New Version - July 18th (7/18)

Status
Not open for further replies.

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,400
Location
Little Rock
Hey all,

New version inbound. This is a full release! I feel confident in the beta's performance, and I've nipped all reported bugs. It is time to stop iterating betas and introducing new things, and to start with number tweaks. There may be a hotfix or two as always, but I don't forsee any major issues. Yes, yes 'we're winding down' and all that. I do actually spend considerably less time on this now than a few months ago, so there's some truth to that. Anyways here's the final notes to finish off the beta series, and the combined notes for all changes since the last full release.

Bugfixes
  • A few more fixes from github
  • Fixed some missing UI stuff from EUI
  • Fixed an arcane loading quirk with city religions and majority religions
New:
  • Airplanes now count towards minor civ bullying
  • Air Combat
    • Refactored city defense for air units
    • Flat value - increased by certain buildings (+10 from Military Base, Airport, and Bomb Shelter)
    • Also increased by number of air units and AA units stationed in city.
Espionage:
  • Refactored espionage code with factory methods and cleaner utility
  • LUA hook added for modders for advanced actions:

    • Spoiler :

      • iSpyIndex - index # of spy doing the action
      • pkCity - city for spy to do action in
      • AdvancedActionTypes eAdvancedAction - action type - see enum table below
      • iRank - city's potential -> higher potential = more chances for bad things
      • eBuilding - if affecting building/WW production, put here
      • eUnit - if affecting unit production, put here
      • eSpecialist - if affecting GP rate, put here
      • player: DoAdvancedAction(iSpyIndex, pkCity, eAdvancedAction, iRank, eBuilding, eUnit, eSpecialist);
      [*] enums:
      [*] AdvancedActionTypes
      • ADVANCED_ACTION_UNIT,
      • ADVANCED_ACTION_GP,
      • ADVANCED_ACTION_BUILDING,
      • ADVANCED_ACTION_WW,
      • ADVANCED_ACTION_GOLD_THEFT,
      • ADVANCED_ACTION_SCIENCE_THEFT,
      • ADVANCED_ACTION_UNREST,
      • ADVANCED_ACTION_REBELLION,
      • ADVANCED_ACTION_FAILURE
  • Method slightly different - blocks no longer increase the remainder of the pool, but rather simply result in failed attempts
  • Buildings that block actions now much stronger
Balance:
  • Founder/Reformation beliefs that scale based on following cities/population no longer scale per era
  • Founder Balance:
    • Council of Elders scales at 4 (was 2)
    • Way of Transcendence scales at 25 (was 20)
    • Holy Law scales at 3 (was 2)
    • Hero Worship scale value 40 (was 50)

  • Added some new espionage mechanics to existing buildings/wonders
    • Prora: blocks WW Destruction in the City
    • Motherland Calls: now also increases chance of building sabotage
    • Pentagon: increases chance of unit sabotage
    • East India Co. - increases chance of gold theft
    • Bletchley Park - spies cannot do the 'failure' advanced action
    • Military Base: blocks science theft in the city

And the full notes (warning, long document!)

Bugfixes
  • Github bugfixes and merge with ilteroi bugfixes
  • Improvements to diplo AI, esp. for open borders
  • Open Borders a little harder to gain, and more expensive if the AI dislikes you
  • AI less keen to dive into DOF/DP to start a relationship (they've been burned too many times...)
  • MP desync barb fix tested.
  • Performance enhancements and optimizations
  • Fixed tactical AI bugs related to healing, danger, and pathfinding
  • Various github bugs/requests addressed
  • Voluntary vassalage no longer possible if at war
  • Worked on AI religion, pantheon selection (big improvements here)
  • Worked on AI road building logic and gold management methods
  • Integrated proper (i.e. actually intelligent) inquisitor logic for AI
  • Fixed some pathfinding issues
  • Adjusted AI war/peace logic
  • A few more fixes from github
  • Fixed some missing UI stuff from EUI
  • Fixed an arcane loading quirk with city religions and majority religions
  • AI civilian defense improved
  • AI tactical logic for taking cities and evaluating danger improved

