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Tried to download the installer and google has marked it as a infected file and gives me the message

Sorry, this file is infected with a virus.

Only the owner is allowed to download infected files.
This is the base response anti-virus programs give you regarding .exe files from other sources.
A paranoid person would download this into a virtual environment and unpack and use antivirus and testing there.
If its clean (which all players on here claim it is) you could bring this up in the forums for your antivirus provider, that the program is giving you vague or incorrect information.

An alternative is also to instead go to github and just download the code without the .exe:
This provides all files without the exe, but thats the thing, the installer helps you copy all files to the correct location, but if you understand those parts downloading from github should work fine.
 
Working on a fix for the installer not being downloadable.

EDIT: Should be fixed. Google Drive flagged it as a false positive.
 
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The quest to conduct reconnaissance operations against someone is not very attractive right now. The total execution time is excessive and grows over the duration of the operation. You can fake elections 3-4 times with greater benefit for the state than speeding up research by 1.5 turns.

The spy travels to the city 3 turns. Another 5 turns to establish observation. The city has level 0 anti-espionage.

The duration of the 'visibility around the city' mission is 10 turns. Why so long? Visibility is needed during the war to see the rear of the enemy. With such requirements, I'd rather put the Explorer on a hill with +2 visibility range.

Treasury theft - 17 turns. I started this mission, after 4-5 turns the duration of the mission increased to 22 moves. Because of the difference in technologies and policies. Although both took Authority as one of the two trees. I'm moving along the same technological branch to the same technology. Amazing. It is absolutely impossible to even roughly guess when we will be able to use our spy again.

It is too long. And if the spy is revealed, he will return to the capital and send him again and spend 8 turns again. And not always a spy gets promoted after a successful mission. That is, to complete the quest, you need to spend at best 70 turns , if you fail, up to 150, because. the behavior of operations will increase due to opposition (at least 'public works'), and the spy will not receive promotions. By the time the quest is completed, these 200 sciences will take up 1/4 of the turn.

It's generally easier to send two emissaries (6-7 turns to production and 3-4 to travel) and forget about this quest.

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I've never seen a city-state donate mercenaries.

Spoiler :

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Also never before received trebuchets, cannons and the like as conscripts. Only infantry. There has always been infantry.

Spoiler :

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Why such a feature: for melee units, damage is calculated for the city in the shade, but not for long-range ones. The city needs to be seen to find out the damage calculation for ranged.

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How does information about hiring someone to proxy war affect international politics? I didn't find an option to tell Denmark who bribed their enemy. My friend and ally is the Zulus, but even here there is no option to discuss such an international event. I can denounce Japan, but it can always be done.


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How does information about hiring someone to proxy war affect international politics? I didn't find an option to tell Denmark who bribed their enemy. My friend and ally is the Zulus, but even here there is no option to discuss such an international event. I can denounce Japan, but it can always be done.


It's shared automatically; no option. You get a "shared intrigue" bonus for doing so with the victim and their allies. The victim and their allies apply a "plotting against us" penalty with both civs involved in the deal.
 
Alchx - Just use spies to rig elections & make coups. It is far more efficient & productive.

Yes, I have noticed artillery pieces coming as conscripts, & mercs coming from CS. Has for awhile. Not sure if the latter is to do with going authority though, as cannot remember what received when taking progress/tradition.
 
Is it just me or is terrain/improvement detail upon mouse hover now gone?
Depends on the unit you're currently selecting. If you select military unit, the details won't show up.
 
You used to be able to hover the mouse over any hex to get terrain details, including developments, regardless of what unit you selected. This was helpful in determining where to pillage. I'm sure it's graphically depicted, but I prefer reading the info.
 
Why don't the rebels capture the burning city? I want to create a pirate bay in a convenient place so that there are barbarian raids on the French, but the rebels are just plundering the city. Perhaps, over time, an empire of barbarians would have turned out after they captured Paris or Quebec.

