New Version - June 2nd (6-2)

Status
Not open for further replies.
Great mod, still chugging at 4316 hours played :D

About difficulty... I can attest that King to Emperor is a tricky jump to make. But I can actually spin it IF I don't get tangled in my own megalomaniacal plans. I have a very real tendency to try and settle all the free land I can (instead of using brain about which places make sense to settle), conquer the rest of my continent, and then getting into wars that turn into attrition because I did not create an advantage for myself - and that gets me my ass handed to me. Even if I succeed in owning a (sub)continent, I find myself fifteen techs behind because I rapid-settled and my tech costs rose to heavens.

Just quit a game after making a series of really stupid mistakes (trying to conquer Egypt largely on open terrain before Medieval... yeah...).

If there's one thing I dislike about warfare currently in the game, it's the AI's tendency to love the skirmisher line and watching the slow-motion animations of my units dying to the running horse archers, making each war turn cycle take about seven years as six different Skirmishers run to shoot at one unit in turn. (Obviously it was even worse against Egypt, but it's annoying in general.) This is largely saved by having something to read on the other screen though, so can't really qualify it as a real complaint I reckon.

I think the difficulty is settings are fine, I just play sub-optimally and can't get away with it above King.
 
If there's one thing I dislike about warfare currently in the game, it's the AI's tendency to love the skirmisher line and watching the slow-motion animations of my units dying to the running horse archers, making each war turn cycle take about seven years as six different Skirmishers run to shoot at one unit in turn. (Obviously it was even worse against Egypt, but it's annoying in general.) This is largely saved by having something to read on the other screen though, so can't really qualify it as a real complaint I reckon.

The Quick Turns mod is compatible with VP, and is easily configurable in-game :)

A change I've largely enjoyed is setting Barbarians to Quick Combat - no more Handaxes spending 20 seconds with a glitchy city attack animation.
 
Great mod, still chugging at 4316 hours played :D

About difficulty... I can attest that King to Emperor is a tricky jump to make. But I can actually spin it IF I don't get tangled in my own megalomaniacal plans. I have a very real tendency to try and settle all the free land I can (instead of using brain about which places make sense to settle), conquer the rest of my continent, and then getting into wars that turn into attrition because I did not create an advantage for myself - and that gets me my ass handed to me. Even if I succeed in owning a (sub)continent, I find myself fifteen techs behind because I rapid-settled and my tech costs rose to heavens.

Just quit a game after making a series of really stupid mistakes (trying to conquer Egypt largely on open terrain before Medieval... yeah...).

If there's one thing I dislike about warfare currently in the game, it's the AI's tendency to love the skirmisher line and watching the slow-motion animations of my units dying to the running horse archers, making each war turn cycle take about seven years as six different Skirmishers run to shoot at one unit in turn. (Obviously it was even worse against Egypt, but it's annoying in general.) This is largely saved by having something to read on the other screen though, so can't really qualify it as a real complaint I reckon.

I think the difficulty is settings are fine, I just play sub-optimally and can't get away with it above King.

You do have quick combat on?
If not turn on NOW, vanilla animations for slooow combat takes far to long. (or do I mix things up with civ 4 animations?)
 
Yes. And you can do it inside VP, or with the Really Advanced Setup mod.
I'm fully on board with this. Let the yield and hammer bonuses differentiate the difficulty levels, while the extra stuff like free workers, settlers, etc. can be incorporated through game setup.
 
Last edited:
The Quick Turns mod is compatible with VP, and is easily configurable in-game :)

A change I've largely enjoyed is setting Barbarians to Quick Combat - no more Handaxes spending 20 seconds with a glitchy city attack animation.
This is what I keep in the Quick Turns LUA and the turn wait is completely acceptable even in late game.
Code:
-- Default Persistent Data
QuickTurns_SetDefaultOption("PlayerQuickMovement", 1);
QuickTurns_SetDefaultOption("PlayerQuickCombat", 1);
QuickTurns_SetDefaultOption("BarbarianQuickMovement", 1);
QuickTurns_SetDefaultOption("BarbarianQuickCombat", 1);
QuickTurns_SetDefaultOption("CityStatePeaceQuickMovement", 1);
QuickTurns_SetDefaultOption("CityStatePeaceQuickCombat", 1);
QuickTurns_SetDefaultOption("CityStateAllyQuickMovement", 1);
QuickTurns_SetDefaultOption("CityStateAllyQuickCombat", 1);
QuickTurns_SetDefaultOption("ComputerPeaceQuickMovement", 1);
QuickTurns_SetDefaultOption("ComputerPeaceQuickCombat", 1);
QuickTurns_SetDefaultOption("ComputerWarQuickMovement", 1);
QuickTurns_SetDefaultOption("ComputerWarQuickCombat", 1);
QuickTurns_SetDefaultOption("ComputerCommonEnemy", 1);
QuickTurns_SetDefaultOption("ComputerAggressor", 1);
 
iteroi let me know that one of the bugs fixed from the last version was the +50% bonus against mounted not working correctly. So that is one of the fixes in this version!
 
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 think its definitly the worker, which makes the difference, even it looks small on paper.
Together with the increased worker rate, the AI is able to create a farm or mine in only 3/4 turns, making it possible that even with a fast city grow rate, new citizens can work an already improved tile.

Catching the worker of an AI is in my eyes a really cheap trick, but its one of the most effective ways to cripple your AI neighbors very early on.
Removing the worker could solve this, but nothing stops you from waiting on AI borders with your pathfinder, to catch a worker, which is constructed by the AI. Its more a morale thing.
 
Is there a way to use Really Advanced Setup for MP? I can't seem to get it to work in my modpack.
 
Religion
When you become leader of a religion via conquest, all current faith points are converted into GAP (formerly they were just lost to the warp)

What's GAP?
 
Consistent crash. Creating a landmark outside of the borders of any civ (due to not having any more space for relics) causes a CTD. Will try to post to GitHub.

EDIT: looks like someone has already reported it a day ago
 
So I think whatever nerfs have happened to spying "recently" have gone overboard. This is pre-constabulary, 4.5 star city (was 5 star when I planted it).

upload_2019-6-8_17-26-31.png


Now I'm all for leveled up spies doing it faster....but 203 turns?
 
Also, just to check, I sent the spy to the 5 star city...not much better, 103 turns
 
Is there a limit number of great works (art, music, writing) that all players can create? If I can't create a great work with my great people (artist, musician, writer), does it mean that the game runs out of great works?
Fun fact: A new great musician was just born in my civ but I couldn't create a great work with him/her anymore so i had to move him/her to another civ to gain influence points. Then Iook at my tech tree, Broadway (contain 3 slots for music works) is still at least another 30 turns to be available xD.
 
You can only create a great work if there is an open slot for it; if you waited until you had Broadway built, you could have used the musician then.
 
@Gazebo , is there any chance of that release , which you were referring to a few days ago, drops tonight?
 
Status
Not open for further replies.
Back
Top Bottom