LukaSlovenia29
Emperor
- Joined
- Mar 13, 2016
- Messages
- 1,500
Edit: Wrong thread.
Last edited:
Check 'Asceticism' and 'Thrift' believes increase yields properly, please? It seems that they give only 1 per 2 followers even though they didn't halve followers.
Yeah, does it cause the problem?Are you using RED modpack? just curious.
I'm not using RED modpack and I'm getting half gold on thrift. (Yeah, does it cause the problem?
I'm disappointed to see Carthage get the nerf but it is understandable. I like that extra supply in Authority
Well thats what I was trying to say, its really fun but the nerf certainly isn't wrong. However I try to play out all my games, and as Carthage I find while getting ahead is easy, almost winning is pretty easy, actually getting to the win can be tough, and it feels really bad if the AI stages a comeback. I wouldn't say they are OP
Did the brazilwood camps really need a nerf? Im not a fan of having both a terrain limitation, and an anti-adjacency rule on the same improvement. Yeah, I know the maya one has this too, but its really powerful and the yields are far more significant at the beginning of the game.
For like a while, hence Vox Populi. Citizens and Cities no longer generate unhappiness, although unhappiness can still spawn from citizens through neglecting a city's infrastructure, urbanization(having specialists), starvation, and pillaged tiles.Is there some overall write-up of how happiness works in CBP?
Is there some overall write-up of how happiness works in CBP?
3) Forts are built far too frequently and far too early in priority. Especially in the early game, whether or not I build a Fort is a rare and complex decision based on my neighbours, the terrain and my current army. According to the AI, they need to occupy every available tile along contested borders and should be built immediately. I really feel like this sort of improvement should be left to the player to build, or at least very low on the list of priorities.
Those are the three main reasons, though Forts are honestly much less severe and can be micromanaged with much less hassle. In general, I feel like the improvement priority should be something like this:
Resources > Bonus Resources > Villages on Roads > Unique Improvements > Lumber Mills > Farms > Mines > Random Villages
Yeah, does it cause the problem?
Those are the three main reasons, though Forts are honestly much less severe and can be micromanaged with much less hassle. In general, I feel like the improvement priority should be something like this:
Resources > Bonus Resources > Villages on Roads > Unique Improvements > Lumber Mills > Farms > Mines > Random Villages
Just my two cents.
It really does. I disable it and thrift gives me right yields. Thanks for the comment!i will switch to ethnic units instead. I didnt know that RED is using DLL or something gamechanging aside from reskin/ units rescaling. I have had some problems in past and RED is just one thing that can be pointed as troublemaker.