New Version - December 1st (12/1)

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city seems extra hard to take now. It takes an incredible amount to take a just settled city, on flat land, with lots of units. Is that intended?
Statements like these hurt more than they help, cities have a number on top of them that depicts their defense, besides the capital, cities start whit under 10 defense and get +10 from wall, if a city has walls you usually need some catapults to take it, because I had no problem taking cities,either give more information or delete the mod and install it again, or look better at your oponent, has he maxed out fealty?( that gives defence to cities or got the order religios building ? (also gives defence)
 
BiteInTheMark, one of the main points about SotD is that it gives bonus yields immediately, without having to improve desert tiles. That's one of its main advantages over pantheons that require you to improve tiles to gain bonus yields. It can be quite powerful in certain situations, but yeah, it pays to be careful when to select it.
 
Greetings,

I have a question regarding using Vox Populi in multiplayer.

I intend to play co-op, as in, two players vs X AI, and to make this somewhat work in vanilla civ we had to use JDH's active AI mod (to circumvent the bare bones dumbed down Multiplayer AI) along with the MP mod manager tool, and that has worked mostly fine (a few desynchs over the course of a +200 turn game, nothing big)

I know I need to make all mods into a modpack to get it to work, and i've read how to do that, so i don't need the tool. But what i was wondering, how is the multiplayer AI? Is it the same as the single player (minus the active talking to players, you need the active AI mod for it, what i've read at least) or is it also a dumbed down version? I'd rather have a more stable game, so purely vox populi, than AI's spamming me with trade options. But I was wondering whether i need the active AI mod to swap multiplayer AI with the singleplayer one (I kinda assume vox populi also does this, but i don't know for sure, hence my question)

I don't have experience with vox populi in multiplayer yet, but have been loving it in my single player games! (completely brought me back to playing civ 5)

So if anyone knows the answer/has any advice (i don't believe there have been any public modpacks made recently, especially not EUI ones), i'd be glad to hear it. I do seem to recall reading from a bit back that it's best to disable events/barbs for multiplayer.

Thanks in advance!

Hi,
While not fully balance VP is quite interesting in MP too. However, if you play in coop, please note that the AI doesn't understand it (not programmed to)
So it will frequently warn you about your friend being untrustworthy and that you should stop being its friend. And Peace deals values does not make a lot of sense...
Still, it is quite fun (and more interseting than unmodded multiplayer games).
 
Why not catapults if you have Mathematics?
I will slow siege with skirmishers often. If fighting in forest or jungle they can be really effective (move, shoot, move back to safety). Plus I'd rather give a skirmisher experience than a catapult, in my opinion skirmishers and then heavy skirmishers are the best units available for the era. I'll include one or two catapults if I can, but they are so slow and vulnerable to attack, I love that skirmishers can take a hit
 
I will slow siege with skirmishers often. If fighting in forest or jungle they can be really effective (move, shoot, move back to safety). Plus I'd rather give a skirmisher experience than a catapult, in my opinion skirmishers and then heavy skirmishers are the best units available for the era. I'll include one or two catapults if I can, but they are so slow and vulnerable to attack, I love that skirmishers can take a hit

What you call slow siege I call blatant experience farming, but to each their own. :P
 
What you call slow siege I call blatant experience farming, but to each their own. :p

Naw, man, @CrazyG knows how to woo a woman city. Light some candles, open a bottle of wine, turn the lights waaaay down low, a little Barry White...and the comforting caress of Parthian tactics for a few dozen turns.

G
 
Getting errors...Every time I run the game I keep not having any resources that appear on map.I think its a problem with the 43 civ dll
 
I will slow siege with skirmishers often. If fighting in forest or jungle they can be really effective (move, shoot, move back to safety). Plus I'd rather give a skirmisher experience than a catapult, in my opinion skirmishers and then heavy skirmishers are the best units available for the era. I'll include one or two catapults if I can, but they are so slow and vulnerable to attack, I love that skirmishers can take a hit
Exactly. Forest heavy map.
 
In this version i can not puppet cities. When i conquer a city i simply dont get that pop up menu asking me what do with the city. Everything worked great the whole year with every version. I used the installer including EUI. Other mods: Flag promotions and improved city view.

Any help?
 
In this version i can not puppet cities. When i conquer a city i simply dont get that pop up menu asking me what do with the city. Everything worked great the whole year with every version. I used the installer including EUI. Other mods: Flag promotions and improved city view.

Any help?

Can't help, but I definitely get the capture menu without any issues with this latest version. Try stripping your mod installation back and see if there's a conflict of some sort.
 
Multiplayer already has moderately active AI. They won't do idle chats, but they will trade/friend/offer gifts/demand tribute etc.

