New Version - August 7th (8-7)

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You would think when we had 43 civs by now we would have at least 43 pantheons.
The 43 Civ dll allow (in theory) to take a pantheon already taken. AI can do so. The player should be able to do so, but there is maybe a bug here
 
The whole point of statecraft is preparing for the future. Besides, it is also the trading branch - sell your excess paper.

G

My experience with it is more along the lines of - because of it, I am allied to all CS with little effort. Each pick is supposed to be a small bonus - easily getting triple the normal amount of CS allies is not a small bonus.
 
Is anyone else having an issue where they can't improve coffee / tea? I can connect them with great person time improvements, but workers have no option to build a plantation and they AI isn't improving them either. I kinda suspect I have some kind of installation problem, but I'm at work and figured I'd see if anyone else was having this issue.
 
Is anyone else having an issue where they can't improve coffee / tea? I can connect them with great person time improvements, but workers have no option to build a plantation and they AI isn't improving them either. I kinda suspect I have some kind of installation problem, but I'm at work and figured I'd see if anyone else was having this issue.

Current game has coffee, no issues building plantations.
 
I've a question about how it's supposed to work Statecraft: Exchange Markets - Resources from City-States count towards Global Monopolies, concretely if theses resources only serves to increase the number of actual owned resources to obtain a monopoly, or if they can form a monopoly by themselves, because at least with unique resources from Mercantile CS like jewelry isn't working.
 
I've a question about how it's supposed to work Statecraft: Exchange Markets - Resources from City-States count towards Global Monopolies, concretely if theses resources only serves to increase the number of actual owned resources to obtain a monopoly, or if they can form a monopoly by themselves, because at least with unique resources from Mercantile CS like jewelry isn't working.

I've tried in a new game using IGE and isn't working in my case creating a monopoly by themselves or adding to resources already owned, using 8-7-4.
 
Done at Github. One of the situations is solved removing Unique City States and Community Patch Events, the other (obtaining a monopoly using only resources from CS like Jewelry), not.
What's the situation?
 
I've definitely got something wrong with my install. I can't put plantations on Coffee / Tea, and I can't modify random events at the start of the game. I deleted the mod cache and reinstalled the mod, but am not sure what else to try. :(

Edit

I found the problem and the problem was that I was being stupid and forgot to remove a modpack from my DLC folder. :crazyeye:
 
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I know I've been pretty negative on the naval changes to me, but once again I have to question the melee change. Right now...there is no reason to attack cities with melee ships. Melee Ships do serve a role in killing ranged ships, but that's it. Ranged ships with their ability to hit and run are just plain better at killing cities than melee, I don't care how much a melee ship can tank. AT least before you got money for your trouble, but now you only use a melee city to run and take the city.
 
To be honest I think there's some kind of misunderstanding here. I think what Gazebo tried to do was making changes to mitigate the AI's stupid decisions, thus making it more challenging/relevant. He's not doing it deliberately to make naval warfare feel better or enable some amazing tactics since it's a real pain to teach the AI to actually make use of those.
It's the player who has to make up new tactics based on the changes, not the other way around. For example, if you think your tactic is poor, you can try to improve it, if you think it's too op, you can try to limit using it or make suggestions for possible fix; but if the AI can't handle the changes and keep going on a suicide streak, it doesn't matter what you do, and that's what we have to fix asap. Unless Gazebo can somehow really improve the AI without clogging up cpu late game, we're stuck with this limitation.
 
I know I've been pretty negative on the naval changes to me, but once again I have to question the melee change. Right now...there is no reason to attack cities with melee ships. Melee Ships do serve a role in killing ranged ships, but that's it. Ranged ships with their ability to hit and run are just plain better at killing cities than melee, I don't care how much a melee ship can tank. AT least before you got money for your trouble, but now you only use a melee city to run and take the city.

Funny, I now use more melee than ever -- somewhere between a 2:1 and 3:1 ratio -- and stock up on melee even more when I know I'm going to be facing huge armadas. I use melee ships to soften up a city all the time. But, as with melee units, sending several of them of them alone against a castle isn't going to end well. You need to soften up the castle with siege first. I know you know this, so I'm not sure how our experiences are different.
 
I love the naval changes, if anyone is collecting those opinions. Being able to move and shoot makes attacking cities easier, and the melee ship city attack buff feels about right to me.
 
To be honest I think there's some kind of misunderstanding here. I think what Gazebo tried to do was making changes to mitigate the AI's stupid decisions, thus making it more challenging/relevant. He's not doing it deliberately to make naval warfare feel better or enable some amazing tactics since it's a real pain to teach the AI to actually make use of those.
It's the player who has to make up new tactics based on the changes, not the other way around. For example, if you think your tactic is poor, you can try to improve it, if you think it's too op, you can try to limit using it or make suggestions for possible fix; but if the AI can't handle the changes and keep going on a suicide streak, it doesn't matter what you do, and that's what we have to fix asap. Unless Gazebo can somehow really improve the AI without clogging up cpu late game, we're stuck with this limitation.

This is accurate, but I should also note that melee ships actually feel really powerful when going after cites now. Before, it was a 1:1 trade (melee ship attack for gold v. damage received) - if you hit the city once, you are virtually guaranteed to have it die next turn. Now, your melee ships can hit the city multiple times without fear, and can then turn around and mess up any ranged ships that try to ruin your day. In this way, naval combat does feel much different compared to land combat - on land, you don't hit with your melee units until the city is ready to go down. At sea, you want to blitz it and take it down with everything as fast as possible.

In the end naval combat will always feel a bit...odd as there are only two combat classes. You can't very well play rock, scissors, can you? (And no, this is not a bid to add a third combat class).

G
 
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