell early luxes (even singletons sometimes) very aggressively to take advantage of this? I think a better solution would be to balance happiness differently at different difficulty so the AI was sometimes unhappy and sometimes actually needed luxes, than to artificially force the AI to pay a high value for them to inflate the economy.
Or just remove differences in happiness bonus for AI and player, so they both need luxuries to the same degree. Then the trade will happen when one side has abundance of sth and the other side needs it.
 
I mean, it does feel bad for the luxes to be poorer, but can you really blame the AI for not trading for luxes it doesn't need at all? Especially when perfect play at high difficulty is to sell early luxes (even singletons sometimes) very aggressively to take advantage of this? I think a better solution would be to balance happiness differently at different difficulty so the AI was sometimes unhappy and sometimes actually needed luxes, than to artificially force the AI to pay a high value for them to inflate the economy.
There were versions where you could war the AI and eventually they would fall into rebellion, AI's now barely flinch when you've rolled over 9/10th of its cities including its capital.
 
Is this city close enough to the coast or did the lighthouse bug fix not work?
Spoiler :

8930_20220717142846_1.png



This irks me, China you're in a losing war, why on earth are you sending units toward me??
You could use these to the west and maybe not lose cities.
Spoiler :

8930_20220717020320_1.png

 
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