Gameplay Adjustments
  • Horde/Liberation CS quests now need a barb land unit in borders (not just threatening) when quest ends in order to actually fail.
  • Barbarians cannot plunder cities until after the 'release' turn set in handicaps (30 for settler, 5 for Deity, scales between)
  • Barbarians are also no longer speed monsters on tundra
  • Adjusted the start biases of many civs to be a bit more historically accurate/useful(thanks, Phalanx!)
  • All tiles revealed during a turn remain revealed for the duration of the turn
  • This is largely a boon for the AI, but it is also a rationalization of the rather odd 'memory loss' suffered by units revealing/unrevealing tiles on a turn
  • Trade Route change:
  • Trade Routes now generate modest amounts of Culture based on the policy difference between two players (just like Science)
  • Gain culture from TRs to CSs (like science)
  • There's been a lot of talk about 'catch up' methods, and this is the best solution. It is active, engaged, and avoids the 'pity hand outs' of simply punishing high-culture players or rubber-banding low-culture players.
Balance

General
  • Science scaler from # of cities back to pre-beta value (culture value still 1% higher than before)
  • Reduced policy cost for late game slightly (5%)
  • Increased AI resistance bonus slightly at higher difficulties (more capitals = more resistance from other civs) - now affects all civs human and nonhuman (though it affects humans more than others)
  • Puppet Culture, Science and Tourism modifiers now -40% (were -25%)
  • Increased Culture and Science scaling costs from # cities by 2/3% for all map sizes.
  • Internal Trade Route yields scale with % of techs known
Units
  • Instant yield abilities nerfed for Great Artist, Scientist, Merchant (gold), Musician, and Writer (20-30%)
  • Great Writers now scale based on # of owned Great Works.
    • Every GW you have increases the value of your cultural instant yield by 3%.
  • Great Artists now scale based on # of active art themes.
    • Every themed art set increases base value of Golden Age turns (4) by 20%.
  • Bulbing of Great Scientists, Merchants, and Engineers now scales based on the number of GP UIs of their type you own.
  • Field Gun now has Indirect Fire
  • Field Gun now range 2 (was Range 3)
  • Ranged Naval units start at range 1. Range 2 begins with Cruisers.
  • Ironclad, Destroyer, and Missile Cruiser all require 1 coal (was formerly just ironclad).
  • Frigate and SotL no longer require Iron.
    • Naval changes should make combat more melee and close-quarters oriented, playing to the AI's strength and minizing the absence of interesting terrain at sea.
    • Requirements for coal on all late-game melee ships also make it so that each unit type is prized for its role, not its resource use.
  • Frigate/SotL going Iron free means that all global navies have parity until the Industrial period. This is more historically interesting and gives civs that war in the mid-game a chance to find the iron they need to upgrade before the naval divergence of the industrial period.
  • Siege units gain Naval Misfire promotion, promotion bumped to 33% (was 25%)
    • Should be harder for land units to hit naval units than vice-versa
  • Bumped RCS/CS of naval ranged units slightly, can move and shoot.
  • Recon units start with Treasure Hunter, Treasure Hunter buffed to 50% (was 25%)

Air Unit Changes:
  • Reworked how unit defense against airplanes works:
    • Problem: was a flat number (10) w/ randomizer (8 + 5r) for all units.
      • Problem - muskets shouldn't be as good as bazookas at taking out airplane
      • Using actual combat defense clunky - airplanes are either way too high RCS, or weird promotions have to come into play.
    • Solution:
    • Most post-renaissance units have a new value - Air Strike Defense
    • This number, added to a small 5r random number, defines the amount of damage a plane will receive when air striking against something.
  • Also added a new promotion line available to all units except armor, sub, and melee units. Promotion available when you've researched Flight.
    • Air Defense I-III
      • Each level adds +5 to the number below.
  • What this will do:
    • Airplanes now have specific units they are very good at taking out (armor, subs, pre-industrial, and + rifle/gun units)
    • Certain units are very hard for airplanes to deal with, but aren't necessarily super-high RCS/CS
    • Airplanes can generally go longer in-between heals, extending their efficacy without changing their RCS/CS values
  • Airplanes now count towards minor civ bullying
  • Refactored city defense for air units
    • Flat value - increased by certain buildings (+10 from Military Base, Airport, and Bomb Shelter)
    • Also increased by number of air units and AA units stationed in city.
City-States
  • Faith from CSs increased slightly (+1 in ancient, +2 in classical, etc.)
  • Influence from CS unit gifts diminishes based on the number of military units owned by the CS (floor is half the normal influence value)
  • Reduced base value of bullying slightly.
Cities
  • A coastal city blockaded by water (i.e. enemy units adjacent to city on water) produces -25% gold
Resolutions:
  • World Ideology now unlocks with Telecommunications
Process:
  • Increased potency of Defense process, but decreased production conversion to 10% (so you should see the change more clearly, but it scales less steeply)
Promotions
  • Survivalism III - loses withdraw, gains Enemy Route use
  • Trailblazer III - loses Enemy Route use, gains withdraw
Tourism:
  • Reduced instant tourism from historic events (including aesthetics and patronage elements) by about 30%. Tourism from trade route events unchanged.
Great Works:
  • Base Tourism from Great Works increased to 3 (was 2)
Improvements:
  • Increased Culture, Faith, and Tourism from Holy Sites (starting and tech scaling) by 1.

