New Version - May 19th (5-19)

Status
Not open for further replies.
Patchnotes for next version:

Code:
[...]
    New metric for num city penalty:
        No longer considered razing cities as 'free' (so you can't exploit the function)
        Can now increase as well as decrease - if you have 5 cities, and lose 1, the city penalty is not stuck at 5
[...]
[/QUOTE]
I am so happy you changed this. Thank you.
 
Cool. It’s great to give some people more controlif they want it, but that’s a ton of work to overhaul any components which add instant yields via lua. Could you post an example of the new syntax for a GameSpeedModifier?

Current syntax used in our code is this:
Code:
local fGameSpeedModifier = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].TrainPercent / 100
local fGameSpeedModifier1 = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].FaithPercent / 100
local fGameSpeedModifier2 = GameInfo.GameSpeeds[ Game.GetGameSpeedType() ].CulturePercent / 100

It'd just be a drop in the same way. Replace TrainPercent. You could also just make instantyieldpercent match train and not worry about it.

G
 
After finishing my second game, it seems to me like accidental culture victory is too easy (or maybe that’s the default way you win if you’re snowballing everything). I played a bloated 30+ city Portuguese empire in my first and won through culture without any real pro-tourism policies (progress - fealty - industry - order) simply by being head of science and culture and building all wonders past Medieval onwards. Never paid any attention to tourism, great works, or great people, I just utilized hammers and an obscene amount of money and before I knew it, CEP was available to build.

I guess in VP culture’s the “quick win” that science is in vanilla... and I’m definitely bumping up the difficulty next game.

If you're building every wonder past the Medieval era, then yes you are going to win a tourism victory :P. Imagine a single city with all of those structures in - I'd sure visit it!
 
If you're building every wonder past the Medieval era, then yes you are going to win a tourism victory :p. Imagine a single city with all of those structures in - I'd sure visit it!
let's be honest the cultural victory is basically everyone is a weeb to your culture and want to roleplay as you that's the realistic cultural victory
 
let's be honest the cultural victory is basically everyone is a weeb to your culture and want to roleplay as you that's the realistic cultural victory
I feel like you're subtly attacking my unholy collection of anime Civ mods.

On a more serious note: I played a game with standard size map, and, upon meeting Pedro, was greeted by a warning that a cultural victory is imminant! I think only 1 or 2 civs weren't sold on Brazilian denim yet. This was pre-Rennaissance too iirc (or pre-Industrial).
 
Obviously pleased to see the per-city penalty change. It will be interesting to see if it's noticeable that some civs that lose cities don't fall so far behind.

In my current game with the change already patched in (on an older version), I took Brazil's capital and their next best city around turn 150-160. Got three wonders and purged their fairly well-spread religion. Sounds like a death blow for sure, but at turn 250, they are 2nd on techs (one behind leader), one policy ahead and have built 5 wonders. To be fair, I still see civs falling well behind, but maybe the change makes the game slightly more competitive.
 
Great changes all around!

The city penalty change I'm also very happy about.

The Quick change I did not expect but it makes a lot of sense to me: whenever I tried this speed, which I like quite a bit, I always felt the AI started out much stronger than in Standard, but I couldn't put my finger on why it would end up this way.
I'll have to give it another try.
 
I feel like you're subtly attacking my unholy collection of anime Civ mods.

On a more serious note: I played a game with standard size map, and, upon meeting Pedro, was greeted by a warning that a cultural victory is imminant! I think only 1 or 2 civs weren't sold on Brazilian denim yet. This was pre-Rennaissance too iirc (or pre-Industrial).

Have you tried the Unique Cultural Influences mod? It just changes the cultural influence messages to different stuff for each civ :).
 
Did city states get easier to bully or were my units too far ahead?
I could bully very often with very little, felt a bit too good.
 
