New Version - May 10th (5/10)

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Ehm, all my units gets all their movement completely expended if they enter the territory of a civ with the great wall, that's not what's advertised on the wonder description.
 
Ehm, all my units gets all their movement completely expended if they enter the territory of a civ with the great wall, that's not what's advertised on the wonder description.

I'll fix the text - the wonder is working correctly, but text should read 'all movement.'
 
I'll fix the text - the wonder is working correctly, but text should read 'all movement.'
Thanks. Figured that might actually be the case but something was still wrong.

Also, damn that's a powerful effect, especially along with the extra supply.
 
Thanks. Figured that might actually be the case but something was still wrong.

Also, damn that's a powerful effect, especially along with the extra supply.
I personally find it weaker than the old effect, though still potent. (Which I prefer, the old one seemed OP.)
 
I just wanted to drop in and say great job Gazebo and thanks for all the hard work. This mod makes Civ5 miles better than Civ6, and it ain't even close! AI is really good and battles are epic instead of stupid.

As a developer myself, I know it can't be easy, but I'd love to see what this team could do with the Civ6 engine.
 
I just wanted to drop in and say great job Gazebo and thanks for all the hard work. This mod makes Civ5 miles better than Civ6, and it ain't even close! AI is really good and battles are epic instead of stupid.

As a developer myself, I know it can't be easy, but I'd love to see what this team could do with the Civ6 engine.
If anything like VP comes up for civ6, I hope they find a dedicated modeler and more art contributions.

Just look at what it's already offering!
The 3D FX assets already available in Civ VI are super impressive. Did some quick demonstrations of what you can do with them:

https://gfycat.com/CoarseSillyKinkajou
https://gfycat.com/CreativeBoringBlackrhino
https://gfycat.com/FlimsyDeadAfricancivet
https://gfycat.com/EarnestAlarmingHarvestmouse

It's going to be fun when the community gets around to implementing their own assets. If you know what you're doing, this engine has the potential to be extremely malleable.
 
I'd be more than happy to contribute to a project like that in any capacity that I can!
 
Been playing lately with Byzantium, using the Way of the pilgrim as my founder's belief and Evangelism. Couple of things:
1. What's the formula (or where in the files) for how much culture/tourism/science you get from a spread? I've observed that I get 11 culture/tourism from a 7 pop city, and 12 culture/tourism from a 12 pop city, both in the classical era.
2. Both seem a bit too strong at the moment. Having it unrelated to either the number of followers/cities of your religion or the missionary's strength, and having it possible to benefit from the Way of the pilgrim even after a city has been converted to your religion allows for a constant source of culture/tourism.
3. Expanding borders - in my current game I have a city on an island with 7 tiles, with 3 atolls (4 food/2 production) outside city borders. The automatic tile expansion doesn't highlight any of them as possibilites to get, and twice the city's borders expanded to much worse tiles (once to a cattle, once to a buffalo). It seems odd to undervalue a 4f/2p tile like that.
4. Values are often still a bit too low when getting offers, but I've been noticing much higher values in my current game, so that's good.
 
Hi,
it seems that defensive pacts are still flawed, I don't know if this has been reported earlier.
For example, I asked a defensive pact with India, paying them resorces and gold for this. The following turn, India declared war on Mongolia. The DP suddendly annulled, but I will still pay the resources and gold for the next 49 turns. A very good deal for them!
 
Any word about barbarian fortify/healing/shy issues?

In this release I also witnessed some early dow followed by complete inactivity, example:

turn 23 Attila shows at the doors, it looks like an honest early dow
turn 24 DoW, but the warriors (and whoever else in the fog of war) didn't assault the weak city, they walked back home. I followed with my warriors up to the Court's borders and was never engaged. It was just us on the continent so no bribe/two fronts war.
turn 38 I simply do my stuff and have no military to speak about, nobody in sight yet. That scout that is going to die will be the only war victim.
turn 46 Attila offers white peace.

What's the point of the dow, if it leads to no action and just slows down the attacker?
 

