I suppose it is there to force allies to send armies to their CS, so that being far mean it is easier for the CS to switch allegiance ? Not sure thoughtView attachment 660062
I was not aware of this new event for a city-state, anyone has some info on how and why this is happening ?
all installers from version 1.0 are available on the GitHub repo.I am sorry for posting here but i can't find old VP files - before merge.
Archive link is dead, can anyone help?
Im impressed, was a long time since I saw an AI capture 2 capitals and Babylon wasnt doing bad he had japan as vassal for quite some time.Even before UU and UB; Sweden's fast artillery, juicy Great Generals and +20% attack bonus are massive. Easy-peasy early conquest. After the arrival of UU and UB I was just steamrolling.
Think there's only a handful of bugfixes.Hi! Could it be said that we have a new version of vp on the way?
Might be due to @ilteroi's recent changes to tactical AI - report on GitHub.Is it just me (or rather my potato laptop) or did the AI turn times increase noticeably in the recent version or two? If an AI is at war it may take around a minute for it to think about its next move.
Currently playing on standard map with 9 AIs; from midgame onwards the combined AI turn takes 3-7 minutes, depending on how many AI's are at war.
Didnt notice any difference (i5 and win7) but if you have a pc at the very low end small changes can have impact.Is it just me (or rather my potato laptop) or did the AI turn times increase noticeably in the recent version or two? If an AI is at war it may take around a minute for it to think about its next move.
Currently playing on standard map with 9 AIs; from midgame onwards the combined AI turn takes 3-7 minutes, depending on how many AI's are at war.
Running with far from high-end but decent laptop, playing on Huge map with 12 civs, midgame (industrial-modern) is still fairly decent, does not take minutes (around 1 - 2 min max). I'm curious about lategame, I'll try to check that.Is it just me (or rather my potato laptop) or did the AI turn times increase noticeably in the recent version or two? If an AI is at war it may take around a minute for it to think about its next move.
Currently playing on standard map with 9 AIs; from midgame onwards the combined AI turn takes 3-7 minutes, depending on how many AI's are at war.
Please report bugs on GitHub and include a savegame and your mod list: https://github.com/LoneGazebo/Community-Patch-DLL/issuesPossible bug with instant yields in this version. Not sure if anyone is having similar problem. I started with progress opener (got a bunch of instant science/culture) as expected. Then switched to authority opener and the capital science bonus on citizen birth stopped triggering. Even the +5 science for council is not being awarded. Culture for researching seems to be ok.
Just to be sure : you only get bonus for pop number not already reached ; so if you hit 8 pop, then build 4 settlers => back to 4 pops, you will never get bonuses until your 9th pop. Just in case.Possible bug with instant yields in this version. Not sure if anyone is having similar problem. I started with progress opener (got a bunch of instant science/culture) as expected. Then switched to authority opener and the capital science bonus on citizen birth stopped triggering. Even the +5 science for council is not being awarded. Culture for researching seems to be ok.
Thanks .. I already did that for a different bug a couple of hours ago related to CTD. It is the same game and wanted to check in the forum before reporting it as a bug.Please report bugs on GitHub and include a savegame and your mod list: https://github.com/LoneGazebo/Community-Patch-DLL/issues
Is this a recent change. Pretty sure that wasn't the case in the previous version I was playing. Wouldn;t it be a big nerf to progress? As repeating the bonus at low pop by building settlers is one of the key advantages for this tree.Just to be sure : you only get bonus for pop number not already reached ; so if you hit 8 pop, then build 4 settlers => back to 4 pops, you will never get bonuses until your 9th pop. Just in case.
Pretty sure its been that way for a long time or maybe even forever. You normally don't get pop bonuses twice (whether its progress, the authority bonus on pop, universities, etc)Is this a recent change. Pretty sure that wasn't the case in the previous version I was playing. Wouldn;t it be a big nerf to progress? As repeating the bonus at low pop by building settlers is one of the key advantages for this tree.
Please report bugs on GitHub and include a savegame and your mod list: https://github.com/LoneGazebo/Community-Patch-DLL/issues