I've noticed this in a couple games. The AI is super pissy about letting you settle cities in this version.
> Be me
> Settled my 2nd city 7 tiles east of my :c5capital: Capital
> Immediately get warned not to settle cities in land he considers his by Timur (nearest city is 8 tiles away, his :c5capital: capital is 12 tiles east of my new city)
> Immediately get warned not to settle cities in land he considers his by Sheiksh I (nearest city is his :c5capital: capital 9 tiles northeast of my new city)
> Immediately get warned not to settle cities in land he considers his by Wu Zetian (nearest city is 10 tiles away, her :c5capital: capital is 12 tiles south of my new city)
> Tell them all to go fly a kite and I'll settle where I damn well please
> Whole continent is mad at me except America
> America is chill bro who gives me dyes ( :c5capital: capital is 10 tiles north of mine; my closest neighbour by absolute distance, but he DoF'd me super-fast)
 
Last edited:
I've noticed this in a couple games. The AI is super pissy about letting you settle cities in this version.
> Be me
> Settled my 2nd city 7 tiles east of my :c5capital: Capital
> Immediately get warned not to settle cities in land he considers his by Timur (nearest city is 8 tiles away, his :c5capital: capital is 12 tiles east of my new city)
> Immediately get warned not to settle cities in land he considers his by Sheiksh I (nearest city is his :c5capital: capital 9 tiles northeast of my new city)
> Immediately get warned not to settle cities in land he considers his by Wu Zetian (nearest city is 10 tiles away, her :c5capital: capital is 12 tiles south of my new city)
> Tell them all to go fly a kite and I'll settle where I damn well please
> Whole continent is mad at me except America
> America is chill bro who gives me dyes ( :c5capital: capital is 10 tiles north of mine; my closest neighbour by absolute distance, but he DoF'd me super-fast)

I recall some changes were made to the AI's calculation of expansion postures recently (used to determine territorial disputes).
 
Yeah, In my game was the same, but I tell them that I will settle everywhere. After that in middle of game we was friends.
"I will settle everywhere" has only "-10" penalty after some time. But broken promise is a broken promise. And the problem, that I always don't know what lands I can settle to not to broke my promise...
 
Yeah, In my game was the same, but I tell them that I will settle everywhere. After that in middle of game we was friends.
"I will settle everywhere" has only "-10" penalty after some time. But broken promise is a broken promise. And the problem, that I always don't know what lands I can settle to not to broke my promise...
This is a big thing. You could agree to the terms previously before, and avoid settling close to their borders... But now, settling in any direction could be enough to break the promise.
 
No free units, no production on deaths, better landmarks, progress costs tied to current number of cities....
You are going to make a lot of people happy in the next release.

What do you mean by not updating when razing? Does it mean that if I raze a city and the build another, it counts as two?
I'm pretty sure what it means is that a burning city will still count as a city until it's been burned completely.
 
I've noticed this in a couple games. The AI is super pissy about letting you settle cities in this version.
> Be me
> Settled my 2nd city 7 tiles east of my :c5capital: Capital
> Immediately get warned not to settle cities in land he considers his by Timur (nearest city is 8 tiles away, his :c5capital: capital is 12 tiles east of my new city)
> Immediately get warned not to settle cities in land he considers his by Sheiksh I (nearest city is his :c5capital: capital 9 tiles northeast of my new city)
> Immediately get warned not to settle cities in land he considers his by Wu Zetian (nearest city is 10 tiles away, her :c5capital: capital is 12 tiles south of my new city)
> Tell them all to go fly a kite and I'll settle where I damn well please
> Whole continent is mad at me except America
> America is chill bro who gives me dyes ( :c5capital: capital is 10 tiles north of mine; my closest neighbour by absolute distance, but he DoF'd me super-fast)

Would you care to comment about the behaviour of America in this instance of Civ. 5 V.P. vis-à-vis the behaviour of the real U.S.A. toward its closest neighbour? :-Þ
 
So one consequence of the "Can't make specialists unless happy change"....it really cripples food heavy cities.

Food heavy cities (heavy food, lite production) already suffers a lot of penalties in terms of infrastructure...and therefore has a lot of happiness problems. But historically they made decent guild cities and specialist mechas. No longer....in fact they are often the cities I can never put any specialists in because they don't have the happiness to keep up.

Its a big strike against the new mechanic to me, I think food heavy cities should have some viability. I already feel that hammers factor too much in my city placement decision making, and its now gotten worse with the latest change.
 
Status
Not open for further replies.
Back
Top Bottom