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Any word about barbarian fortify/healing/shy issues?

In this release I also witnessed some early dow followed by complete inactivity, example:

turn 23 Attila shows at the doors, it looks like an honest early dow
turn 24 DoW, but the warriors (and whoever else in the fog of war) didn't assault the weak city, they walked back home. I followed with my warriors up to the Court's borders and was never engaged. It was just us on the continent so no bribe/two fronts war.
turn 38 I simply do my stuff and have no military to speak about, nobody in sight yet. That scout that is going to die will be the only war victim.
turn 46 Attila offers white peace.

What's the point of the dow, if it leads to no action and just slows down the attacker?
There are many reasons for this. I don't know if you can see it in the logs.
First that comes to mind is that he got bribed. (unlikely, since it's so early)
Next, could be that something happened that changed his mind. Perhaps he found someone weaker at his other side.
Bugs are always a potential reason.
 
It happened in past on a continent with just me and aztecs tho, early dow followed by nothing, so figured it wasn't a coincidence, with nobody else around to bribe/sneak/prey upon.
 
It happened in past on a continent with just me and aztecs tho, early dow followed by nothing, so figured it wasn't a coincidence, with nobody else around to bribe/sneak/prey upon.
Warmongering civs will just DoW for the sake of it. It's how they are
 
Are automated workers avoiding building roads on hills for some reason? I've noticed shoddy roadbuilding before, but I've always cared way too much and manually fixed it, this time I just let it run.
To my surprise the automated workers keep building half-finished road between cities, like building two roadpieces on two flat-land tiles and then just ignoring the hill that would connect the cities.
This game I have 4 cities with either 2 or 3 road-tiles towards a city-connection and no actual cities connect at all, the multiple workers who started the roads went on to build farms and mines after they were done with them.

This is really easy to manually fix, but it also seems like something that should not happen at least not this often.

EDIT: 50 turns later a worker went to build the last piece of road needed to connect the first city.
and another two workers went to build two roadtiles towards another city-connecting, then they all left without finishing that connection either.

And no, I've not gotten any city-connections by lighthouse yet.
 
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Are automated workers avoiding building roads on hills for some reason? I've noticed shoddy roadbuilding before, but I've always cared way too much and manually fixed it, this time I just let it run.
To my surprise the automated workers keep building half-finished road between cities, like building two roadpieces on two flat-land tiles and then just ignoring the hill that would connect the cities.
This game I have 4 cities with either 2 or 3 road-tiles towards a city-connection and no actual cities connect at all, the multiple workers who started the roads went on to build farms and mines after they were done with them.

This is really easy to manually fix, but it also seems like something that should not happen at least not this often.

I've had that happen, but only when the need for road disappeared just as workers were building it. In other, simpler words, Lighthouse got built.
 
I don't know where I should post this but... can you make the AI free enemy workers should they clean a barb miles away from their territory, for cheap 50 CS influence should it be the best course of action? For the player that's usually the best option afterall.
 
I don't know where I should post this but... can you make the AI free enemy workers should they clean a barb miles away from their territory, for cheap 50 CS influence should it be the best course of action? For the player that's usually the best option afterall.
I think they do consider it. I mean I've seen AI returning captured workers to me even, even if that's really rare.
 
Hey guys!

I'm not sure if it was mentioned before, i didn't play for a while, but i found a pair of bugs.

First one is with the Ceremonial Burial founder (the one that gives 5:c5faith: and 5:c5culture: per city following your religion scaling with era when you use GP) - it does not scale with number of cities, currently i have 20+ cities with my religion and i get 10 fath per GP use.

Second one is deal valuation, here is an offer that i got recently:
Spoiler couple of screenshots :

6e280a3578bf423dbfcb1bd1745d6307.png

Seems fair right? And i have 2 olives and he has only 1 copy of his resources, so he will get -2 happiness as result.

And here is why:
d4f417a906cb434f8e77e7821d1384e9.png

 
I thought the AIs were undervaluing strategics lately, but holy ****. They're actually valuing them in the negatives sometimes?
 
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