New Version - February 27th (2/27)

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This is actually thing in JFD's Rise to Power project. Conquer a city-state, install a government loyal to you, bam instant ally. Not gonna get added to VP though, I believe it's past feature freeze already.
Enginseer’s World Congress Reformation also has this feature.
 
I remember that in past versions you would not accumulate warmonger hate in joint wars. That no longer seems to be the case, is this intended?
Playing this version, I'm at war against the Huns together with Portugal. I captured Attila's Court and have +50 diplo points with Maria for common war, but also received -67 with her because of her concerns of my warmongering.
 
I remember that in past versions you would not accumulate warmonger hate in joint wars. That no longer seems to be the case, is this intended?
Playing this version, I'm at war against the Huns together with Portugal. I captured Attila's Court and have +50 diplo points with Maria for common war, but also received -67 with her because of her concerns of my warmongering.

It is an indirect consequence of the last reformulation of warmonger score.
They are no longer subjectives and affected by relations between civs, they are completely objectives (depending on economic power of the captured city)

(The way the penalty affect diplomaty still depend on the personnality of each IA, and how much they like you)

The reason is that warmonger score is now used to determine the "anti-domination bonus to Combat Strength" (instead of number of capital owned as before), so it needed to be "fair and objective"
 
I remember that in past versions you would not accumulate warmonger hate in joint wars. That no longer seems to be the case, is this intended?
Playing this version, I'm at war against the Huns together with Portugal. I captured Attila's Court and have +50 diplo points with Maria for common war, but also received -67 with her because of her concerns of my warmongering.
It is an indirect consequence of the last reformulation of warmonger score.
They are no longer subjectives and affected by relations between civs, they are completely objectives (depending on economic power of the captured city)

(The way the penalty affect diplomaty still depend on the personnality of each IA, and how much they like you)

The reason is that warmonger score is now used to determine the "anti-domination bonus to Combat Strength" (instead of number of capital owned as before), so it needed to be "fair and objective"
Yeah I liked it better when diplomacy can improve or hurt you via the "Domination" bonus.
 
I remember that in past versions you would not accumulate warmonger hate in joint wars. That no longer seems to be the case, is this intended?
Playing this version, I'm at war against the Huns together with Portugal. I captured Attila's Court and have +50 diplo points with Maria for common war, but also received -67 with her because of her concerns of my warmongering.

You always did, but opinion factored in as well. Now, joint wars are roughly half warmonger.

G
 
Hello, great patch. I 'm using latest modpack version of 27/2 update and noticed the tooltip of Monasteries in the build list say that they have scientist slot. It needs to be updated.

Thanks for the great mod.
 
Thanks for improving the over abundance of friendliness early game in 7/7. It did sort itself out in later eras but now on this version there are more subtle shifts in alliances early game on marathon speed.
 
I may have missed this in an earlier update, by my city that is next to a lake can build cargo ships but not warships (triremes, dromons, etc.)
Is this intentional or a bug?
 
Hi,

First of all, thank you very much for your great work. I really like this project.

I downloaded the last version and I have got the same problem as Selph: Goddess of Renewal is not working properly, or, maybe, I missed some change in it.

Thank you very much for your great work again


First of, as always really appreciate the stuff you have done.

So just downloaded the version to try a new game, am I missing something or is Goddess of Renewal not working properly?


I'm only getting culture and faith from the buildings despite working 2 jungles and 2 forest tiles.
 
How do you feel about sea trade routes in VP? Am I the only one who uses the no ocean plundering mod? Or do most feel that it is too game breaking? I find that the justification for it is very simple. Without it, it is nearly impossible to sustain a connection in late game making it almost a necessity for cargo ships.

The fact that it benefits me and the AI is enough to outweigh whatever reasons there would be as a detractor for having it. Also, you can focus more on your actual navy and less on protecting trade routes going in multiple directions in random locations.

www.picknmixmods.com/mods/CivV/Global/No Ocean Plundering.html

I was not aware of this mod, though I don't mind ocean or land trade route plundering. If I see enemy trade routes then I will kill them, but I don't make it a point to hunt for them.
 
How does pillaging everything and then taking the city hurt the AI more than just taking the city? Seems to me by pillaging everything you are only hurting the new owner of the city (you).

I see what you are saying and you are right that pillaging will delay a newly captured city's recovery. I believe that it hurts the opponent much more than it hurts me. Rampant pillaging essentially ruins an opponent's economy, production, and happiness. If their land is on fire, the war should be pretty much over even if it takes a little time to wind down to a peace deal.
 
I may have missed this in an earlier update, by my city that is next to a lake can build cargo ships but not warships (triremes, dromons, etc.)
Is this intentional or a bug?
Can it build a lighthouse ?
 
@Gazebo , @ilteroi , the new version is great, but in my current Deity game the AI several times (I think 3 times) moved a catapult adjacent to my city, even while my city was still relatively healthy/strong, allowing me an easy kill. Just something I thought I'd point out.
 
I may have missed this in an earlier update, by my city that is next to a lake can build cargo ships but not warships (triremes, dromons, etc.)
Is this intentional or a bug?
it can, if the city is next to a lake that is connected to an ocean via a (friendly) city, fortress or citadel.
 
it can, if the city is next to a lake that is connected to an ocean via a (friendly) city, fortress or citadel.

I think that only works if the citadel is right next to the city or some thing.

I had a city on a lake. On the far side of the lake I built a citadel that gave access to the ocean. I could build cargo ships but not ships or lighthouses.

Note this was the 2/7 version
 
I really like the changes on this version, especially with regard to farm/fresh water.

Strategic placement of improvements should be of huge importance so I fully support this change.

One thing I have always disliked (which will no doubt prove hugely unpopular) is gaining resources from any improvement.

I think that to gain a resource it should require either a city or the appropriate improvement. It seems a bit gamey that people are building farm clusters over a horse resource and gaining so much more than they would from a pasture.

Not to mention the widespread advice to build GP improvements over resources. I suggest this should be stopped. No appropriate improvement = no resource.
 
@Gazebo , @ilteroi , the new version is great, but in my current Deity game the AI several times (I think 3 times) moved a catapult adjacent to my city, even while my city was still relatively healthy/strong, allowing me an easy kill. Just something I thought I'd point out.

Don’t report here. Report to the place.

G
 
Didn't think it was a bug. Do you want me to wait for if/when I encounter it again and also post logs to github, or should I immediately post it on github even without logs?
 
Didn't think it was a bug. Do you want me to wait for if/when I encounter it again and also post logs to github, or should I immediately post it on github even without logs?
He can't do anything without logs unless you have a save file that guarantees that the AI moves catapults adjacent to the city.
 
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