Status
Not open for further replies.
Anybody noticed there are vassalizations going on without even a war between the AI? Happened in both my games and I don't think I've ever seen that before neither in VP nor in Vanilla. I can partly understand if it was 2 AI nations that were close to each other but now it happened with countries on either side of me

*Edited after attaching a screenshot: Here the Aztecs first vassalized Ethiophia without a war and then The Celts. You can see the borders on the minimap (I'm playing as China)
 

Attachments

  • image_2022-11-29_222146467.png
    image_2022-11-29_222146467.png
    2.9 MB · Views: 2,473
Voluntary vassalization has been available and used by the AI for many patches.
 
Voluntary vassalization has been available and used by the AI for many patches.
How does it work though? 2 Countries not sharing a border participating in vassalization seems a bit far fetched to me. Does the AI get bonus to acceptance if it's another AI because I've never been able to get a vassalization without a war
 
How does it work though? 2 Countries not sharing a border participating in vassalization seems a bit far fetched to me. Does the AI get bonus to acceptance if it's another AI because I've never been able to get a vassalization without a war
They feel weak and that player has the best chance of protecting them.
 
Version 3.0.4 released. Changelog:
Code:
Fixed gamebreaking "can't end turn" bug in Community Patch only if a Reformation belief is unlocked prior to obtaining a religion
Fixed Arsenal requiring a Theatre instead of a Bastion Fort as a prerequisite (typo)
Fixed City-State coup quest not expiring after the target City-State is conquered
Fixed Kasbah being buildable on tiles not adjacent to a city
Fixed a UI bug when purchasing a building in the non-EUI version
Barbarians can spawn Skirmishers again
Text clarification for Morocco UA
In the difficulty tables, human players and AI players on all difficulties now have the same yield bonus triggers and multipliers specified by default. The only differentiator is the Base and A/B/C values.
   Because human values are always set to 0, this won't give humans any yield bonuses
   This should make it easier for humans who want to experiment with yield bonuses
   Modders are still free to delete all of this and replace them with entirely new values

Link in OP has been updated.

Online as of 4:17 PM CST. Savegame compatible with 3.0 versions.
 
Last edited:
Why is Skirmisher weaker in attack than Chariot Archer? He won't die from a single poke from a spearman, but he's almost as useless.

Spoiler :

20221129222851_1.jpg

20221129222900_1.jpg


 
Why is Skirmisher weaker in attack than Chariot Archer? He won't die from a single poke from a spearman, but he's almost as useless.
Skirmishers and chariots are in the same line, but they have different roles.

Skirmishers lose 1 RCS, but they gain 1 movement, they don't have a rough terrain movement penalty, and they gain double flanking. Chariots are designed to be main damage dealers while Skirmishers take on the role of mobile harassers, pillagers, scouts and support flankers.
 
It seems strange to me that a city (village) with 2 inhabitants expresses dissatisfaction with the lack of entertainment. Do they expect the Bolshoi Theatre or the Sydney Opera House to be built?

The entertainment available to them is 100 meters from the hut - to fish, drive pigs or twist the tails of cows.

Spoiler :

20221130001933_1.jpg

 
Chariots are designed to be main damage dealers

This is some kind of joke. Damage against spearmen 15, damage against archers about 25.

Yes, Chariots can drive away from the enemy, but sooner or later the territory for retreat ends and one blow of the spearman prevents the charioteer from suffering ..
 
The difficulty page on the wiki is updated with the new values: https://civ-5-cbp.fandom.com/wiki/AI_and_Difficulty

In the future, I'm thinking we can have a guide to this kind of stuff stickied in the Tutorials subforum.

I've also made some corrections to the changelog:
- Only the first Great Prophet spawns in the capital, future ones after founding a religion spawn in the Holy City as normal
- Unhappiness from Isolation is now 0.34, rounded down; not 0.33, rounded up
- Arsenal now requires a Bastion Fort
- Air unit UnitClasses are now forbidden for Barbarians in XML
- Documented added event columns for happiness need modifiers
- The Horse Archer unitclass was actually the Skirmisher, which I didn't know (I thought it was the Hunnic UU) - Barbarians can spawn it again, so I removed it from the original changelog
- Typo fixes
 
Last edited:
Thank you for the amazing Update!
Got 2 small questions though.
Can´t see an toggle to activate Promotion Flags in my Interface Options? How can i activate it?


Im also seeing many barb ships early in my current game as china. Im fine with that.
They could have easily taken my second city or at least inflict heavy damage or rob it multiple times. Instead they just circled around the town and did nothing until i took them all out with archers later? Is this intentional?
Sadly i dont have an picture anymore.
Can confirm I don't see the promotion flag toggle anywhere. Has anyone managed to enable it ?
 
Ok turns out the installer installed the files in the wrong place. If the option isn't showing up for anyone else grab the asset folder from C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V and merge it with the asset folder wherever you installed your game. Maybe the installer could use a custom gamepath location prompt now.
 
I agree skirmishers deal pathetic damage. I feel like 8 RCS and 11 CS would be better for their role.
If you can't figure out how to use skirmishers effectively, then I suggest you don't use them. They are quite a strong unit.
 
If you can't figure out how to use skirmishers effectively, then I suggest you don't use them. They are quite a strong unit.
I personally think they could be a very strong asset in a zulu army. You can get 25% :c5strength: flanking with special promotion, plus 25% :c5strength: from overrun, for a total 50% :c5strength:. So a single skirmisher add 100% :c5strength: to your melee units...
 
Status
Not open for further replies.
Back
Top Bottom