New Version - June 2nd (6-2)

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Hi G,
Can you have a look at resource distribution for YAEMP pack? I have played quite a number of games with the full CPP and YAEMP giant earth map pack and notice that there's always a lack of certain strategic resources while luxuries are abundant. Regardless of whichever resource setting (standard, abundant, riche), I always feel that there aren't enough strategic resources. I just abandoned an ongoing game after I revealed aluminum when the game announced that I had aluminum monopoly at 25% but I got just +2 aluminum. I glanced at the whole map (giant earth map) and indeed aluminum was almost nowhere. Also, luxuries distribution is also unbalanced. In my previous game, there was only one Gems, NO lapis, NO coral and NO perfume.

Here's a screenshot of a new game https://imgur.com/qZK4NLY

qZK4NLY


As can be seen in the photo, I can't get access to iron, only a few horse (02 horses) and oil (2 or 3).
 
How can I easily see what resources I have available? In the old patch back in february, I could see this due to a line showing every resource I had available while hoovering the mouse over this happiness icon. Then I could see to that I had one of each and to trade away the rest (some couldn't be traded since imported or city-state acquired resources was also included). But that line of resources was removed (I think it used to be presented just above "local resources") and now when I hoover my mouse over the same icon, I have to some what make sense of this long list of information that just won't give me this info in a simple way (if at all).
Spoiler resources :
upload_2019-6-9_9-40-21.png
 
Hi G,
Can you have a look at resource distribution for YAEMP pack? I have played quite a number of games with the full CPP and YAEMP giant earth map pack and notice that there's always a lack of certain strategic resources while luxuries are abundant. Regardless of whichever resource setting (standard, abundant, riche), I always feel that there aren't enough strategic resources. I just abandoned an ongoing game after I revealed aluminum when the game announced that I had aluminum monopoly at 25% but I got just +2 aluminum. I glanced at the whole map (giant earth map) and indeed aluminum was almost nowhere. Also, luxuries distribution is also unbalanced. In my previous game, there was only one Gems, NO lapis, NO coral and NO perfume.

Here's a screenshot of a new game https://imgur.com/qZK4NLY

qZK4NLY


As can be seen in the photo, I can't get access to iron, only a few horse (02 horses) and oil (2 or 3).
They don't work on maps. Sorry.
 
How can I easily see what resources I have available? In the old patch back in february, I could see this due to a line showing every resource I had available while hoovering the mouse over this happiness icon. Then I could see to that I had one of each and to trade away the rest (some couldn't be traded since imported or city-state acquired resources was also included). But that line of resources was removed (I think it used to be presented just above "local resources") and now when I hoover my mouse over the same icon, I have to some what make sense of this long list of information that just won't give me this info in a simple way (if at all).
Spoiler resources :
If you hover over your diplomatic icon on the right side
 
They don't work on maps. Sorry.
Just to clarify if it is not... clear: YNAEMP is not related to VP in any way. But I think someone made some adujstments to it. There was a download thread somewhere, try googling YNAEMP + VP or CPP or CBP. No idea if it is still up to date though.
 
This happiness/urbanization thing is just awful for early tradition, and holy crap is Korea hot garbage now. Took the tradition opener, got a nice population ruin, size 6. Great start (under NORMAL circumstances), got my first specialist building and, "oh no, I can't work it"! Fantastic. And like that, around turn 30, the early game is ruined. How is Korea, or any standard tradition civ, supposed to get off to a good start with such a crippling system? The heck am I supposed to be doing, starving myself?

https://snag.gy/JcXRCO.jpg
 
I played and won a Tradition Korea game on Immortal without too much of those issues; although I have to admit that I got lucky since my second city had both Great Barrier Reef tiles in its borders. Maybe Tradition could use 1 or 2 free Specialists somewhere.
EDIT: This was on the previous patch, I haven't played on June patch yet
 
Well, literally just started a different game as them with the same outcome. Size 5 this time, but still couldn't assign my specialist. A tradition capital's supposed to grow, but is being punished for growing. Where is the sense here? Even rushing to trade to build some markets and put in a specialist for Korea's science boost proves to be a waste of time. Hah! You think the CAPITAL's bad? Tradition DEFINITELY needs some free specialists; stop punishing tall play so much, please.
 
