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New Version - January 29th (1/29)

Discussion in 'Community Patch Project' started by Gazebo, Jan 29, 2015.

  1. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Alright, I've fixed a few more nagging bugs (thanks to my rapid playtesters) and introduced the policy change we discussed. This is a minor update.

    Here's the brief changelog for (1/29):


    Sorry for the rapid turnaround, but I figure you all would rather have a fully-working game sooner than later!

    I'll post this shortly (~1:45am EST). Will be an update for the CP, CBP, EUI Compatibility files, and CSD.

    G
     
  2. Funak

    Funak Deity

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    Poor England got dumpstered :D
     
  3. Llednar Twem

    Llednar Twem Prince

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    Not really, The ability to make factories early without being limited by coal supply still seems pretty significant. Tying ideologies to factories never really made sense anyway.
     
  4. Funak

    Funak Deity

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    Trying ideologies to factories was meant to symbolize industrialisation.

    Well losing the ability to grab an ideology 4 techs before everyone else is still a pretty big nerf :D
     
  5. MayNilad Man

    MayNilad Man King

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    I think the narrative goes like this: as people started moving to cities because of the demand for labor, they also began to be more politically aware due to class warfare. that political awareness made them receptive to the grand dreams of philosophers and/or statesmen.
     
  6. MayNilad Man

    MayNilad Man King

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    Hmmm, maybe we should have ideologies tied to yields other than culture (policy trees) and science (modern age). If we kept the factory system alongside policy tree requirement, ideologies will also be tied to hammers and beakers.

    I'm also thinking of tying ideologies to city density, not sure how you'd go about balancing that though
     
  7. Anastase Alex

    Anastase Alex Warlord

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    Suggestion: 3 society trees + industrialism era OR modern era. Otherwise culture civs can get crazy good.
     
  8. Funak

    Funak Deity

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    In my game one AI unlocked ideology in early renaissance, I unlocked it in late renaissance (playing a 4city empire for better culture) no one else unlocked before I hit modern era. So except for Poland, I don't think anything is out of control really
     
  9. WileyNg

    WileyNg Prince

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    second this
     
  10. Anastase Alex

    Anastase Alex Warlord

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    Montezuma can also go crazy...

    Would like England to keep the ability to get to ideology early however, so how about we let them pick an ideology when they enter industrial and generate any great person?
     
  11. Funak

    Funak Deity

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    Anyone 'can' go crazy really just like anyone techincally could gain an ideology in medieval era in the old patch, it was just really rare.

    In my current game only 3 of 10 civs(me included) actually got ideology from filling out three trees, the rest got it from entering modern, so on average this change actually slowed down the ideology aquisition for the AI :D
     
  12. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    Not necessarily a bad thing - having ideologies emerge in the modern period makes sense (historically), especially since the 'modern' period in civ 5 fills the 1880-1940 time-frame.

    Also, I forgot to mention I added 1 happiness to circuses and stadiums. This was largely to help the AI, and to make unhappiness from over-expansion slightly more manageable.

    G
     
  13. Funak

    Funak Deity

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    I was on your side, I personally liked the fact but I haven't played enough games to see anyone really snowball out of control. I think the celts in my game were pretty much out of control(they were like 8 techs ahead of me at one point), thats why they got an ideology in early renaissance, but it might just have been all other civs being slow. Their new sexy cultural specialist in their UB probably helped aswell (I love it).

    Is that global or local happiness? I've only played one game and i didn't expand at all in it so I never got to the point where I was unhappy, but it would be nice to know how it actually works.

    Also a suggestion if I may, since we are talking about circuses and stadiums, how about unlocking them from the rest of the building-line, there are in my opinion way too many building-requirements in the game at the moment and cutting this 4 building line in half atleast (Making colosseum-zoo a line and circus-stadium one) would help.
     
  14. Crimson13

    Crimson13 Prince

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    Just curious, has anyone had a problem with the auto move to your next unit after updating? I have it turned on in the options but since going to this version it doesn't work anymore.
     
  15. Zeppelin4

    Zeppelin4 Warlord

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    Can I still use a saved game from 1-28 with this version?
     
  16. Gazebo

    Gazebo Lord of the Community Patch Supporter

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    No, sorry. Had to fix a DLL endless loop bug.
    G
     
  17. Solitude102

    Solitude102 Chieftain

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    This mod is looking fantastic these days. I for one appreciate the work being put into it. Although I do hope my England is still as strong as ever. :)
     
  18. Funak

    Funak Deity

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    They probably need a bump, honesly still think their factory-replacement was too weak before the huge nerf in this patch. But i never actually managed to play England to industrial era.
    Early-game gets so damn boring when you have no uniques and nothing really to look forward to. I also think their unique decisions seems rather weak, but again I haven't actually played far enough to get to use them.

    If you've got some acual experience with England please discuss them with me so I can get a better idea of where their power is located, and make a better case for a balance change.
     
  19. Zeppelin4

    Zeppelin4 Warlord

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    I have to agree here thanks for all the hard work! :goodjob:
     
  20. WileyNg

    WileyNg Prince

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    But cultural civs are unlocking the ideologies too early, which just contradict what you said.
     

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