Just make the modpack and go. I made one in 3 minutes today. (No testing yet, might now work. Includes EUI, Improved City View, Flag Promotions, unit path viewer and Unique city states. (Which may or may not take bonuses away on multiplayer.) Feel free to give it a try and let me know how it works. Also delete UI_BC1 folder.

Link here.

Also: Welcome to the community!

Thank you for the link, while i do intend to work out myself how to make modpacks, having a reference is always good, also thank you for your answers.

Hi,
While not fully balance VP is quite interesting in MP too. However, if you play in coop, please note that the AI doesn't understand it (not programmed to)
So it will frequently warn you about your friend being untrustworthy and that you should stop being its friend. And Peace deals values does not make a lot of sense...
Still, it is quite fun (and more interseting than unmodded multiplayer games).

I've played enough civ5 and JDH's MP to know the AI is bonkers regarding human relations, and yeah, peace deals are wacky. We don't play in teams (since that was often kinda broken), but just on a somewhat permanent 'friend' (often without DoF because AI logic goes bonkers over it).

Still thanks for the warning.
 
I had SEVERAL issues after installing the hotfix to this version, and ALL of them where fixed by deleting the mods folder and reinstalling the mod, I guess sometimes the installer can fail because I never had troubles whit it before, just a heads up to anyone whit weird things just try a clean install first before reporting here.
 
Figured it out the issue is 43 civs and starting stuff... any way Gazebo you can check it out?
 
I'm in the middle in my first game with this version (Deity). On average, AI's are not as good as the 11/26 patch, but there is a huge difference between them. The best civ (Arabia) had a 20 tech advantage (+2 policies) and the worst (2 civs) had a 10 tech disadvantage (and one less policy tree). Most were on par with me. I'm in the renaissance Era.

I will try another game without Arabia (or Egypt for that matter).. maybe they wonder-spam too much and it generates historic events that gives them this huge advantage.
 
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I'm in the middle in my first game with this version (Deity). On average, AI's are not as good as the 11/26 patch, but there is a huge difference between them. The best civ (Arabia) had a 20 tech advantage (+2 policies) and the worst (2 civs) had a 10 tech disadvantage (and one less policy tree). Most were on par with me. I'm in the renaissance Era.

I will try another game without Arabia (or Egypt for that matter).. maybe they wonder-spam too much and it generates historic events that gives them this huge advantage.
Yeah, its not only from this version either, The wonder spammer always gets ahead, even wen they build nonsense wonders that in theory should hurt(due to making other wonder more expensive) they get ahead sorely due to historic event spam (and the many more benefits high tourism brings whit this mod).

Arabia as an ai civ is a roll of the dice, either its the absurd powerfull wonder spamming runaway civ, or its the very botton 20 techs behind, got bullied early, voluntary vassal joke civ.
 
In my current game I have a military score of 5. I have 9 madekalu cavalry, as well as several spearmen, skirmishers and composite bowmen. I am by far the strongest civ on my continent. Mongolia has a score of 27, but as far as i can tell he has no horses or iron, just a horde of spears and archers.

Austria has a score of 3. They have 2 spearmen, and possibly 1 scout somewhere.

Greece has a score of 17. he has only one city. Granted he has hoplites, but I still have more units and they should be units with higher average CS. So my question is, is the mechanic working as intended? It seems really wrong to me. Greece is able to pledge to protect city states but I'm not.
 
In my current game I have a military score of 5. I have 9 madekalu cavalry, as well as several spearmen, skirmishers and composite bowmen. I am by far the strongest civ on my continent. Mongolia has a score of 27, but as far as i can tell he has no horses or iron, just a horde of spears and archers.

Austria has a score of 3. They have 2 spearmen, and possibly 1 scout somewhere.

Greece has a score of 17. he has only one city. Granted he has hoplites, but I still have more units and they should be units with higher average CS. So my question is, is the mechanic working as intended? It seems really wrong to me. Greece is able to pledge to protect city states but I'm not.

Military power is cut by the number of cities you have. This is to counter the fact that larger empires get more troops and automatically win strength contests like that. Also helps with AI calculations.

G
 
I am a little bit confused now. In my current game as Ethopia (Standard Map Size, Standard Speed, Continents, Emperor), there are not just 2 big landmasses, I have my own with one city state, the next to it connected via one coastline access has Persia and the Maya on it and the Maya has a connection via coast tiles to a landmass with 3 CS and one natural wonder.

It is turn 179 now, I am second behind the maya, but the map is not yet completely discovered and one civ is still missing for me. But the point is, that the Maya popped 3 admirals at that point, he warred with persia, but on his own landmass, so I doubt they had big naval warfare, even with the mayan UA, the choice of Artistry (the wonders I have to check, but pisa tower wasnt build yet) it seems a bit weird to me that he already had 3 admirals ...

(... at least it shows that he focused a lot)
 
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