New Version - October 12th (10/12)

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Do you mean i CP? in CBP holy-sites gets +4 food and +4 gold.

I saw that's what they give now, but I could've sworn they used to give some culture. Atleast I thought they did in the version before 10/12 of CBP. Oh well.
 
I saw that's what they give now, but I could've sworn they used to give some culture. Atleast I thought they did in the version before 10/12 of CBP. Oh well.

The culture was changed to food about half a year ago because of overlapping with the Aesthetics.
 
The culture was changed to food about half a year ago because of overlapping with the Aesthetics.

So I go and I reinstall the version before this (the one without the tourism update), not so much to prove you wrong, but to confirm my own thoughts. Because in my games, I like to try to go for heavy religion into aesthetics. And I remember that change 6 months go, but I remember it as being reduced, not removed. Anyways....

I go and look at piety, and I don't know what I'm smoking. 4f4g just like you said. No idea where I got that culture from. I'm getting old...Sorry for the misunderstanding.
 
Added reverse tourism to tooltip of culture overview (shows you the cultural level of the civ you are looking at versus the civ you have selected)

I can't seem to find this one in the game. Wherever I look, it shows me the cultural influence of the civ I selected over the civ I'm looking at.
Spoiler :
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Spoiler :
3E62FC5F50CADD84CCFA059842D0C545F3DB5C93

So basically right now there are at least three different tooltips in the same window that show the same thing (these two tooltips as well as the culture vs tourism chart) - how much influence the Shoshone have over Byzantium.

Also, a little nitpicking: when you click on the notification about a change of levels of cultural influence, it takes you to this window:
Spoiler :
F00D15A7A2CD08FD9D8A12BE163C81117E8D99C7

As can be seen, it actually provides practically no information about levels of cultural influence, so it's not really informative in conjuction with the notification. IMHO opening up the window in the screens above would make a little more sense (:
 
The info is shown on the "Level" tooltip. It doesn't provide information on influence levels lower than exotic.
Spoiler :
1B873DFECCF536DD21A470866C14DE39397D95EF
 
As can be seen, it actually provides practically no information about levels of cultural influence, so it's not really informative in conjuction with the notification. IMHO opening up the window in the screens above would make a little more sense (:
agreed
 
So after some time and play one remark.

The update on removing TR is ok for commercial TR, no problem but is a high penaly for internal TR which generally are used to boost the firsts cities you build.

Ever and ever the opposition between lower tech tree and upper one. To improve your territory and cities you research the lower tree (Mining, Pottery, Construction, Bronze Working, Calendar, ...) and you must research Trade to be able to have an internal TR to move production of stone works.

We lack an internal TR on Stone Work to move production like on Granary to move food.
 
So after some time and play one remark.

The update on removing TR is ok for commercial TR, no problem but is a high penaly for internal TR which generally are used to boost the firsts cities you build.

Ever and ever the opposition between lower tech tree and upper one. To improve your territory and cities you research the lower tree (Mining, Pottery, Construction, Bronze Working, Calendar, ...) and you must research Trade to be able to have an internal TR to move production of stone works.

We lack an internal TR on Stone Work to move production like on Granary to move food.

Recalling Trade Routes takes away all commitment from the decision to send the route in the first place. At that point, why NOT build up all your cities? If you really need an international route, you can always just recall it when you need to!

Having opposing needs is a good thing, because it means there's opportunity cost and thus decisions to be made.

I don't understand your last point. Stone works let you move production right now. What is lacking?
 
you can always just recall it when you need to
We can't recall TR anymore.

I don't understand your last point. Stone works let you move production right now. What is lacking?
I just say that you have (before Trade) only one TR to move food or production from city to city and now, to move production to your second city, you must wait for the end of the TR you did generally use to move food.

The problem is not to be able to differentiate internal and external TR and I think that adding one more TR could be abused.
 
Strec, I think you want to say that you are ok with external trade routes impossible to recall, but you would like to keep the option to recall them exclusively for the internal ones, correct?
 
Strec, I think you want to say that you are ok with external trade routes impossible to recall, but you would like to keep the option to recall them exclusively for the internal ones, correct?

Yes, correct. But I think it's not technically possible and the alternative, having one more TR on Stone Works, could be exploited to make an additional international TR so balancing this is hard.
 
I know you can't recall them anymore, I was speaking hypothetically. If you could recall them there would be no commitment. If you could recall only internal routes, you could always choose internal routes first and then switch to external routes once you really need them.

They were removed because the AI can't use them. Still not sure what you're talking about with the Stone Works.
 
You are right, it could be abused :/

Stoneworks (construction) permits the trade of the production (I would'nt have write in 2 words :) )
 
So after some time and play one remark.

The update on removing TR is ok for commercial TR, no problem but is a high penaly for internal TR which generally are used to boost the firsts cities you build.

Ever and ever the opposition between lower tech tree and upper one. To improve your territory and cities you research the lower tree (Mining, Pottery, Construction, Bronze Working, Calendar, ...) and you must research Trade to be able to have an internal TR to move production of stone works.

We lack an internal TR on Stone Work to move production like on Granary to move food.

The AI doesn't get it, it causes MP desyncs, so it was taken away.

G
 
I just wanted to leave a post on how much I'm enjoying the new version, thanks Gazebo and others involved in this project.
 
Tourism is now everything Firaxis told me it would be when I bought the last expansion. Great freak'n work! Love love love the changes to tourism.
 
Thanks a lot for all the work.
I've been playing civ 5 since it got out, and I was fed up with the base game.
I stumbled in this forum a few months ago, and I think I'll come back often because each time the game change, and I can try a few games again and have fun with a great 4X.
I think the last version I tried is from the 8th of august. It was probably the most fun I had since fall from heaven 2 on a 4X.

I'll get this last version and play a few games with it, and you'll probably see me again in 2-3 months :)
 
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