New Version - February 7th (2/7)

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My experience (mostly continents, donut, and pangea) is that grassland or plains furs are fairly common. At least 50-50 with tundra; I do not begin in really heavy tundra very often nor do I notice my neighbors doing so.

But let's say you are right, even if its uncommon I don't think its good design. Furs are pre-improvement better than the vast majority luxuries are post improvement. In a grassland forest, its just outright better than any other possible luxury, I'd its close to how good jade used to be. I would throw an additional yield to all camps somewhere in the classical era, as ivory and truffles aren't that great either. It baffles me that people are finding furs worse than truffles

I’m keeping an eye on it. I know it sounds crazy, but it is usually much easier to figure out balance on slightly OP things than UP things. That’d been my MO for some time.

G
 
I'd also keep an eye on Sugar. Six yields at the start of the game, with two more on an Ancient building, is a bit concerning. It's objectively better than Cocoa and Citrus right now before and after improvement (disregarding monopolies).

Also, it still feels pretty bad to remove jungle/forest for plantation resources, especially if there's minimal reason to build a Herbalist in the city. Plantations also tend to be among my first choices to get plowed over for GPTI. Maybe sneak a small plantation yield buff somewhere in Ancient/Classical? Would probably need to keep an eye on Goddess of Springtime, though.
 
I'd also keep an eye on Sugar. Six yields at the start of the game, with two more on an Ancient building, is a bit concerning. It's objectively better than Cocoa and Citrus right now before and after improvement (disregarding monopolies).

Also, it still feels pretty bad to remove jungle/forest for plantation resources, especially if there's minimal reason to build a Herbalist in the city. Plantations also tend to be among my first choices to get plowed over for GPTI. Maybe sneak a small plantation yield buff somewhere in Ancient/Classical? Would probably need to keep an eye on Goddess of Springtime, though.
Yeah, sometimes its a bit sad to improve ressources on jungle tiles and only increase the total yields by 1 gold or something like that. Better you give the improvement the extra yield than the base, 6 yields for a field you can land with your capitol is a bit op.
 
You must be referring to Sulla's classic review from years ago. Compare that review to current VP, 2018. It is like night and day difference.

http://www.sullla.com/Civ5/whatwentwrong.html

Today's Civ5 modded is brilliance. And so is why I keep referring people to the community.

Such a wall of text!!

I'm glad our modders proved this guy's points to be wrong, for the most part. I don't know for sure what points were addressed by DLCs and what by VP, but...
1. 1UPT is not inherently imbalanced. We just need to keep it short, so the number of units doesn't get out of control. So far, the best kudos for the supply limit mechanic.
2. An AI could be trained to fight decently using 1UPT, it just was a huge work developers didn't want to invest. And if this is not enough, a little bit of help from handicaps, and we're good.
3. Penalties are not bad by theirselves. Even if most things are positive actions with an opportunity cost, some of them being punitive may be the best way to keep things under control. If we don't have a penalty for expanding too much too fast, then we will be playing like in Civ III where there was only one viable strategy.
4. Hidden diplomacy is not bad, when AI acts with some criteria. When you know how AI makes decissions, you can leave it hidden and try to guess when Elizabeth is going to backstab you.
5. City states were not such a problem in multiplayer, as it seems.
6. The author critizices the way the game was developed: reacting to problems players were facing... well, isn't it the way VP is built around? The problem wasn't really the reactive design, but that not enough time was invested in polishing the game.

Good programming skills are not so easy to find. Many programmers are content with a working software and don't care if the code is optimal. Most research software is made by scientist with a 0% programmer background, with very clumsy and prone to errors algorithms, but they work and give (hopefully) correct results, and that's all that matter for them. Papers are published in awful english, when a professional translator is not hired, outside native speaker countries.
On the other hand, having just good programming skills is not enough to make a good game.

I’m keeping an eye on it. I know it sounds crazy, but it is usually much easier to figure out balance on slightly OP things than UP things. That’d been my MO for some time.

G

Rulers in SSSR thought the same. Why to try a few socialist policies when you could go for them all?
 
I'm not sure what I'm doing wrong -- I've tried both the automated installer, and manual, and either way, the (1) Community Patch (the first one) doesn't show up in the mod list in game. The rest do. I can't select the other modules without it active, but it doesn't show. It's in my MODS folder, though.

edit: I think I found my problem. I guess (!) shows as the DLL - various mod components in the list?

edit 2: Derp. Note to self, unsubscribe/remove non-Vox versions of mods/dll...
 
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Maybe the herbalist change hurt tundra too much. You used to be able to get some okay food from forests, now you aren't getting more than 1 from a non resource tile for a long time. Also hurts deer, most maps are pretty generous with deer if they give you tundra
 
Maybe the herbalist change hurt tundra too much. You used to be able to get some okay food from forests, now you aren't getting more than 1 from a non resource tile for a long time. Also hurts deer, most maps are pretty generous with deer if they give you tundra

Herbs don't just grow in the jungle. Maybe the building could also buff tundra food resources.
 
Has been something done about city state quests?

In the previous version I was getting like one new quest every ten turns. With this one I've just received two quests in 150 turns. I concede that many city states I revealed a bit late, but even then...
Nevermind. It was the delayed revealing. By turn 210 is all back to normal.
 
I’m keeping an eye on it. I know it sounds crazy, but it is usually much easier to figure out balance on slightly OP things than UP things. That’d been my MO for some time.

G

Speaking about UP things, forest tundra starts need a little buff.
 
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Another small hotfix for Trade Route weirdness. Also reeled Furs in a dot and pushed Coffee up a dot. Savegame compatible.

Link: https://mega.nz/#F!DMsxkDYI!zSpR9CHpmAfWyIvMXaN3pw

Cheerio.
Gazongles
Since the OP hasn't been updated, new yields are as follows:
Furs: lost +1:c5production: base (back to pre-patch level)
Coffee: gained 1:c5food: base, now +2:c5food: base total
EDIT: Salt also back to pre-patch levels (-1:c5food: base)

Is there any real reason why furs and tea are the only luxes to only get +1 yield from improvement? Could throw +1:c5gold: on both of their improvements without impacting much, IMO.

Also, I noticed camps are the only standard improvement type that doesn't get a policy buff from an Industrial tree (besides pastures which get it from Fealty). Perhaps extend the Free Thought village boost to them as well?
 
Also, I noticed camps are the only standard improvement type that doesn't get a policy buff from an Industrial tree (besides pastures which get it from Fealty). Perhaps extend the Free Thought village boost to them as well?

I don't think the boost is absolutely necessary, but I'm not against it. However, I think it would be better putting it to that fealty policy, it would make it a bit less situational (by spreading the randonmess to more resources) and the Free Thought policy is already very strong...
 
I don't think the boost is absolutely necessary, but I'm not against it. However, I think it would be better putting it to that fealty policy, it would make it a bit less situational (by spreading the randonmess to more resources) and the Free Thought policy is already very strong...
I dont think fealty needs any additional buff. Its already strong. But I agree, they could be buffed by a socal policy. But I think, statecraft is the better tree for it.
 
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