New Version - August 7th (8-7)

Status
Not open for further replies.
The AI pays this lip service, but loses its nerve too quickly sometimes with tottering cities. It may be a good idea to tweak their calculations here.

The AI will blitz a city if it has any amount of land support (or the player has minimal land units nearby to retake the city) - otherwise they won't.

G
 
For those of you playing the latest version, I need some feedback on the religion stuff: have you noticed a significant change in your religious demographics in cities?

G

I'm playing Spain right now so I've noticed no change. Fealty I can speak about though, the 1 Happiness = +1 Culture policy should have the happy Castles as a prerequisite, as I can see the AI taking that before the Castles and it would do them no good.
 
For those of you playing the latest version, I need some feedback on the religion stuff: have you noticed a significant change in your religious demographics in cities?

G

I founded a religion as the Dutch on a continent with 6 other civs and 4 religions. Yes, there's a big difference now. Most of my cities have (slight) pressure from 4 different religions. One of my cities with population 5 couldn't obtain a majority naturally so I had to send in a missionary to help it out. I'm sure in the past that city would have naturally converted to my religion without help.
 
(And no, this is not a bid to add a third combat class
I wouldnt mind a third combat class ;)
though I cant think of anything.
I have an idea, but its kinda useless; how about a ship that can carry cargo like the air craft carrier ? but instead it carries other units. I know its useless as almost any unit can embark, but this ship could have the advantage of being faster, and less vulnerable!
 
I wouldnt mind a third combat class ;)
though I cant think of anything.
I have an idea, but its kinda useless; how about a ship that can carry cargo like the air craft carrier ? but instead it carries other units. I know its useless as almost any unit can embark, but this ship could have the advantage of being faster, and less vulnerable!
I think he says he won't do it because there is no reasons and models or something like that.
 
yeah I know. there isnt really much to do. I was just throwing ideas out there. for fun :)
 
I'm playing Spain right now so I've noticed no change. Fealty I can speak about though, the 1 Happiness = +1 Culture policy should have the happy Castles as a prerequisite, as I can see the AI taking that before the Castles and it would do them no good.

Oh, really? :mischief:

G
 
For those of you playing the latest version, I need some feedback on the religion stuff: have you noticed a significant change in your religious demographics in cities?

G
I've settled my own continent with Inca. I shouldn't have any problem with religious unrest. But Mayas sent several missionaries, that granted some tourism for them, and managed to convert a couple cities of mine. I sent some inquisitors, and even felt obliged to place several inquisitors to stop Maya pestering me. Now, after more than 100 turns, I'm still suffering some religious unrest, but it's bearable, so I've done nothing else to purge minorities.
 
I founded a religion as the Dutch on a continent with 6 other civs and 4 religions. Yes, there's a big difference now. Most of my cities have (slight) pressure from 4 different religions. One of my cities with population 5 couldn't obtain a majority naturally so I had to send in a missionary to help it out. I'm sure in the past that city would have naturally converted to my religion without help.

To follow-up my previous comment. My religion has Pagodas and they're definitely way more powerful now than they were in previous versions. Since all of my cities have 4 religions I'm getting very high yields for this building. It probably needs to be toned down to account for the easier spread of minority religions now.
 
To follow-up my previous comment. My religion has Pagodas and they're definitely way more powerful now than they were in previous versions. Since all of my cities have 4 religions I'm getting very high yields for this building. It probably needs to be toned down to account for the easier spread of minority religions now.

I 'm ok with your statement but getting 4 religions in your cities is still an edge case. Yes even with 2 or 3 religions it's maybe too strong.
But many of us plays on "continent"-like map. It's really rare to get ALL the religion on one side of the world.
 
For those of you playing the latest version, I need some feedback on the religion stuff: have you noticed a significant change in your religious demographics in cities?

G

I'm liking the new spread mechanics but 'Religious Divisions' are still a rarity in case you're wondering. Only get divisions if my next door neighbor is a holy city.
 
I'm liking the new spread mechanics but 'Religious Divisions' are still a rarity in case you're wondering. Only get divisions if my next door neighbor is a holy city.
It's still a rarity because Gazebo forbid all non-Holy AIs from using missionaries to spread their religion outside of their own cities, but nevertheless still better.

Which means I automatically take out one diplomatic options for a majority of the civs to where they can say "can you stop spreading your religion?" to non-holy AIs.

If we want to see more religious unrest diversity, we need to make missionaries great again. Carry them in an army where they can talk about religion as buildings burn and crumble or use them aggressively against an ideological opponent you want to topple down.
 
It's still a rarity because Gazebo forbid all non-Holy AIs from using missionaries to spread their religion outside of their own cities, but nevertheless still better.

Which means I automatically take out one diplomatic options for a majority of the civs to where they can say "can you stop spreading your religion?" to non-holy AIs.

If we want to see more religious unrest diversity, we need to make missionaries great again. Carry them in an army where they can talk about religion as buildings burn and crumble or use them aggressively against an ideological opponent you want to topple down.

War time missionary actions sounds super cool. Like they could maybe reduce the amount of citizens lost on conquest by a small percentage, so you might save 1 citizen if you have 3 missionaries near by a captured city. Or maybe a one shot use like
Healer Monks- "heal military units on the same tile for 10 health. This action consumes the missionary."
Or for inquisitors:
Word of God: "-25% unhappiness in a city for 10 turns. Consume this unit" would be useful in a newly captured city

I know that if you use IGE mod you can level up civilian units. This locks the game up because there are no civilian promotions. Would it be possible to create missionary promotions? If so that could be an interesting way to "make missionaries great again"
 
Last edited:
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).

The problem is mostly that some cities can get so incredibly durable that attacking them with melee units just kills your melee unit. Yeah your ranged units will not deal a whole lot of damage to those cities either (I've had a war where I had cannons hammering at Warsaw, after Poland constructed the red keep, for 35 turns to bring it down. The main difference here is that the ranged units don't die by attacking
 
What exaclty changed with religious pressure?

As India I had enough followers to reform without ever using a missionary or great prophet to spread
 
What exaclty changed with religious pressure?

As India I had enough followers to reform without ever using a missionary or great prophet to spread

minority religions applies pressure. Before only majority religions were applying the religious pressure to city around.
 
What exaclty changed with religious pressure?

As India I had enough followers to reform without ever using a missionary or great prophet to spread
Wow, that's an interesting outcome. India finally doesn't have "no reformation" curse
 
Status
Not open for further replies.
Back
Top Bottom