This happiness/urbanization thing is just awful for early tradition, and holy crap is Korea hot garbage now. Took the tradition opener, got a nice population ruin, size 6. Great start (under NORMAL circumstances), got my first specialist building and, "oh no, I can't work it"! Fantastic. And like that, around turn 30, the early game is ruined. How is Korea, or any standard tradition civ, supposed to get off to a good start with such a crippling system? The heck am I supposed to be doing, starving myself?

https://snag.gy/JcXRCO.jpg

Be patient. A free specialist from the palace is one of the changes G mentioned will probably be in in the next version, which should be out soon.
 
Be patient. A free specialist from the palace is already one of the proposed changes in the next version, which should be out soon. I imagine that would help?
Well, it's a start. At least this biggest issue would be addressed, but I still feel as though this urbanization thing is clunky, for lack of better words. It's weird, but it feels like I have more issues assigning specialists when I'm trying to go tall rather than wide.
 
Well, it's a start. At least this biggest issue would be addressed, but I still feel as though this urbanization thing is clunky, for lack of better words. It's weird, but it feels like I have more issues assigning specialists when I'm trying to go tall rather than wide.

See how things feel after you play the update. For what it's worth 'removes the pop modifier for unhappiness' is another change that was mentioned.

I wouldn't bank too much on changes to urbanisation though.
I really like urbanization and the new specialist limitations. I think, if anything, I’d prefer to see specialists get a modest buff in yield potency to compensate for the new costs.

G

I like the new specialist system quite a bit. I’m not looking to remove it. I do think specialists could use a base yield balance pass.

G
 
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Well, it's a start. At least this biggest issue would be addressed, but I still feel as though this urbanization thing is clunky, for lack of better words. It's weird, but it feels like I have more issues assigning specialists when I'm trying to go tall rather than wide.

Also, remember that the people working on VP do it because they want to and are not being paid. They don't need sarcasm or hyperbole when getting feedback.
 
Interface changes in upcoming version:

View attachment 526362

Astute observers will notice a few other things as well.

G
Looks good.

Btw can the landmark CTD on free territory in 6-2 version be hotfixed?
I stopped playing my current game shortly before discovering archaeology until this is fixed. Or does the CTD only happen to human players? If so I could just take the artifact or stop digging on free land altogether.
 
Next time Bursa grows it gains +4 each Distress and Poverty, but -2 each Illiteracy and Boredom. So it's expected to have:
6 Distress, 5 Poverty, 0 Religious Division, 0 Illiteracy and 0 Boredom.

If the city had a barracks, it would have:
5 Distress, 5 Poverty, 1 Religious Division, 0 Illiteracy, 0 Boredom
Or:
5 Distress, 6 Poverty, 0 Religious Division, 0 Illiteracy and 0 Boredom, if Poverty is being capped.

How much worse Illiteracy and Boredom will become is hidden, and you won't find out until you either grow, or mitigate the Distress and Poverty preemptively.

We are currently producing 6.8 :c5food:/:c5production: and have a deficit of 6 which means that current needs are 12.8, or 1.3 / :c5citizen:. If we grow, then our total needs will be 14.3 while we still are predicted to only have 6.8. We're producing more food than that, the Food line item is net food, not total.

I can't figure how the unhappiness is calculated off of the deficit. It seems like gaining 3 :c5food:/:c5production: (ie a total of 6 split between the two) will alleviate 1 unhappiness, but I don't know how that 3 was calculated in the first place.
 
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One question about the change in culture/tech cost calculation:
What happens, if a civ lose the last non-puppet city?
I know its a rare case, but wat happens, if I conquer the capital of Venice? Is a puppet city automatically chosen as capital and get unpuppeted? Would it be possible to reduce the multiplier to zero?
 
One question about the change in culture/tech cost calculation:
What happens, if a civ lose the last non-puppet city?
I know its a rare case, but wat happens, if I conquer the capital of Venice? Is a puppet city automatically chosen as capital and get unpuppeted? Would it be possible to reduce the multiplier to zero?

Can't have a puppet for a capital, ever.

G
 
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