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It seems to me that science from Citadels should be increased. Now there is absolutely no reason to place a citizen on this tile. It is better to put it in the university slot, get the same amount of science and more Great Scientist points.
Or add border growth points to a slightly earlier technology. Because border growth points are useless if the whole land is already divided by empires

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Why does the penalty 'capture or kill civilians' come even from empires that have absolutely nothing to do with war.
Captured the city of France. There were two workers in the city who were automatically captured. This capture cannot be avoided. Now I have a negative opinion from all empires.
Such a penalty should not be applied in the final attack on the city.

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I don’t understand the reason why it’s impossible to improve your units on the territory of a friendly great empire (not a city-state).

Ottomans in the war with Persia and Denmark. Peace has just been made with Assyria. I plan to liberate the captured and captured cities of the Ottomans.

The inability to improve your units away from the Motherland forces you to do very non-trivial actions:

Specially had to wait 3 turns Persia decided to capture Ankara. Declared war on Persia in order to recapture Ankara and improve the units already on its territory, before choosing the fate of the city. Then, on the same turn, liberate the city and return it to the Ottomans. This is somewhat crazy. As a result, the city lost almost all buildings and half of the population (there were 16 citizens, 8 remained). It is not known when the Ottomans will be able to somehow restore it after such huge destruction. For only one reason - the inability to upgrade our units away from their homeland.

But then the unexpected happened. The open border treaty ended and my troops were teleported in different directions. The Ottomans paid me extra 2 coins, and now they have an economy of -20. Accordingly, an extension of the contract was not offered (but they agree to open it for only 57 coins). I have never seen more stupidity. How can I retake the cities if I find myself in no one knows where? Let the offer open again automatically, if the AI is interested (many positive modifiers in the relationship), I will agree to the worst conditions, I will not even take an additional payment. Or so that you can re-offer this contract if there are 0 moves left before completion. To avoid such a ridiculous teleportation situation.

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It seems to me that science from Citadels should be increased. Now there is absolutely no reason to place a citizen on this tile. It is better to put it in the university slot, get the same amount of science and more Great Scientist points.
Or add border growth points to a slightly earlier technology. Because border growth points are useless if the whole land is already divided by empires

Imperialism - Colonialism +2 science from citadels
Autocracy - Military-Industrial Complex +3 science from citadels
 
Imperialism - Colonialism +2 science from citadels
Autocracy - Military-Industrial Complex +3 science from citadels

At this point, the player will already have a building with two slots for scientists, and with food caravans, there will be an opportunity to occupy 4 slots in each city.

It might be worth just adding border growth points as a stronger analogue of a fort, which is quite useless for working as a citizen. With frequent wars, the player will have many generals, many citadels, but worse infrastructure due to unit production. In rare wars, will be content with weaker forts, but better cities.

In the mid-late game, border growth is only important in coastal cities to expand the repair area of own ships. This, by the way, is one of the reasons to build guilds in coastal cities. There is a lot of food by ships, a lot of food from fish, few tiles for processing by citizens, and the parking area for ships needs to be expanded.
 
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Considering. that citadel bonuses are in the lower 'military tree' it seems normal to give them at least 6 science. Tiling requires a citizen to work. Any science building from the top 'science tree' passively gives 3 sciences and +3 more per slot (and +3 Great Scientist points, which in itself allows you to build an Academy or make a breakthrough in the future). And breakthroughs will be stronger the more Academies.

This will allow military civilizations to progress down the lower branches for longer, instead of switching to opening universities and schools. Autocracy certainly gets a science bonus for killing, but active bonuses never compare to passive ones from buildings.

If you move along the lower branches, then without universities and schools you can forget about the Great Scientists and Academies - they will be too late. Therefore, the citadels should be some analogues of the Academies. The minimum required is something around 8 science, because a citizen will consume less food than a specialist and will not generate unhappiness..
 
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