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New Version - February 27th (2-27)

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In my current game (first on this version, no other mods, standard speed and size), neither Alexander nor Casimir enhanced their religions until after turn 170-ish. Not sure if intended or an aberration, just reporting.
 
Orders should increase supply since they represent military groups like Templars.

I also have some questions, should "free" military units and "mercenary" units count against supply? I'd suggest that Landsknechts and the like should not count against supply, but should have a higher gold upkeep cost.

Also, has anyone played a game with Atilla? The supply system seems like a huge penalty to his "recruits enemy units" special. He'll never be able to build a building.
 
In my current game (first on this version, no other mods, standard speed and size), neither Alexander nor Casimir enhanced their religions until after turn 170-ish. Not sure if intended or an aberration, just reporting.
Might be a case that they are spreading their religion to their other cities before enhancing. I've seen the AI do that
 
In my current game (first on this version, no other mods, standard speed and size), neither Alexander nor Casimir enhanced their religions until after turn 170-ish. Not sure if intended or an aberration, just reporting.

Normal - if the AI has well-below-average faith generation (i.e. it'll take them forever to get a 2nd prophet to enhance), they'll instead expand their faith as-is and build faith buildings to get their FPT up.

Orders should increase supply since they represent military groups like Templars.

I also have some questions, should "free" military units and "mercenary" units count against supply? I'd suggest that Landsknechts and the like should not count against supply, but should have a higher gold upkeep cost.

Also, has anyone played a game with Atilla? The supply system seems like a huge penalty to his "recruits enemy units" special. He'll never be able to build a building.

Orders are already so very, very strong. And the Huns do very well, as they can go over their supply cap and sacrifice units against the enemy without spending any production. Keep in mind that other players also have limited supply.

'Free' units are only free upkeep-wise, but you still have to provide them with weaponry etc.

Might be a case that they are spreading their religion to their other cities before enhancing. I've seen the AI do that

Yep.
 
PapaRockett, I'm Alex's neighbour (missed religion by a few turns) and he only started spreading religion to my cities (we have a DoF) around 10-15 turns before he enhanced. And when he enhanced, he picked churches, so perhaps it would have made more sense to pick churches either when founding or enhancing before going spreading...
 
PapaRockett, I'm Alex's neighbour (missed religion by a few turns) and he only started spreading religion to my cities (we have a DoF) around 10-15 turns before he enhanced (and when he enhanced, he picked churches...)

Could've been making faith buildings, missionaries for his own cities, or missionaries for city-states.

G
 
Gazebo. What do you think about to change the militaristic city states so that you by being allied get to have access to build those unique units insted to wait 20-30 turns to get a unit ? With such change militaristic city states would realy be needed as allies if you go for domination because it gives you unique and strong units.
 
Playing as China, I'm not sure the era transition thing works as advertised, when I transitioned from Ancient to classical I a flat lost 4 culture/food in half my cities and 0 in the others, which isn't really 50% of the value in any city.
My capital was at 6c/f, other cities 5, 4, 2 and 1 before, after Capital was at 2c/f other cities at 1, 0, 2 and 1. I can't really make sense of it, but it looks like all cities that could afford to lose 4 lost 4 and the others went untouched.
Will keep reporting how the next era transition works.
 
Playing as China, I'm not sure the era transition thing works as advertised, when I transitioned from Ancient to classical I a flat lost 4 culture/food in half my cities and 0 in the others, which isn't really 50% of the value in any city.
My capital was at 6c/f, other cities 5, 4, 2 and 1 before, after Capital was at 2c/f other cities at 1, 0, 2 and 1. I can't really make sense of it, but it looks like all cities that could afford to lose 4 lost 4 and the others went untouched.
Will keep reporting how the next era transition works.
Would anyone mind explaining how its supposed to work? (examples are always nice too :))
 
Would anyone mind explaining how its supposed to work? (examples are always nice too :))

The way I understood it every city should have lost 50% of the culture/food from the UA once you transitioned era, but yeah I'm kinda looking for a confirmation on what Gazebo meant :D
 
Playing as China, I'm not sure the era transition thing works as advertised, when I transitioned from Ancient to classical I a flat lost 4 culture/food in half my cities and 0 in the others, which isn't really 50% of the value in any city.
My capital was at 6c/f, other cities 5, 4, 2 and 1 before, after Capital was at 2c/f other cities at 1, 0, 2 and 1. I can't really make sense of it, but it looks like all cities that could afford to lose 4 lost 4 and the others went untouched.
Will keep reporting how the next era transition works.
Transition from Classical to medieval worked the exact same way (-4 all cities) (weirdly enough)
My cities went from 6, 5, 4, 6, 5 to 2, 1, 0, 2, 1.
 