Natural Wonders
  • Fountain of Youth brought down to 5HP
Espionage
  • Refactored espionage code with factory methods and cleaner utility
  • LUA hook added for modders for advanced actions:
    Spoiler :

    • iSpyIndex - index # of spy doing the action
    • pkCity - city for spy to do action in
    • AdvancedActionTypes eAdvancedAction - action type - see enum table below
    • iRank - city's potential -> higher potential = more chances for bad things
    • eBuilding - if affecting building/WW production, put here
    • eUnit - if affecting unit production, put here
    • eSpecialist - if affecting GP rate, put here
    • player: DoAdvancedAction(iSpyIndex, pkCity, eAdvancedAction, iRank, eBuilding, eUnit, eSpecialist);
    • enums:
      • AdvancedActionTypes
      • ADVANCED_ACTION_UNIT,
      • ADVANCED_ACTION_GP,
      • ADVANCED_ACTION_BUILDING,
      • ADVANCED_ACTION_WW,
      • ADVANCED_ACTION_GOLD_THEFT,
      • ADVANCED_ACTION_SCIENCE_THEFT,
      • ADVANCED_ACTION_UNREST,
      • ADVANCED_ACTION_REBELLION,
      • ADVANCED_ACTION_FAILURE

  • Method slightly different - blocks no longer increase the remainder of the pool, but rather simply result in failed attempts
    • Buildings that block actions now much stronger

Buildings
  • Removed herbalist restriction for forest/jungle
  • Halved instant-yield Tourism from Zoo construction.
  • Monument and Stele now have no maintenance
  • Monument now has +2 Culture
  • Seaport back to 25% production
  • Police Stations: Block Gold theft in the City via advanced actions, gain 250 gold and culture when you a spy is killed in this city, scaling with era and spy level
  • Constabularies (and Wats): Blocks building destruction from spy advanced actions, increases city defense by 5.
  • Military Base: blocks science theft in the city, +10 to city air defense
  • Bomb Shelter: +10 to city air defense
  • Airport: +10 to city air defense

