New Version - November 21st (11-21)

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G strikes again! Also, the title doesn't say "New Beta Version" this time :hmm: intentional or just a slip? :mischief:
 
Can you plant embassies on this patch or is that coming later?
you can on city-states with tiles that have luxuries or strategic.

just dont expect pretty graphics, it wasn't meant to be like that.
 
Or fish/seafood at least.
 
Been a while since I upgraded, vassale tax seems fixed, I got a random assortment of units.
The war weariness mechanic was interesting, I really wonder how that pans out on diety, I had one really low (-20) happiness dip that I got out of.
Upgrade costs were I think a bit lower than normal (I didnt play the bugged version).
 
Been a while since I upgraded, vassale tax seems fixed, I got a random assortment of units.
The war weariness mechanic was interesting, I really wonder how that pans out on diety, I had one really low (-20) happiness dip that I got out of.
Upgrade costs were I think a bit lower than normal (I didnt play the bugged version).
And that's why it's a good thing!

Vassals I believe acts as a Terracotta wonder of their units. Whatever they have, they'll give you a copy on each new era.
 
So if you have three vassals, you receive three groups of units per era?
Supposedly, yes but it depends on whenever or not your unit supply can hold them or not.
 
So if you have three vassals, you receive three groups of units per era?
Supposedly, yes but it depends on whenever or not your unit supply can hold them or not.
Nope. It doesn't work that way, because I would get more than 6 units from 3 vassals. Also I don't think they had tanks at that point. And it's not limited by unit supply cap, it can exceed it.
 
If only Putmalk was here then.
 
The father of Vassalage. I could search him out and see if he's available.
There's no need. When he arrives, he arrives. When he does arrive, he gets a lot of things done and then disappear.
 
hey has the turn threshold for barbarians to not attack my capital reduced to turn 5 or what. the strange thing is that when i reload they also sometimes go away. Turn 5 barbs with like 3 barbs just sitting next to my capital by turn 15 is amazing when it happens. barbarian aggro can be life or death lol
 
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Has something changed with trading logic? AI's ask for my luxuries as per normal, however all the AI's in my game have 5-6 of their primary resource still. This is early classical (for me anyway). Except China, they actually have none of their primary luxury.

Edit: Barbarians don't seem to 'steal' yields nearly as often compared to last version. City AI prioritizes a 2 food 1 production tile over a 3 food 1 production tile when building a settler.
 
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Are they all at war with each other? (maybe that's the reason they don't sell)

I haven't noticed any of those you mentioned, barbarians seem to be fine too, for City AI try a "refresh" (change focus then change back), it should do the trick. My observation is only that AI values luxuries much lower than previously (except if they really need it).

Btw just a quick sidenote that AI actually uses naval units to protect embarked land ones. Wow. Whatever you did G thank you so much! :D
 

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Nope, there were only two wars going on out of the 8 players so far discovered. The tiles would be forested grassland/early farm/lake. I actually winded up reinstalling all mod content and reapplying the adjustments I made in case I mucked anything up. Same result. Communitas, nothing fancy; Continents are less snaky, mountains are less sporadic, size adjustment, and the cutoff for the unsettled continent in a terra style map is considerably less. 8 religions for a huge 16 player map and reformation requirement reduced to 50% of base. Tech/policy/tourism city modifier increased to 8% (It was still 5% my first game). Experimental change of making all world wonders buildable twice. Only game altering mods I have is 4UC, Wonders Expanded, and More Great Works/Musicians (Which isn't exactly game altering. It's to help prevent running out of great people to slot.)

Don't think any of that should affect the behavior above.
 
Not entirely sure if it's on this version, but hovering over unit info either anywhere (tech tree, city, field) does not show the info for upgrading obsolete units, or what they upgrade to. Anyone else seeing this?
 
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