Yeah, it's pretty ridiculous now.Especially when barbarian units just sit at your borders doing nothing,waiting for your units to come in range.

I like the chill barbs idea, except I don't see it as much as a chill thing, just that they are actually taking over areas. It's a fun surprise (altho frustrating) to go into a place and realize that there are 5+ barb units hiding in the fog of war. Think of it more like Robin hood than anything. Their ships are really annoying, too, you go out with a high level ship and they have enough dros and tris to kill it in one turn. Still, I think it's interesting to think that they have created a point you need extra units to pass.

I accidentally played without chill barbs recently and I was getting killed by barbs going into my cities. They even kept me from getting a wonder by hitting my cap. I think chill barbs more represents what barbs would do, instead of just sending units to suicide.
 
Playing as China, I'm not sure the era transition thing works as advertised, when I transitioned from Ancient to classical I a flat lost 4 culture/food in half my cities and 0 in the others, which isn't really 50% of the value in any city.
My capital was at 6c/f, other cities 5, 4, 2 and 1 before, after Capital was at 2c/f other cities at 1, 0, 2 and 1. I can't really make sense of it, but it looks like all cities that could afford to lose 4 lost 4 and the others went untouched.
Will keep reporting how the next era transition works.

Transition from Classical to medieval worked the exact same way (-4 all cities) (weirdly enough)
My cities went from 6, 5, 4, 6, 5 to 2, 1, 0, 2, 1.

Entering renaissance instead lost 6 culture/food in all cities again with the exception of cities that don't have at least 6 culture/food, those once again lost nothing,
Cities went from 7, 6, 5, 7, 6, 4, 4, to 1, 0, 5, 1, 0, 4, 4.


Theory: You lose X stacks of Mandate of Heaven every era in all cities that have X or higher stacks of MoH , where X = (#cities -1)
 
@Gazebo I totally respect the community didn't want the AI resistance handicap that was in the beta version but please please leave the code in the mod because it might be useful down the track for people that want to balance the mod in different ways just set all the resistance values to zero

Thanks viva la resistance
 
Anyone noticing something weird about religious pressure? I have this game where one of the AI slowly takes over the entire world, because all his cities provide full pressure on all cities on the map. He got more pressure dealt to my most remote city (more than 19 tiles away from the closest city following his religion.

His religion have absolutely no bonuses to spread range either, he is rolling with Holy law, Stupas, diliegence, and I think the faith/gold for followers enhancer (closed the game down so I'm not 100% sure). He doesn't have Piety, neither does anyone else following his religion.

For some numbers, one of my cities, close to my holy city, in the middle of the empire (and the city-states following my religion that surrounds my empire) I've got 72 pressure for my religion and 192 pressure for his religion. That city I mentioned earlier, that's 20 tiles away from any city following his religion also have 192 pressure from his religion.
 
Funak: I'm having the same situation in my game, with the Aztecs having picked yields and mosques of all things, while already generating 125 pressure from a converted CS.

I'm just past t150 in an Immortal game, playing the Dutch with Tradition. I have 4 cities, 40 pop. The Aztecs are across the way, with 9 cities (just one conquered, and just now and 136 pop, playing Progress. In other words, most of that humongous lead is despite using the slow-starting policy branch.

But I can tell myself I'll catch up, and succeed or fail. What I can't get past is being capped at 9, despite walls everywhere, one barracks, and the HE. That's four CBs for garrisons, a scout, two spears, a horseman, and an open slot for my... fleet? If the Aztecs attacked me now (tech superiority aside) they would roll over me thanks to crazy superior numbers. We'd never get to the war weariness nerfs. I've been hitting this very unfun point every game.
 
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