Wonders
  • Prora: Gain 10 Culture from pillaging, scaling with era, blocks WW Destruction in the City
  • Big Ben now Palace of Westminster
  • Westminster and Forbidden Palace bonuses flipped
  • Broadway Theming bonus now Gold (was Culture) - added bonus: +250 Culture (scailng) when you construct a building in this city.
  • Motherland Calls: removed Tourism penalty (duplicate of Great Firewall ability); no unrest/rebellion from spies in city, and your spies are much more likely to cause unrest and rebellion via advanced actions. Also increases chance of building sabotage via AA.
  • NIA: gain 400 science and culture when your spies complete a coup, steal a great work or technology, and 100 if they complete an advanced action. - removed other advanced action stuff
  • Bletchley: Spies much more likely to steal science or disrupt world wonders via AA
  • Pentagon: increases chance of unit sabotage via AA
  • East India Co. - increases chance of gold theft via AA
  • Bletchley Park - spies cannot do the 'failure' advanced action
Ideologies
  • First adopters now only get 1 free tenet - used to be 2
  • All subsequent adopters get 1 free tenet as well
  • Increased number of tenets lost from switching to 5 (was 2) and anarchy turns to 5 (was 2)
  • There's a turn lag (50 on standard for first adopt, 30 when you switch) that boosts your own ideological pressure for the purposes of discontent - will give empires a chance to stabilize after adopting/switching an ideology in which they aren't immediately unhappy from ideological pressure
  • Turn lag tapers down from 50, so chance of unhappiness goes up during this time (and the bonus goes away entirely at 50)
Tenet Changes
  • Order
    • Double Agents - now 3 Spies (Was 1)
    • Five Year Plan - removed Production on Cities, added +20% production towards buildings in all Cities
    • Iron Curtain - now 250% production/food (was 200%)
    • Great Leap Forward now Tier 2
    • Worker's Faculties now Tier 1
  • Autocracy
    • Iron Fist (replaces Autarky) - Vassals can no longer rebel or be liberated. Yields from Vassals and City-States increased by 100%, and +50% Worker Improvement rate.
    • Note that part of this bonus relies on C4DF. If you don't use C4DF, only 1/2 of this tenet applies. Eh, most users use it anyways...
    • Lightning Warfare - +3 Movement for Great Generals. Gun units gain +15% attack and ignore enemy ZOC. Armor units gain +15% attack and +1 Movement.
    • New World Order - +100% construction speed for Constab/Police Station
    • Third Alternative - dropped capital yields, now also Reduces Unit Gold Maintenance costs by 25%.
    • Commerce Raiders (was Nationalism). +10% Production from Seaports. +1 Oil and Coal for every City-State Alliance. Submarines and Melee Naval Units gain the Prize Rules Promotion.
    • Prize Rules: +20% CS/RCS when attacking units under 50% health, 300% of killed unit strength becomes gold in capital.
    • Cult of Personality (edited) - highest warscore now affects all Civilizations (50% of highest warscore counts as tourism mod with all civs)
    • Futurism (added) - +2 Culture from Great Works, 150 Tourism (scaling with era) when you conquer a city for the first time.
    • Total War (new) - +25% Production when building land units. +25% Warscore (from city capture, plunder, etc.). 50% easier to bully City-States.
    • United Front - Unit gifts to City-States generate 40 Influence. While at war, influence with allied City-States does not decay, and Militaristic City-State unit gift rate triples.
    • Tyranny (was Gunboat Diplomacy) - Can bully allied City-States, and doing so decreases the influence of all other Civs with that CS by 25% and increases yours by 25%.
  • Freedom
    • Covert Action - now also affects coups (doubled chance)
    • Economic Union - now 2 TRs, +6 Gold (Was 1, 3)
    • Volunteer Army (added) - Unit Supply generated by Population increased by 15%.
    • Capitalism (edited) - 6 Specialists in each of your cities generate Happiness instead of creating Unhappiness.
    • New Deal - bumped to +5
    • Media Culture - dropped Tourism to 25% (was 34)
    • Space Procurements - dropped Science on RL to 10% (Was 20)
    • Creative Expression (edited) - +2 Tourism from Great Works. Museums, Broadcast Towers, Opera Houses, and Amphitheaters gain +2 Golden Age Points and Culture.
Policies
  • Progress
    • Opener - Gain 20 science in Capital for every citizen already present as an instant yield
    • Aameliorates harshness of capital citizen growth timing with progress unlocks.
    • Liberty - 25% Trade Unit production increase added
    • Organization (added) - Trade Routes to Civilizations with more Techs and/or Policies than you generate +3 Science and/or Culture.
    • Expertise - loses 1 movement for civilians, gains 5% reduction of all future policy costs
    • Liberty - gains +1 movement for civilians
  • Piety
    • Finisher - now +4 yields (was 3)
    • Organized Religion - +2 culture for temple (was 1)
    • Syncretism - yields now 3/3 (was 3/2)
    • Monastery - now 3/3 food/science (was 2/2)
    • Underperforming a bit compared to aesthetics and statecraft, esp. since 'base yields' are Piety's focus
  • Authority:
    • Tribute - Values reduced to 20/20 and 30, respectively
    • Finisher - Added: yields from Tribute policy doubled.
General
  • Policy costs increased by about 20% overall (including scaling above).
  • Refactored policy costs for Wonders - are generally more even and slightly less strict than before.
  • New finisher wonders for all policy branches:
    • Tradition - Sankore
    • Progress - Forbidden Palace
    • Authority - Alhambra
    • Piety - Taj Mahal
    • Statecraft - Big Ben (Westminster, see below)
    • Aesthetics - Louvre
    • Imperialism - Pentagon
    • Rationalism - Bletchley Park
    • Industry - Broadway
    • Why? Changes to policy speed over time have caused wonder unlocks to be far too late (hanging gardens in medieval), so I bumped all wonders up a level. This has been a problem for some time.
Religion
Pantheons:
  • Earth Mother now +3 production from monuments (was +2)
Enhancers:
  • Tithes follower scaler now 8 (was 6)
  • Sainthood follower scaler now 10 (was 6)
  • Evangelism Science from missionaries dropped by 15%
  • Pacifism now 1 happiness per 10 (Was per 6)
  • Resilience - now halves enemy follower reduction. Also grants +3 to all holy site yields (faith, culture, tourism)
Reformation
  • Glory of God now 2 scaler (Was 5), no longer scales per era

