New Version - 3.7.12 (August 4, 2023)

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You get the rewards of "vanilla allied city-state."

So no CSD building bonus from them or getting a vote or Embassy vote.
 
Maybe change "rewards" to "yields and units" ?
Full sentence : Conquered city states provide yields and units as if they were allies.
 
Maybe change "rewards" to "yields and units" ?
Full sentence : Conquered city states provide yields and units as if they were allies.
Dont really know if it needs a clarification, how it works is sort of what I expected.
 
Admiral (I have hero worship) because ... lake town?
Spoiler :

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New Rome feels a lot better balanced
For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..
Last game i tried Huge Communitas map, and before industrial they had 27 cities, while Brazil had 6, and they had plenty room for expand.. I don't understand it completely..
And it was only Emperor difficulty..

As in the subject of Rome, anybody knows how it interacts with unique city states? Do they get all the extra unique city state bonuses?
 
For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..
Last game i tried Huge Communitas map, and before industrial they had 27 cities, while Brazil had 6, and they had plenty room for expand.. I don't understand it completely..
And it was only Emperor difficulty..

As in the subject of Rome, anybody knows how it interacts with unique city states? Do they get all the extra unique city state bonuses?
They used to be OP before the recent fixes. How many games did you play with them with the current patch? I think I had them once recently and they were strong, but not that OP.
 
They used to be OP before the recent fixes. How many games did you play with them with the current patch? I think I had them once recently and they were strong, but not that OP.
AI Rome was extreme because the bonuses they get from a new/conquered cities it could force annex very early, it was seriously op, in human hands less so because happiness.
Just played Rome once with current patch and I dont think I rolled any AI using them yet on recent patch.
 
For some reason Rome breaks all my games, like around half of medieval age, they usually have twice the amount of cities then the other civs, its always snowballs from that..
Last game i tried Huge Communitas map, and before industrial they had 27 cities, while Brazil had 6, and they had plenty room for expand.. I don't understand it completely..
And it was only Emperor difficulty..

As in the subject of Rome, anybody knows how it interacts with unique city states? Do they get all the extra unique city state bonuses?
You get the raw yields as you would if allied and you get the special lux (you get the lux when normally conquer cs also).
You dont get anything from chancery etc.
 
Perfect Example of what I'm talking about when I see the lack of coal on communitas
Spoiler :


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I control my entire starting continent..... not a single drop of coal.

So when we talk about there is "X amount of coal per player", its not getting distributed to the starting areas. This is a common occurrence for me.
 
Perfect Example of what I'm talking about when I see the lack of coal on communitas

I control my entire starting continent..... not a single drop of coal.

So when we talk about there is "X amount of coal per player", its not getting distributed to the starting areas. This is a common occurrence for me.
Your continent is less than 1/4 of the total landmass, therefore the RNG misfortune of having zero coal there seems pretty normal. I'm pretty confident you are/will be having other strategics on your land that other players will be lacking.

My personal experience, and I mentioned it before, is that I never seem to experience lack of aluminum, but shortage of horses, coal or oil are very common.

Never ever in my VP experience did I build a single Recycling Plant (or whatever it's called. The building that provides you aluminum)
 
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Your continent is less than 1/4 of the total landmass, therefore the RNG misfortune of having zero coal there seems pretty normal. I'm pretty confident you are/will be having other strategics on your land that other players will be lacking.
I might buy that except also notice I took the entire large island (2 cities) to my left as well. How much land am I expected to take before I get even 1 coal?

If this was a one off then sure, RNG happens. But I continue to notice this on communitas near every time I play. Aluminum is as common as candy, Coal is a more a myth than a real substance.
 
How many coal is there on the map is the question.
 
Since the 'give military unit to CS' quest, CS have a lot of units coming from AI. Actually most of CS units are gifts from AI. So I wonder if AI gives units too easily at a time when they should keep them for themselves especially if their military power is low.

Also, considering the high amount of gifted units I wonder if AI just gives them even if the quest is not active.
 
I might buy that except also notice I took the entire large island (2 cities) to my left as well. How much land am I expected to take before I get even 1 coal?

If this was a one off then sure, RNG happens. But I continue to notice this on communitas near every time I play. Aluminum is as common as candy, Coal is a more a myth than a real substance.
Maybe coal and other strategic resources should be influenced by strategic balance option?
 
Version 3.7.6 released. Link in OP has been updated.

Changelog:
Code:
- Fixed some tactical AI bugs with safety & healing moves
- Fixed CalculateBullyScore() changes from VP applying in Community Patch only
- Fixed Zulus not actually receiving their full 50% bonus to military strength modifiers for tribute
- Fixed Total War tenet applying a massive bonus to military strength modifiers for tribute
- Influence decay for City-States now increases gradually instead of suddenly jumping at every 100 points (100, 200, 300, 400, 500, etc. Influence)
   < 100 Influence above resting point: Influence decays by an extra -0.01 per point of Influence above resting point
   >= 100 Influence above resting point: Influence decays by (Influence above resting point/100)^1.5, as it does now, but without the sudden jumps

Online as of 5:39 PM CST. Should be savegame compatible with 3.7 versions.
 
Since the 'give military unit to CS' quest, CS have a lot of units coming from AI. Actually most of CS units are gifts from AI. So I wonder if AI gives units too easily at a time when they should keep them for themselves especially if their military power is low.

Also, considering the high amount of gifted units I wonder if AI just gives them even if the quest is not active.
German AI will. All AIs will do so instead of scrapping a unit if they're over supply or budget. Possibly a bug here.
 
AI feels rather weak against combined wars, part because difficulty to position injured units.
But maybe always been this way and Im just getting better at choosing my wars.
The difference is on the scale of need range 3 cannons/field guns to rolling the first AI with trebs, (probably overdue for immortal difficulty).
An AI that is successful can still snowball because of the bonuses for gaining a city (I fear the Aztecs).
 
Hello. Playing v3.7.6 I can bully city states for gold every single turn. Looks like the 'recently bullied' is not applied. Anyone else with this issue?
 
Version 3.7.7 released. Link in OP has been updated.

Changelog:
Code:
- Fixed longstanding bug causing AI not to include air units in its diplo AI strength estimates of other players
- Fixed multiplayer bugs related to trade deals
- Fixed UI not displaying Faith generation from Trade Routes in Trade Overview
- For now, AI will no longer revoke Pledges of Protection it has made, as there's virtually no benefit to doing so in most circumstances
    Currently working on better AI logic for this and other City-State interactions

Online as of 1:11 PM CST. Should be savegame compatible with 3.7 versions.
 
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