1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

New Version - May 19th (5-19)

Discussion in 'Community Patch Project' started by Gazebo, May 19, 2019.

  1. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,130
    Location:
    Aquidneck Island
    In that very specific case, removing the specialist and incurring the penalty would limit your ability to put the specialist back, yes.

    There is also an 'end of turn' check that fires for every city and 'validates' your specialists. If your city has urbanization unhappiness and has a negative happiness delta, it strips the specialist(s) out until you are out of non-free specialists or your city is happiness neutral.

    G
     
  2. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,130
    Location:
    Aquidneck Island
  3. Enginseer

    Enginseer Salientia of the Community Patch Supporter

    Joined:
    Nov 7, 2012
    Messages:
    3,199
    Gender:
    Male
    Location:
    Somewhere in California
    How does this ui change from specialists impact the improved city view mod tho
     
  4. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,130
    Location:
    Aquidneck Island
    JamesNinelives and tu_79 like this.
  5. pineappledan

    pineappledan Warlord

    Joined:
    Aug 9, 2017
    Messages:
    3,671
    Gender:
    Male
    Location:
    Alberta, Canada
    Okay, I hate to be one of those armchair theoreticians, but unless happiness has been made a hell of a lot more lenient (it hasn’t), doesn’t locking specialists in unhappy cities just lock some specialists out entirely? For instance, a significant portion of total :c5science:/:c5culture: is generated through specialists, so if you are locked out of using scientists/WAMs because your city is :c5unhappy:illiterate/bored, doesn’t that just lock that city out? Having a bad unhappiness shock, like 2+ trade routes/tiles being pillaged, or a big :c5food: event could freeze out a guild city, and that’s seriously going to hamper :c5culture:CVs. Am I missing something?
     
  6. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,130
    Location:
    Aquidneck Island
    Free specialists don't play by those rules.

    G
     
  7. pineappledan

    pineappledan Warlord

    Joined:
    Aug 9, 2017
    Messages:
    3,671
    Gender:
    Male
    Location:
    Alberta, Canada
    That allays the main problem for CVs; a garden/workshop can give the 4 specialists slots needed for a 2 guild city. My second problem with this is increased difficulty in filling specialists slots wasn’t accompanied by any increase in their value. If specialists are such a precious commodity, why aren’t their yields better? It seems like wonders are going to start doing more of the lifting for :c5greatperson:GP generation, unless something is done to make specialists’ scarcity and limitations justified.

    Edit: also, this mechanic is a HARD Korea nerf
     
  8. Gazebo

    Gazebo Lord of the Community Patch

    Joined:
    Sep 26, 2010
    Messages:
    17,130
    Location:
    Aquidneck Island
    It mainly affects players who go wide or conquering, tbh. Smaller civs still have happiness to spare for specialists and GAP.

    G
     
    JamesNinelives likes this.
  9. Revolutionist_8

    Revolutionist_8 Chieftain

    Joined:
    Jan 30, 2016
    Messages:
    367
    Location:
    Hungary, Earth, M.W. Galaxy
    Gazebo, ilteroi and the whole VP community -> :hug:<- me
     
  10. XplosiveLun

    XplosiveLun A humble village

    Joined:
    Apr 24, 2015
    Messages:
    185
    Location:
    Hong Kong, China
    I can say that the new happiness is quite good. It encourages careful expansion. 50% feels like a good threshold for city flipping. It does not feel too harsh or too forgiving. Early game becomes more interesting as land-grabbing become a more important decision than in previous version. The trade off between productive cities and denying opponents is a nice touch.

    Though, the governor AI isn't particularly helpful. When happiness is below 50%, completely stopping population growth, cities still work on farms. Also, I have a really hard time gathering gold despite my cities can potentially produce a lot of gold, it just won't switch to a more desirable focus.
     
    JamesNinelives likes this.
  11. Jejune

    Jejune Chieftain

    Joined:
    Apr 22, 2019
    Messages:
    4
    What is city flipping? I don't think I've ever seen it happen before. Does it mean a city reverting to its owner? What about cities you've founded? What happens to them?
     
  12. Rafs

    Rafs Chieftain

    Joined:
    Mar 12, 2016
    Messages:
    104
    Anyone running into issues with wonders even with the hotfix? After building any wonder, all the following wonders cost 1 production (all my testing done with Spain).
    Is "wonder cost increased bugged #5385" on github about this issue? don't want to open a duplicate.

    EDIT: Thanks Txurce, seems I missnamed a file and had installed the non hotfixed version again, how shameful
     
    Last edited: May 21, 2019
  13. Txurce

    Txurce Warlord

    Joined:
    Jan 4, 2002
    Messages:
    8,171
    Location:
    Venice, California
    No, the hot fix fixed it.
     
  14. HeathcliffWarriors

    HeathcliffWarriors Chieftain

    Joined:
    Dec 19, 2017
    Messages:
    171
    Gender:
    Male
    Location:
    Canada
    They become City-States.
     
  15. civplayer33

    civplayer33 Chieftain

    Joined:
    Sep 11, 2017
    Messages:
    605
    IIRC they can also flip to another civ directly, can't they? I think that can happen if the other civ is exerting ideological pressure on you.
     
  16. HeathcliffWarriors

    HeathcliffWarriors Chieftain

    Joined:
    Dec 19, 2017
    Messages:
    171
    Gender:
    Male
    Location:
    Canada
    Sorry, I was unclear.

    If the flipped city had an original owner that isn't you, it will revert to the original owner (which can resurrect players, if necessary).

    If not, the civilization that has the most ideological pressure on you will get the city.

    If no civs are exerting ideological pressure on you, the city will turn into a City-State.
     
  17. Jejune

    Jejune Chieftain

    Joined:
    Apr 22, 2019
    Messages:
    4
    Wow, cool! I wonder how hard it would be to force a city to fall to 50%, your own or enemy
     
  18. XplosiveLun

    XplosiveLun A humble village

    Joined:
    Apr 24, 2015
    Messages:
    185
    Location:
    Hong Kong, China
    In my experience you can't naturally force someone to fall below 50%, unless ideologies are available. With war weariness its possible but it also hurts you, so it is ruled out. Expansions, players will be more likely to over-expand due to underestimating their empire stability, or having a strong desire to land-grabbing. With ideologies though, I don't think AI will let their cities flipped. They can always change ideology when the pressure is too high. After all, the main purpose of city-flipping isn't generating new nations, it is to limit over-expanding by collapsing your empire..
     
  19. amateurgamer88

    amateurgamer88 Chieftain

    Joined:
    Aug 24, 2018
    Messages:
    770
    Gender:
    Male
    With wars that you are winning, you can certainly drop the enemy below 50%. WW is just part of the pain. Pillage their luxuries and they lose that form of happiness. Pillage roads and isolation becomes an issue. Pillage food tiles and famine starts settling in. You don't need Ideology and I certainly wouldn't rule wars out if you want the hurt the AI badly. Drag the war out so the AI loses cities without you getting warmonger penalty might be more viable now with the change to 50%.
     
    JamesNinelives, bigcat88 and crdvis16 like this.
  20. tu_79

    tu_79 Warlord

    Joined:
    Feb 11, 2016
    Messages:
    6,215
    Location:
    Malaga (Spain)
    Exactly. Some players hate to see their hard conquered cities go away, but it is a relieving valve for over expansion, so you can take a few of your neighbors cities, let unhappiness turn them into city states and enjoy that safe buffer, where you no longer share a border with that neighbors. Meanwhile your units got some combat experience and your neighbors are weakened.
     

Share This Page