Founders
  • Founder/Reformation beliefs that scale based on following cities/population no longer scale per era
    • Council of Elders scales at 4 (was 2)
    • Way of Transcendence scales at 25 (was 20)
    • Holy Law scales at 3 (was 2)
    • Hero Worship scale value 40 (was 50)
Leaders
  • Siam
    • UA Influence now 35 (was 40)
  • Japan
    • Bumped XP -> Science/Culture gain up one factor (UA)
    • UA bonus from XP reduced for AI slightly at higher levels (should feel less absurd)
  • Denmark
    • Jelling Stone now Runestone, new ability - gain 5 Culture/Production in City when you pillage a tile, scaling with Era.
  • Poland
    • UA changed - Starting in the Classical Era, gain a free Social Policy every other Era, and gain two additional free Tenets when you adopt an Ideology for the first time.
    • A little less powerful overall, but a bigger punch when you hit ideologies. Shifts Poland's power to the later game a bit.
  • India
    • -50% Prophet Costs added to UA
    • Upped passive religious spread power slightly
  • Rome
    • New Legion promotion - Pilum - 10 damage to adjacent enemies every turn you are fortified
  • Celts
    • Pantheon choices rebalanced:
    • Epona, the Great Mare: now +10 (was +12)
    • Lugh, the Skilled One: now +3 (was +4)
    • Bran, the Sleeping Guardian: Added: +12 Culture when a Citizen is born, scaling with era (removed culture in city)
    • Morrigan, Harbinger of Strife: 100% of CS as yields (was 50%)
    • Nuada, the Silver-Handed King: Added +2 Gold from City Connections
    • Ogma, the Learned: Added +3 Science +3 Culture +3 and Great Scientist points in the Capital
    • Rhiannon, Goddess of Sovereignty: +2 Culture in every city. +1 Production and +1 Gold from any tile with an improved resource

Whew! That was a lot of stuff! Anyways, online as of 10:30pm EST. Not savegame compatible, period!

Link: https://mega.nz/#!DB8XEaiY!JOG-UoGYM7HZM6-xIj1navqPGKgfKdP3dtLZ7NF8WCY

Cheers,
Gazebo
 
Last edited:
Seems good now I need to hasten up that update.
 
How's that looking by the way? Asking before I dedicate to a new game.
Too far since hokath has started to develop the ideological events. So when you're finished with your game in 4 days or so.
 
LUA hook added for modders for advanced actions:

  • Spoiler :
    • iSpyIndex - index # of spy doing the action
    • pkCity - city for spy to do action in
    • AdvancedActionTypes eAdvancedAction - action type - see enum table below
    • iRank - city's potential -> higher potential = more chances for bad things
    • eBuilding - if affecting building/WW production, put here
    • eUnit - if affecting unit production, put here
    • eSpecialist - if affecting GP rate, put here
    • player: DoAdvancedAction(iSpyIndex, pkCity, eAdvancedAction, iRank, eBuilding, eUnit, eSpecialist);
  • enums:
  • AdvancedActionTypes
    • ADVANCED_ACTION_UNIT,
    • ADVANCED_ACTION_GP,
    • ADVANCED_ACTION_BUILDING,
    • ADVANCED_ACTION_WW,
    • ADVANCED_ACTION_GOLD_THEFT,
    • ADVANCED_ACTION_SCIENCE_THEFT,
    • ADVANCED_ACTION_UNREST,
    • ADVANCED_ACTION_REBELLION,
    • ADVANCED_ACTION_FAILURE
I actually have a problem comprehending this.

Does that mean eBuilding has to be defined when doing ADVANCED_ACTION_BUILDING instead of destroying the current building's production and the same goes for eUnit?
 
Oh you guys forgot to add a wonder I mean you guys totally need to add the Roman Pantheon with its wonder ability allowing empires to use the second most popular pantheon as well.
 
