New Version - May 2nd (5/2)

Status
Not open for further replies.
Wait, you're seeing jungle on flat grassland? That I haven't seen, I imagine those are a 3f1g tiles in that screenshot? Does jungle no longer only appear on plains then? I figured it was just the hill that was messing with it in my game. That just confuses me even more then. Plains jungle is the same with or without a hill. Grassland jungle looses a food with a hill, dropping it from four total yields to three.
 
Wait, you're seeing jungle on flat grassland? That I haven't seen, I imagine those are a 3f1g tiles in that screenshot? Does jungle no longer only appear on plains then? I figured it was just the hill that was messing with it in my game. That just confuses me even more then. Plains jungle is the same with or without a hill. Grassland jungle looses a food with a hill, dropping it from four total yields to three.

Jungle on grasslands is a classic bug in some mapscripts. It created 3 food tiles in vanilla and probably does weird here aswell. But then again I haven't seen any here so far.
 
Nice patch! It made me try to play Venice because of tradition changes. Before, I very rarely choose tradition policies.

But playing Venice is still strange. There is an info that you can buy in puppet cities, but you can't - you can only shorten production of a building... but this can be missplaying - investing gold in puppet cities, because "AI" not always choose to build what you want to...

And I even couldn't found a pantheon! I had only +1 to religion, even after purchuasing a city-stade after I built a piramid and got merchant of Venice... (AI didn't build shrine, even when I invested a gold to it). I couldn't take religion policy because of medieval policy limit... So there is no way to found the pantheon and... a religion? No way... There remain to wait when someone's missionary come to your city or declare a war, when you found that you can take the missionary that can convert a religion that you want to have...
Maybe +2 to religion from the palace?

These things made me think:"Maybe gain +200 to ally points and a lot of gold instead of buying a city-stade where you can't even buy basic buildings like shrine and monument or at least force "AI" to produce them?"

Played on immortal difficulty.
 
Speaking of Venice, I assume the tradition policy that gives an art specialist doesn't give an art slot because the palace already does, right? Well...the Doge's Palace doesn't, which is an odd bit of anti-synergy between the capital boosting tree and the civ that can only actively control its capital.

Edit: I was under the impression that the AI was already coded to prioritize buildings you invested in. If that's not the case, it definitely should be.
 
And I even couldn't found a pantheon! I had only +1 to religion, even after purchuasing a city-stade after I built a piramid and got merchant of Venice... (AI didn't build shrine, even when I invested a gold to it). I couldn't take religion policy because of medieval policy limit... So there is no way to found the pantheon and... a religion? No way... There remain to wait when someone's missionary come to your city or declare a war, when you found that you can take the missionary that can convert a religion that you want to have...
Maybe +2 to religion from the palace?

Played on immortal difficulty.

Well, for starters, you don't always need to found a religion to play the game do you?
And founding a religion is always quite difficult in immortal+ as it further draws your early limited resources away from defense, cultural and science growth if you invest on faith buildings. You simply cannot have the cake and eat it.

And bottom of all it is not entirely impossible. Stonehenge would be the first wonder you should rush for. Coupled with some decent faith bonus from ancient ruins and completing religious city state's request, you should be able to end up at 5th-7th place in the religion race.
 
Edit: I was under the impression that the AI was already coded to prioritize buildings you invested in. If that's not the case, it definitely should be.

+1.
Investment is kind of pointless in Venice's puppet cities if they don't prioritize invested buildings.
If it is hard to code I'd rather making Venice able to directly purchase the buildings.
 
Civilian units no longer count towards your supply cap (as they aren't 'supplied' like your military anyways).

This was one of the Changes that was listed, but I have played two different games and so far Civilian units are still counting towards the supply cap.
 
Civilian units no longer count towards your supply cap (as they aren't 'supplied' like your military anyways).

This was one of the Changes that was listed, but I have played two different games and so far Civilian units are still counting towards the supply cap.

They cost maintenance, but they should no longer affect your cap (i.e the value that, if you go over, incurs production penalties). I'll look at the code some more, there are some redundancies in it that I might not have controlled for.

G
 
They cost maintenance, but they should no longer affect your cap (i.e the value that, if you go over, incurs production penalties). I'll look at the code some more, there are some redundancies in it that I might not have controlled for.

G

Okay, the way I took your wording was that civilian units wouldn't effect your Civ's supply total count.

I probably didn't word my post with enough details.

Here is an example of what I'm seeing on my end:
If I have four units ( 1 - Scout, 1 - Warrior and 2 Workers ) and I go to the military adviser screen it says that my "In Use" number will show 4.

The way I understood your change comment the number should have been "In Use" of 2.
 
Okay, the way I took your wording was that civilian units wouldn't effect your Civ's supply total count.

I probably didn't word my post with enough details.

Here is an example of what I'm seeing on my end:
If I have four units ( 1 - Scout, 1 - Warrior and 2 Workers ) and I go to the military adviser screen it says that my "In Use" number will show 4.

The way I understood your change comment the number should have been "In Use" of 2.

Hmm...the lua may be a different function, lemme see.

Edit: yep, of course it is a lua bug (lua code doesn't match DLL code). I'll fix for next version. To clarify the DLL code is working, the lua simply isn't reflecting it.

G
 
Museum of Modern Art... seems a bit of a weird UB? What happened to the Ranch?

In other news, the Tradition patch notes finally pushed me over the edge and I installed CBP. You win, Gazebo :D
 
Museum of Modern Art... seems a bit of a weird UB? What happened to the Ranch?

In other news, the Tradition patch notes finally pushed me over the edge and I installed CBP. You win, Gazebo :D

The MoMA (in NYC) is a quite famous museum, and fits with America being a more modern nation (a 'Hermitage' doesn't really make historical sense for the US anyways, but I digress). The Ranch was just too generic for me (esp. since a stockyard building already exists in the CBP), and we already have quite a few food-related UBs. Another strong tourism/culture civ was needed.

I like winning.

G
 
Unique Building Collection used a Mall, Stadium replacement with +tourism and merchant slots.

This is quite the work. I never liked complete overhauls, but this is a whole new game :O
 
Status
Not open for further replies.
Back
Top Bottom