New Version - October 21st (10/21)

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Hehe, I was going to try the Maya with their new UI, but with herbalist on top...
You better bet I will restart until I´m deep in the jungle!
 
Hehe, I was going to try the Maya with their new UI, but with herbalist on top...
You better bet I will restart until I´m deep in the jungle!

It's going to take a lot of restarts, jungle is pretty rare. If you truly want to cheese it I'd suggest going for a jungle/forest based map instead, arborea or Amazonas or whatever they are called :D
 
Don`t they have a Jungle bias like Brazil?
I would settle for a forest start...

Last time I tried playing brazil it took me 15 restarts to get more than 3 workable jungle-tiles. And I'm not sure actually, I think they have forest bias.
 
Ok, forest will do then.
They are a bit worse with the forest/jungle pantheon (I value 2 culture higher than 1 faith) but I can start building lumbermills much earlier, so it evens out.
 
They are a bit worse with the forest/jungle pantheon (I value 2 culture higher than 1 faith) but I can start building lumbermills much earlier, so it evens out.

Speaking of the Forest/Jungle pantheon, am I the only one finding it close to useless? I mean the full effect of it is about the same as the bonus-effect of open skies? Plains is about as common as forests+jungle especially if you consider that half the forest and all the jungle got plain-tiles under them.
 
I've played wih a modded building like the herbalist before, and it's definitely too good. I actually found forest/jungle starts quite strong, since that have higher base yields to begin with. I would suggest nerfing the building a bit (maybe 1 food on forest plains and 1 hammer on grassland plains) and then making it come a by later, maybe in the classical era.

All the other changes, however, sound great!
 
I've played wih a modded building like the herbalist before, and it's definitely too good. I actually found forest/jungle starts quite strong, since that have higher base yields to begin with. I would suggest nerfing the building a bit (maybe 1 food on forest plains and 1 hammer on grassland plains) and then making it come a by later, maybe in the classical era.

Calendar is a good tech mostly because it doesn't have a building connected to it.
I'm not really a fan of balancing the plain/grassland forests out, defeats the whole purpose of having them give different yields in the first place.
I think +1 food at herbalist and +1 hammers (the existing +1 hammer, not a total of +2) at workshop could work, maybe adding another hammer on some later building/tech as well.
 
Calendar is a good tech mostly because it doesn't have a building connected to it.
I'm not really a fan of balancing the plain/grassland forests out, defeats the whole purpose of having them give different yields in the first place.
I think +1 food at herbalist and +1 hammers (the existing +1 hammer, not a total of +2) at workshop could work, maybe adding another hammer on some later building/tech as well.

Yeah this is a better idea, go with this one haha.
 
Could you also post your experiences with the new AI operations, please?
I'm so curious about it, but won't be able to try it out before the weekend. :undecide:
 
I have to say I'm impressed the with AI's mobilization. War feels like war. They move their units around when they know they should and play somewhat defensively when tides turn. Two thumbs up. :thumbsup:
 
I have to say I'm impressed the with AI's mobilization. War feels like war. They move their units around when they know they should and play somewhat defensively when tides turn. Two thumbs up. :thumbsup:

AI has done this before just in smaller scale ( by "mobilization " you meant,surgical strikes, right ? At least as far as land combat goes, because I have yet to see how well it controls navy now. ).I have not yet, reached point game to see exactly how well AI handles large scale warfare but so far it's doing all right in my current session, although some AAR or perhaps video example would be nice as showcase, from people who gotten far enough.
 
AI has done this before just in smaller scale ( by "mobilization " you meant,surgical strikes, right ? At least as far as land combat goes, because I have yet to see how well it controls navy now. ).I have not yet, reached point game to see exactly how well AI handles large scale warfare but so far it's doing all right in my current session, although some AAR or perhaps video example would be nice as showcase, from people who gotten far enough.

I'll have that AAR in a day or two. Definitely noticing some changes. I'm taking some big risks to try and bully the AI to see what they do. Let's just say that I'm on a few civs hit list. :lol:
 
AI has done this before just in smaller scale ( by "mobilization " you meant,surgical strikes, right ? At least as far as land combat goes, because I have yet to see how well it controls navy now. ).I have not yet, reached point game to see exactly how well AI handles large scale warfare but so far it's doing all right in my current session, although some AAR or perhaps video example would be nice as showcase, from people who gotten far enough.
Well, I know that playing on Prince, Persia was making me break an early sweat. Unlike previously, the AI's units don't huddle around their cities like a campfire. They move, attack, and actually provide a challenge. I nearly lost a city, but I just barely pushed them back. That was something to me.
 
I've been bum rushed at sea a few times during testing. Is fun/terrifying, as naval units can move so fast that the AI'll often declare war and smash into your city all in the same turn.

I should note that I made it possible for the AI to sneak attack with just boats (they can also do a 'naval invasion' with units + ships, but they'll also try to do it with just boats. This felt like an oversight on Firaxis's part (as in pre-g&k civ 5 you could not take cities with boats).

G
 
I should note that I made it possible for the AI to sneak attack with just boats (they can also do a 'naval invasion' with units + ships, but they'll also try to do it with just boats. This felt like an oversight on Firaxis's part (as in pre-g&k civ 5 you could not take cities with boats).

pre g&k civ 5 boats were only in the game as a joke :D
 
It's not intended that the herbalist can be built in every city, is it? There are no forests or jungles for miles of my city, but the herbalist can be constructed. There was never at any point a forest or jungle in the vicinity, either.
 
It's not intended that the herbalist can be built in every city, is it? There are no forests or jungles for miles of my city, but the herbalist can be constructed. There was never at any point a forest or jungle in the vicinity, either.

Nope, small oversight on my part with limitations. Will be patched out later.
G
 
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