New Version - July 1st (7-1)

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Except more civs = more population required to convert.

Not really, more space would mean more population to convert, more civs on the same space is pretty much equal population. You also have way more options of where to spread your religion as a way smaller part of the population is part of civs with their own religion.
In fact even if you assume that more civs would mean more cities, that would place them closer together, making passive religious spreading even stronger.
 
more space would mean more population to convert,
Less starting civs = less population.
more civs on the same space is pretty much equal population.
Yeah, because 5 secondary cities, with 5 pop each, equals to 5 capitals of different civs.
In fact even if you assume that more civs would mean more cities, that would place them closer together, making passive religious spreading even stronger.
Except there are 0(ZERO) reformation beliefs related to passive religion spread. In fact, getting passive spreading belief is the only way to get reformation belief before industrial era (in case of AI - to get it at all).
 
Here is a Mercantile City-State without its unique luxury resource.
Is this supposed to happen?

sKAoESZ.jpg


At one point it yielded to barbarians until I liberated it. Before this, it did have a unique resource.
 
Less starting civs = less population.

Yeah, because 5 secondary cities, with 5 pop each, equals to 5 capitals of different civs.
That is in no way a guarantee, and even if it was the difference is completely neglectable.

Except there are 0(ZERO) reformation beliefs related to passive religion spread. In fact, getting passive spreading belief is the only way to get reformation belief before industrial era (in case of AI - to get it at all).
I have no idea what you're talking about here at all, so I'll just make a guess.
Yes there are no reformation beliefs that are related to passive spread because reformation is a reward for spreading.
Are you saying that missionaries are under-powered now? Because they are really powerful and really cheap.
 
That is in no way a guarantee, and even if it was the difference is completely neglectable.
The difference between between 5 cities with 5 pop versus 5 cities with 10+ pop is completely negletable?

Are you saying that missionaries are under-powered now? Because they are really powerful and really cheap.
Missionaries weren't changed, it's just AI doesn't spam them excessively (from the bonus faith it was getting) anymore, so religious matters are more tolerable in CBP.
Still, the subject is on bad scalability of the requirement for NW with the map size and amount of players.
 
The difference between between 5 cities with 5 pop versus 5 cities with 10+ pop is completely negletable?
Pretty much, yes. But it's usually a difference of 5 cities with 14 pop or 5 capitals with 15.
 
The Piety finisher was indeed super duper broken with any more than a handful of cities, good change there. It really disincentized follower yield choices vs. buildings and resulted in out of control faith per turn numbers by early industrial (300+ was not uncommon in my games).
 
Hey Gazebo, did you reduce the amount of diplomatic influence you get from rescuing workers/settlers from other civs? I noticed you said in the 6/29 version that you adjusted some values, so I'm wondering if that was one of them.

I used to get...I think +20(?) from rescuing a civilian unit from barbarians and now it's like 6. It feels low compared to how it was, but then again it's in a sense harvest-able.

Is it tied to how important the unit is (Worker vs. settler.), how friendly you are with the civ you gave them back to, or ?
 
Hey Gazebo, did you reduce the amount of diplomatic influence you get from rescuing workers/settlers from other civs? I noticed you said in the 6/29 version that you adjusted some values, so I'm wondering if that was one of them.

I used to get...I think +20(?) from rescuing a civilian unit from barbarians and now it's like 6. It feels low compared to how it was, but then again it's in a sense harvest-able.

Is it tied to how important the unit is (Worker vs. settler.), how friendly you are with the civ you gave them back to, or ?

I haven't adjusted that in CBP, but I did adjust it in CSD awhile back.

G
 
This isn't exactly a bug, more a quirk so I'm going to post it here instead, but it seems like automated workers don't value luxuries much at all. As an experiment I kept all my workers automated and built an obscene number of them (7) on 4 cities, with both the improvement-speed from liberty and the pyramids, and 200 turns in I still have 8 unimproved luxuries within my territory. The workers seems to focus on buildings roads(awesome) first, then move on to encampments and tradingposts, but even mines and farms seems to get priority over improving my luxuries, really weird actually.
 
This isn't exactly a bug, more a quirk so I'm going to post it here instead, but it seems like automated workers don't value luxuries much at all. As an experiment I kept all my workers automated and built an obscene number of them (7) on 4 cities, with both the improvement-speed from liberty and the pyramids, and 200 turns in I still have 8 unimproved luxuries within my territory. The workers seems to focus on buildings roads(awesome) first, then move on to encampments and tradingposts, but even mines and farms seems to get priority over improving my luxuries, really weird actually.

I imagine it is an issue of base-yields. I need to add a multiplier for happiness on a tile, see if that helps.
G
 
I imagine it is an issue of base-yields. I need to add a multiplier for happiness on a tile, see if that helps.
G

That's pretty much what I thought, the yields of a mine on a salt tile is less impressive than the yields of a Tipi on pretty much any tile. Probably even worse when it comes to forest-plantation resources, where improving it pretty much adds nothing.
Anyways, thanks for the quick response.
 
Also, I should note that there are a couple of problems with Merlin's flavors mod. It is leading to a few really aberrant flavors, so I wouldn't use it at the current time.

G

you mean the flavor's for policies?
i working on it... new version will arrive soon.

all feedback is welcome.
 
I figured so, though people were reporting issues with it as CP/CBP bugs, which isn't the case, so I wanted to head that off.

G

v9 is up with smarter flavor's for policies.

some are still high or the policies are just OP :lol:
 
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