New Version - October 1st (10/1)

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Are you sure that all the barbarians you did see did spawn from camp?

I'm in a game in which there are a lot of barbarian attacks to stacks CS (so without camp) and it's more and more harder!

The attack I currently defend (it an allied CS) is on the 3rd round (last I think) and it did spawns (at turn 137):
  • 2 pikemen
  • 3 composite bowmen
  • 2 siege tower

It seems standard to me because the attacks on CS were one after an other. I imagine that if there were 3 attacks on 3 CS the map would be red covered :)

Is the CS in the 'barbarian horde' quest event? Because that spawns a lot of barbs.
 
Is the CS in the 'barbarian horde' quest event? Because that spawns a lot of barbs.

Yes it is, each time in my example. So I imagine if at the same time there are 2 or 3 CS in the same mode ...

But I like this, it very hard but very interesting and helps a lot to gain allied CS.

edit : I did save the CS, I'm a Hero! :D
 
Yes it is, each time in my example. So I imagine if at the same time there are 2 or 3 CS in the same mode ...

But I like this, it very hard but very interesting and helps a lot to gain allied CS.

edit : I did save the CS, I'm a Hero! :D

Yeah, that's a CSD quest event. There's a later-game one that happens as well for revolutions against unhappy allies. Fun.

G
 
Are you sure that all the barbarians you did see did spawn from camp?

I'm in a game in which there are a lot of barbarian attacks to stacks CS (so without camp) and it's more and more harder!

The attack I currently defend (it an allied CS) is on the 3rd round (last I think) and it did spawns (at turn 137):
  • 2 pikemen
  • 3 composite bowmen
  • 2 siege tower

It seems standard to me because the attacks on CS were one after an other. I imagine that if there were 3 attacks on 3 CS the map would be red covered :)

Yeah I'm always paying attention to CS attacks, because they always happens right next to me ( biased game:D) and the barbs always ignore the city-state and walks right into my territory.

These were all spawned from camps, and honestly their number weren't really the big problem, sure there were more of them than usual and clearing their camps were really hard when they spawned as fast as they did.
The real problem was that they took less than 15% damage from raiding a city, when in earlier versions they took around 60%.
 
Are you sure that all the barbarians you did see did spawn from camp?

I'm in a game in which there are a lot of barbarian attacks to stacks CS (so without camp) and it's more and more harder!

The attack I currently defend (it an allied CS) is on the 3rd round (last I think) and it did spawns (at turn 137):
  • 2 pikemen
  • 3 composite bowmen
  • 2 siege tower

It seems standard to me because the attacks on CS were one after an other. I imagine that if there were 3 attacks on 3 CS the map would be red covered :)

Um did you ask me or someone else (although I had seen that Gazebo gave you answer).If you asked me, I am sure it was from camps, because what you have seen on those SS I posted is very early on, so it was too early for CS barbarian horde quests. Also I had only one CS nearby and it was fairly safe from barbarian attacks .. now when I think about it, for some reason they were attacking only me , while ignoring CS. However as I previously stated it's no longer a problem.
 
Had a spare moment, so I whipped up the specialist food thing.

So Devotion is now 'Specialists in the Capital consume half the normal amount of Food' instead of the happiness element.

I'm not 100% positive that this change won't be utterly broken, however I'm willing to give it a shot. There'll be test version of the CP and CBP labeled 10-2-1 in the MEGA downloads folder. Install those and give it a whirl. Not save-game compatible, as it adds a memory bit for the new function.

Test CBP includes stealth Kuna build time reduction (1000 vs. 900) since someone complained about it (ahem- Funak - ahem), and also a flip for the two tradition policy icons (per request of hokath).

This'll remain a test version until I get feedback, and until I get back from a work trip that lasts into next week.

G
 
Hum. I'm playing Carthage and a military CS just give me a Conquistador! Working as intended?
 
Hum. I'm playing Carthage and a military CS just give me a Conquistador! Working as intended?

In the vanilla game, military CS can give you Unique units. In fact, if you finish the patronage social policy tree, then *ANY* city state could give you a Great Person, including a Merchant of Venice!

