New Version - July 7th (7-7)

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I love the fact that the AI uses anti-aircraft guns now. I've never seen them use them before.

I'm pretty sure I remember the Vanilla AI always spamming anti-aircraft guns, but the vanilla AAguns were really horrible and didn't really do anything. The AI was mostly using them as lower CS infantry.
They are actually making a difference now, which is nice.
 
I'm pretty sure I remember the Vanilla AI always spamming anti-aircraft guns, but the vanilla AAguns were really horrible and didn't really do anything. The AI was mostly using them as lower CS infantry.
They are actually making a difference now, which is nice.

That's exactly right.
 
Hm, is that how it was? I don't remember them producing them. Well, then again, I usually win before that stage, so my memory might be hazy. ;)
 
Since you can settle a city on let's say copper and it will count as an improved resource, why does the Pantheon belief for improved resource don't work as well?

Spoiler :
oWJzQwO.jpg

Spoiler :
nd7DHJp.jpg

Look guys I am in the desert here, I could use the +2 :c5food: Food. :help:
 
Since you can settle a city on let's say copper and it will count as an improved resource, why does the Pantheon belief for improved resource don't work as well?

Spoiler :
oWJzQwO.jpg

Spoiler :
nd7DHJp.jpg

Look guys I am in the desert here, I could use the +2 :c5food: Food. :help:

Because the definition of that specific pantheon calls for a check on whether a resource tile has an improvement. Since you haven't technically "improved" the tile it doesn't count.
 
Since you can settle a city on let's say copper and it will count as an improved resource, why does the Pantheon belief for improved resource don't work as well?

Spoiler :
oWJzQwO.jpg

Spoiler :
nd7DHJp.jpg

Look guys I am in the desert here, I could use the +2 :c5food: Food. :help:

It is connected, but not improved.
 
Hi, I was looking in files a way to lower the additional cost per city for science and polices (actually +6% per city), but I couldn't find it
I'm playing in Huge TSL earth map, domination style, and I will end up with literally hundred of cities(I'm not razing in purpose), but with the current additional cost, it's not doable and I have to restrained conquest :(
Which files should I check for this?, thanks :)
 
Hi, I was looking in files a way to lower the additional cost per city for science and polices (actually +6% per city), but I couldn't find it
I'm playing in Huge TSL earth map, domination style, and I will end up with literally hundred of cities(I'm not razing in purpose), but with the current additional cost, it's not doable and I have to restrained conquest :(
Which files should I check for this?, thanks :)

You can find it in \Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\Balance Changes\Worlds

There's a file called WorldSizes.sql, it's at the bottom of it.
 
Caravans have an initial 8-tile range, but I frequently can't reach one of my own cities within that range. I assumed hills, rivers, etc, factor into it, and let it go at that.

I was just playing a game where there were no potential obstacles, though, and still couldn't reach. The city was size 3, so I waited until it was a 4... still no good. Then, a couple of turns later, still at size 4, it coould reach.

Does anyone know the basic mechanics regarding this area?
 
You can find it in \Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\Balance Changes\Worlds

There's a file called WorldSizes.sql, it's at the bottom of it.

That's it, thanks a lot :)
 
Caravans have an initial 8-tile range, but I frequently can't reach one of my own cities within that range. I assumed hills, rivers, etc, factor into it, and let it go at that.

I was just playing a game where there were no potential obstacles, though, and still couldn't reach. The city was size 3, so I waited until it was a 4... still no good. Then, a couple of turns later, still at size 4, it coould reach.

Does anyone know the basic mechanics regarding this area?

Caravan movement is reduced by rough terrain and increased by roads.
 
Caravan movement is reduced by rough terrain and increased by roads.

Yes, but... in my last example, I could suddenly reach a few turns later.

And come to think of it, I had an earlier example where the capital could reach a city, but the city couldn't reach a capital.
 
Yes, but... in my last example, I could suddenly reach a few turns later.

And come to think of it, I had an earlier example where the capital could reach a city, but the city couldn't reach a capital.

Maybe a road was built? A forest was chopped? A unit blocked a tile and the caravan chose a different path? Maybe the two cities just chose different caravan routes, one of them clearly being worse than the other(I know caravan logic isn't really at its peak considering caravans keep running off the road for no good reason)?
 
Maybe a road was built? A forest was chopped? A unit blocked a tile and the caravan chose a different path? Maybe the two cities just chose different caravan routes, one of them clearly being worse than the other(I know caravan logic isn't really at its peak considering caravans keep running off the road for no good reason)?

Those are definitely possibilities -- crazy ones, but they could be the answer. Thanks.
 
Is there anyway to change how war weariness is calculated? I don't think I should suffer war weariness when I am in a non-shooting war such as when one AI bribes another AI halfway across the world to declare war on me and we cannot get at each other and we just sit that way for dozens of turns while my war weariness spikes out of control. It really makes no sense. On top of this why a I suffering insane war weariness when I am winning all of my wars handily, I've never fought on my own soil, and my population continues to grow despite any losses in the field.
 
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