New Version - June 21st (6/21)

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You (attempted to) cut off their settlers by buying tiles 11 times in one game? Why they want your borders so much? Once or twice a game I might get border settled, usually its border expansion that makes nations touch. Its very crazy to have a city that close to your border.
 
You (attempted to) cut off their settlers by buying tiles 11 times in one game? Why they want your borders so much? Once or twice a game I might get border settled, usually its border expansion that makes nations touch. Its very crazy to have a city that close to your border.

Technically half the times it happened between other civs one AI settling a city on the border of another civ. And I'm not talking about borders touching, I'm talking about the city-tile touching the border, which is absurd. Not unexpectedly mostly those cities have already fallen, but I still have 2 left on my border to deal with. Both those civs are currently at war with me, probably for that exact reason so they will probably fall soon.

One problem seems to be that there are a lot of cross world expansion going on, and I guess with such long settling-missions for the AI, most of the tiles near the city end up being taken before they get there, either by tile-buying or by natural expansion.


My last game had Songhai settling a city with 3 different cities claiming tiles next to that city's main-tile. 2 of them being French cities the last was Roman I believe. He didn't have a border anywhere close to that city and had no way of connecting it to a road-network. However I did end up forgiving him for it, because he conquered all the french territory and made a landroute to that city :D
 
yeah even if there is only one tile away form a national border you are in big trouble. If they are dropping cities as their settler is actually standing on your border that's not right. And that makes a lot more sense. I was imaging waves of settlers approaching your lands from all sides and popping on your borders.
 
yeah even if there is only one tile away form a national border you are in big trouble. If they are dropping cities as their settler is actually standing on your border that's not right. And that makes a lot more sense. I was imaging waves of settlers approaching your lands from all sides and popping on your borders.

That was what happened. The cities were literally on my border, I could declare war by attacking their city with a meleeunit from my territory.
 
By the way, this have been active for a few patches and I was going to ask if it was intentional. But the capital produces isolation unhappiness for some reason. I mean sure it is isolated but the description of isolation asks for a road or a trade-route to the capital which isn't really possible.
 
By the way, this have been active for a few patches and I was going to ask if it was intentional. But the capital produces isolation unhappiness for some reason. I mean sure it is isolated but the description of isolation asks for a road or a trade-route to the capital which isn't really possible.

Was just about to ask about this, beat me to it.

Also, was auto-explore removed as a function? Telling a unit to auto-explore does the same thing as just waiting for a turn.
 
Was just about to ask about this, beat me to it.

Also, was auto-explore removed as a function? Telling a unit to auto-explore does the same thing as just waiting for a turn.

They seem to get lost a lot, even when there are plenty of places left to explore they don't seem to want to. I think someone(Gazebo?) changed their willingness to explore ocean terrain, which probably was a good idea, because scout running out into the ocean trying to explore with their extremely limited range was kinda weird. But this also leads to you having to manually send them to new islands or buy boats (which is impossible if you're inland).

Automated workers also seems to get extremely lost, had one running back and forth between 2 finished improvements and 2 improvements that other workers were building for about 15 turns before it got bored and started building a tradingpost. Automated workers also doesn't seem to have any interest in building roads had one game where I as an experiment didn't manually build any roads and just kept all workers automated (had like 16 of them on 7 cities as well) and by the time I quit that game at about 300 turns in (standard speed) I still didn't have one road built at all.
 
Welp, looks like I'm back to never actually improving jungle resources.

Have you actually tried it out? You get way more yields from actually improving them now. the basic trade is 1 Food for 2 Gold for most luxuries and 1 Food for 1 Food +1 Gold for bananas(assuming they are on flat land).
Plantations also benefits from some techs I believe and get even stronger eventually.
 
Have you actually tried it out? You get way more yields from actually improving them now. the basic trade is 1 Food for 2 Gold for most luxuries and 1 Food for 1 Food +1 Gold for bananas(assuming they are on flat land).
Plantations also benefits from some techs I believe and get even stronger eventually.

You lose 2 science also.
 
You lose 2 science also.
I said initially, plantations gets better with techs aswell, and if you're bringing in modern era techbuildings I'm pretty sure the plantation pretty much crushes empty jungle-tiles.


Again, you're free to play however you want, but I'm saying that you're probably not doing it optimally.
 
That was the point of the changes Finbez, to make the improvements worth more. As is proper.
 
They seem to get lost a lot, even when there are plenty of places left to explore they don't seem to want to. I think someone(Gazebo?) changed their willingness to explore ocean terrain, which probably was a good idea, because scout running out into the ocean trying to explore with their extremely limited range was kinda weird. But this also leads to you having to manually send them to new islands or buy boats (which is impossible if you're inland).

Automated workers also seems to get extremely lost, had one running back and forth between 2 finished improvements and 2 improvements that other workers were building for about 15 turns before it got bored and started building a tradingpost. Automated workers also doesn't seem to have any interest in building roads had one game where I as an experiment didn't manually build any roads and just kept all workers automated (had like 16 of them on 7 cities as well) and by the time I quit that game at about 300 turns in (standard speed) I still didn't have one road built at all.

But...mine are literally doing nothing at all. They wait for a turn then require orders again.
 
Wait, has something major happened since I lost my password a while ago? I distinctly remember there being a consensus that wide having a clear advantage over tall was a problem with the mod. Now people are complaining about the happiness change because it buffs tall more than it does wide?
 
The happiness change doesn't favor tall or wide.

If you're tall it's easier to get positive happiness, but there are fewer cities and citizens to apply the buff to.

If you're wide it's more challenging to have lots of positive happiness, but the buff applies more broadly to more cities. The buff applies to national yields, helping to offset the science and policy penalties from going wide.

It's really a neutral system, and I think it's working well.
 
Wait, has something major happened since I lost my password a while ago? I distinctly remember there being a consensus that wide having a clear advantage over tall was a problem with the mod. Now people are complaining about the happiness change because it buffs tall more than it does wide?
It went back to BNW-tier "balance".
 
Wait, has something major happened since I lost my password a while ago? I distinctly remember there being a consensus that wide having a clear advantage over tall was a problem with the mod. Now people are complaining about the happiness change because it buffs tall more than it does wide?

People are always complaining about something. It is pretty hard to test or prove which is better or harder or more skillful so people just take whatever chance they can get to complain about something being a nerf for something.
This change was made as a buff to people struggling with happiness and to help people when random coincidences makes them fall down into a unhappiness-pit by making it way easier to get back on track again. However some people clearly doesn't see it that way.

By the way welcome back, bro.


The happiness change doesn't favor tall or wide.

If you're tall it's easier to get positive happiness, but there are fewer cities and citizens to apply the buff to.

If you're wide it's more challenging to have lots of positive happiness, but the buff applies more broadly to more cities. The buff applies to national yields, helping to offset the science and policy penalties from going wide.

It's really a neutral system, and I think it's working well.

Pretty much this, the system is smoothing out the happiness curve, making it less painful to drop a few happiness-points below 0 and less painful to get a few happiness-points above 0. Pretty much just making the game better for everyone.
 
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