I actually have a problem comprehending this.

Does that mean eBuilding has to be defined when doing ADVANCED_ACTION_BUILDING instead of destroying the current building's production and the same goes for eUnit?

Yes - you just need to pass the city's current production project in if that's what you want to do. Same for eUnit. eSpecialist you'd want to check that the city has any amount of GPP before assigning. I do it this way to avoid any kind of weird situation where the target building and the notification building don't line up.

G
 
Giant change log
Whew lads, let's have a round of applause!

As for the newest changes to planes, looks great. Can't wait to terrify the lesser beings with new and innovative technologies!


I was going to put this in the last release thread, but I may as well put it here now as it's just number balancing. Follow up to my previous write up:

I played a couple more games on higher difficulty. While everything on land feels great, naval combat feels a bit out of whack. For starters, why is it reversed for naval in that melee ships have higher aerial defense and Interception? This strikes me as odd because then you still need a mix of melee and ranged vessels to wrest control. Because of this, planes are just kind of there rather than being integral part of naval combat, which is kind of the opposite from reality. The fact that ships in general give planes quite a kicking also feels incongruous. Maybe I'm missing something here?

Lastly, Carriers. At the moment, they are pretty inconsequential. They're nice to have, but their placement in the tech tree is just super bad. Let's examine two situations:

You've rushed tier 1 planes. You want to increase your power projection with them. You can:
a) Research up to seven non combat oriented techs to get them and build an entire fleet to protect the highly vulnerable units
b) Research four extremely valuable combat techs for Radar to increase your unit density, damage and range.

Personally, I'm going to pick b) every time. With the Range promotion, there is very few times when you won't have enough overlapping fire from city based planes to justify needing Carriers.

Situation two. You've rushed Radar and want to increase your power projection. You can:
a) Research up to seven non combat oriented techs to get them and build an entire fleet to protect the highly vulnerable units
b) Research six extremely valuable combat techs for Stealth, which gives you Missile Cruisers and Stealth Bombers

Again, I'm going to pick option two in almost every situation. I may stop for Research Labs first if I haven't, but even at that point I'd still go for Stealth.


I think that Carriers are just slightly too far in the tree to ever be something I'd pursue for their own sake, rather than something you just get eventually (usually when the game is over.) My opinion? They should be moved to Atomic Theory. At that point I could legitimately picture researching them rather than simply upgrading my planes to fly farther and do more damage. Being earlier in the tree is balanced by needing additional techs for them to function in the first place.
 
Whew lads, let's have a round of applause!
You know what, I agree, before this patch planes were cool but kinda of weak, now that planes kick ass its time to take a look a carriers, I have been playing vox for years and I think I build 2 carriers in 100 games...If I had to pick one unit to call useless, its the carrier for sure.
 
Is anyone else having issues with units(mostly civilian) asking for orders every turn after I've told them to move 5-10 tiles away?
Example: I send my worker from one city to another that is 5-10 tiles away. He's going to ask for orders every turn like he forgets where i told him to go.
This should normally happen only when there is a barb or some other hostile unit nearby, but with VP it happens almost every turn and its getting really annoying.
Now i switched back to an older version of VP and I didn't have any problems so I figure the bug is in some of the newer versions.
 
Oooo oo that could be a major CBP thing. make Carriers cost 1 uranium and make them tougher basically give them a weak attack.
 
When you conquer a city, the capture options don't appear anymore. You will annex the city right away. Anyone else having this bug?
 
Is anyone else having issues with units(mostly civilian) asking for orders every turn after I've told them to move 5-10 tiles away?
Example: I send my worker from one city to another that is 5-10 tiles away. He's going to ask for orders every turn like he forgets where i told him to go.
This should normally happen only when there is a barb or some other hostile unit nearby, but with VP it happens almost every turn and its getting really annoying.
Now i switched back to an older version of VP and I didn't have any problems so I figure the bug is in some of the newer versions.

GitHub post for ilteroi. Thankfully these things are save game friendly.

When you conquer a city, the capture options don't appear anymore. You will annex the city right away. Anyone else having this bug?

Sounds like mod conflict.
 
Too far since hokath has started to develop the ideological events. So when you're finished with your game in 4 days or so.
There are some 50 or 60 events to write, so yeah :D
 
Status
Not open for further replies.
Back
Top Bottom