New Version - June 2nd (6-2)

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We've seen reports that the jump from Prince to King is hard, King to Emperor is hard, Emperor to Immortal is hard, ...
To me it says the difficulty levels are well-designed. If the jump wasn't felt, then the two levels would be equivalent.
Yep. Anyone could also create a difficulty between King and Emperor to have sth in between. It'd be just an interpolation between those two.
 
So giving "half a worker"? (Like a worker with prisoner of war promotion, so that it is less efficient during the first 50 turns)
Good idea, but I guess it's not doable by just changing .xml
Instead you can have a difficulty with King settings, but with additional worker for AI. Or Emperor settings without the worker.
There are plenty of ways to interpolate between difficulties.
 
I will agree that Emperor has gotten a lot harder lately, which I mainly attest to AI tactical improvements. The AI on Emperor just wars so much better than it used to.

Ultimately, should it get a nerf? I'm of mixed minds on the subject, I think it would be worth considering the removal of the extra worker just because that's a bit of a "crutch"...the AI has to get bonuses, but a magical free unit at the beginning is a bit harder to swallow then just "more bonuses"...and as others have noted it creates the weird imbalance where if a player wars the AI early they actually get an advantage they wouldn't on King. But if a small bump on other stats was needed to compensate I would not object.
 
I will agree that Emperor has gotten a lot harder lately, which I mainly attest to AI tactical improvements. The AI on Emperor just wars so much better than it used to.

Ultimately, should it get a nerf? I'm of mixed minds on the subject, I think it would be worth considering the removal of the extra worker just because that's a bit of a "crutch"...the AI has to get bonuses, but a magical free unit at the beginning is a bit harder to swallow then just "more bonuses"...and as others have noted it creates the weird imbalance where if a player wars the AI early they actually get an advantage they wouldn't on King. But if a small bump on other stats was needed to compensate I would not object.

I' agree. I've always felt the goal should be to get rid of AI advantages where possible. That the worker can be stolen pretty easily is also a bit problematic.

I am now playing Immortal without the extra worker. It's a great balance.
 
I' agree. I've always felt the goal should be to get rid of AI advantages where possible. That the worker can be stolen pretty easily is also a bit problematic.

I am now playing Immortal without the extra worker. It's a great balance.
Besides, having different starts changes the dynamics (forced vs not forced to steal that early worker is an example). It's like playing a different scenario.


Hmmm. Now that'd be interesting. For instance, difficulty level just controlling how much yields everyone gets. Then, in the settings, activate a package of challenges (AI starts with a worker, another for AI with extra explorer but ruins disabled, another with an extra settler) and those masochistic players could activate more than one challenge at once.
 
Besides, having different starts changes the dynamics (forced vs not forced to steal that early worker is an example). It's like playing a different scenario.


Hmmm. Now that'd be interesting. For instance, difficulty level just controlling how much yields everyone gets. Then, in the settings, activate a package of challenges (AI starts with a worker, another for AI with extra explorer but ruins disabled, another with an extra settler) and those masochistic players could activate more than one challenge at once.

Yes. And you can do it inside VP, or with the Really Advanced Setup mod.
 
What about no specialists in puppets?
My puppet cities use them.
Wasn't that changed in 5-19?

Also sometimes the city uses laborers instead of working good tiles.
 

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I picked the tradition branch and no matter how much I try to assing my first engineer, he won't be assigned when I try to assign him. Is this a bug? The only thing that changes is the tick for manual specialist control or not... My first thought was the improved city view mod, and that it might be causing it - has this mod experienced any updates these past 4 months?
 
I picked the tradition branch and no matter how much I try to assing my first engineer, he won't be assigned when I try to assign him. Is this a bug? The only thing that changes is the tick for manual specialist control or not... My first thought was the improved city view mod, and that it might be causing it - has this mod experienced any updates these past 4 months?

If city is unhappy, than you cannot assign specialists. That is probably the culprit.
 
My happiness is 100% and my capital has 5 happy people and 5 unhappy people? So this is the problem?
 
When i capture an enemy worker and disband it, it says that i should recive 20 gold, but I don't. Is this a bug or intended?
 
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