EDIT: Since "Vanilla" can mean both "unmodded" or "without DLC" I thought I should clarify that I meant the former. Obviously you couldn't get a Merchant of Venice if you don't have Venice. :mischief:

As far as I know, Gazebo has not changed either of these in the CBP. It also applies to mod civs - if you have a mod civ activated (regardless of whether it's playing or not) then a CS may give you its Unique unit, if it has one. If it's a great person, then you may still be gifted it if you have completed the tree, same as with the Merchant of Venice.
 
Had a spare moment, so I whipped up the specialist food thing.

So Devotion is now 'Specialists in the Capital consume half the normal amount of Food' instead of the happiness element.

I'm not 100% positive that this change won't be utterly broken, however I'm willing to give it a shot. There'll be test version of the CP and CBP labeled 10-2-1 in the MEGA downloads folder. Install those and give it a whirl. Not save-game compatible, as it adds a memory bit for the new function.
gnnn, tests. So what are you more worried about? This not working or this being horribly unbalanced?


Test CBP includes stealth Kuna build time reduction (1000 vs. 900) since someone complained about it (ahem- Funak - ahem), and also a flip for the two tradition policy icons (per request of hokath).
I wanted it to have the same build-time as other improvements, 10 or 9 turns really doesn't matter to me :D
 
One issue that I've posted in Github, Tradition opener gives 5% growth instead new 10%.
 
gnnn, tests. So what are you more worried about? This not working or this being horribly unbalanced?



I wanted it to have the same build-time as other improvements, 10 or 9 turns really doesn't matter to me :D

Issue of balance. I tested it for functionality (was a really simply policy function addition).

One issue that I've posted in Github, Tradition opener gives 5% growth instead new 10%.

Is this a discrepancy in the game's tooltip, or the changelog?
 
Yes, a bit hilarious, I posted here too so the people that don't look Github could notice about.
 
Hey guys,
First time poster but I'm a long time user of the CBP.
It looks like the description of authority isn't appearing on hovering like it does for the other policy branches?
I see the vanilla description.
Sorry if this was already posted, I'm using the 10-2 version of the mod.

Edit: It's only when directly hovering over the button to adopt authority, anywhere else and I see it now.

Edit 2: Now it appears, weird
 
Progress seems really, really powerful at first glance. Like, it's going to be my first tree 90% of games powerful. Of course we'll see how it feels in actual play, but that's my strong impression until I play some games.

Also, a couple of points about Tradition:

Justice (was Authority) - +25% RCS in cities with a garrison (instead of +1 gold in all cities)

This doesn't really fit with the rest of the Tradition tree, IMO.

Devotion - 5 specialists in capital no longer cause unhappiness (Was 15% GPR)

Does this stack with the 5 free specialist unhappiness in all cities from the ideological tenet?
 
Progress seems really, really powerful at first glance. Like, it's going to be my first tree 90% of games powerful. Of course we'll see how it feels in actual play, but that's my strong impression until I play some games.
That's how I felt as well, but it is too soon to tell :D


This doesn't really fit with the rest of the Tradition tree, IMO.
Agreed, actually, and it is a really weak effect, and I meant really weak.



Does this stack with the 5 free specialist unhappiness in all cities from the ideological tenet?
Probably does, but either way it equates to -1.25 unhappiness total, so it wouldn't really be game-breaking even if it doesn't.
 
In the vanilla game, military CS can give you Unique units. In fact, if you finish the patronage social policy tree, then *ANY* city state could give you a Great Person, including a Merchant of Venice!

EDIT: Since "Vanilla" can mean both "unmodded" or "without DLC" I thought I should clarify that I meant the former. Obviously you couldn't get a Merchant of Venice if you don't have Venice. :mischief:

As far as I know, Gazebo has not changed either of these in the CBP. It also applies to mod civs - if you have a mod civ activated (regardless of whether it's playing or not) then a CS may give you its Unique unit, if it has one. If it's a great person, then you may still be gifted it if you have completed the tree, same as with the Merchant of Venice.

I know that but note that I'm playing Carthage and received a Spain UU, a Conquistador :)
 
I know that but note that I'm playing Carthage and received a Spain UU, a Conquistador :)
If I remember correctly the change was introduced with BNW: at each game generation, military CS get a random UU from non-presents Civs and they can gift it as long as you researched the corresponding tech.
 
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