New Version - September 9th (9/9)

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I wanted to write something about it, but then I realised that my feelings are too mixed, so I'm afraid I won't contribute anything useful to the discussion other than saying: 'I don't like it'.

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It's good only early on, until you notice it doesn't scale

Pretty much my feeling on the matter, I don't hate it, but I really don't feel too strongly about it.
I'm not like "Yes! +3 happiness monopoly" more like "Yes! It's not +10% growth or +10% GA-duration"
 
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Porcelain tower gives you +50% effect from research-agreements :D
[...]

Well I played with tech trading. I don't know what is default but I will probably swich to res agreements.

Back to :c5food: : what about, lets say, 7%, 7,5% or 8% food? Or, as someone proposed, something like 15% growth (growth is easier to balance).
 
I noticed some oddities in my games on this patch.
First of all the AI keeps asking to buy my cities (which I guess is what people asked for), however it's not cities located near them or out in nowhere. It's usually civs that have no direct border with me at all asking for cities in the absolute middle of my empire.

Second, upgrading settlers to Pioneers costs -1 gold, I literally get one gold for every settler I upgrade, which feels weird.
 
the AI keeps asking to buy my cities
Awesome.

Someone tried to bribe me to go to war last game. Sadly they were only offering Paper.
Pretty sweet to see that logic firing, though :D
 
Awesome.

Someone tried to bribe me to go to war last game. Sadly they were only offering Paper.
Pretty sweet to see that logic firing, though :D

Just seems like a stupid addition honestly, they keep asking to buy my cities which are way out of their way for close to nothing, and no one have offered to sell me a city yet. They do however occasionally sell cities to each other, leading to extremely poorly placed cities in the middle of other civs empires.
 
The way that mines are pure production whereas lumbermills are food+production has allways been fine with me, even back in Civ IV.
The total yield should be the same, else there would be little point in having the weaker one at all.
 
The way that mines are pure production whereas lumbermills are food+production has allways been fine with me, even back in Civ IV.
The total yield should be the same, else there would be little point in having the weaker one at all.

The choice is somewhat irrelevant considering there isn't really much overlapping. Sure, some hills can have forests, but not all hills have forests and not all forests are located on hills. I like to believe that lumbermills should be generally stronger, if only because forests are more rare than hills, and doesn't spawn near other imbalanced tiles like floodplains.
 
Slightly off topic but wanted to drop in my 2 cents. I've played the last 3 versions, 3-5 games each. The first few on emperor difficulty but at this point unless im testing something play immortal/deity. I mostly play on marathon but have done a few epic and standard as well.

I tried liberty and wide with Chinese at one point also getting a religion that included the 'cooperation' follower belief that gives +Xx to all yields when a city grows in pop. Between full liberty policy , cooperation, any number of possible founder beliefs although I tend to like the +faith and + culture when a great person is expended, and the opener for both asthetics ( + culture on Great people) and industrial (+gp on building)..... you get monstrous amounts of all resources whenever a city grows or builds something. These piggyback off each other especially with aqueducts and other keep food upon city growth buildings....where you finish a building you get a pop then you finish another building...basically one of the other or both every turn per city. Spamming new cities everywhere becomes worth it as they get you thousands of other resources and tens of thousands of gold as they grow. You get the produce any great people in industrial age and your funding your empire on cities growing buildings building and murdering your great people for projects.

I've tried this with some changes with Mayans. Byzantine. Carthage. China. Each do a something a little better but I've had 800,000 gp games (where im buying multiple building and units EVERY turn)with a score 4-5 the next deity AI.

This strategy and synergies seem way too strong to be balanced and way too easy to achieve. I'm not sure I can point to the individual pieces being broken but comparing it to a tradition or military start game on other civs it's night and day stronger. Seriously try it out!! Maybe with + 1 food/2 citizen other follower belief on China ;)

Also the +2 culture +1 faith per unique luxury good is maybe a little too good. It's hard to pick anything other than that unless the tiles around starting area SCREAM one of the specific tile ones.

Love civ5. Love this set of mods even more. Thanks for your hard work. ;)
 
Slightly off topic but wanted to drop in my 2 cents. I've played the last 3 versions, 3-5 games each. The first few on emperor difficulty but at this point unless im testing something play immortal/deity. I mostly play on marathon but have done a few epic and standard as well.

I tried liberty and wide with Chinese at one point also getting a religion that included the 'cooperation' follower belief that gives +Xx to all yields when a city grows in pop. Between full liberty policy , cooperation, any number of possible founder beliefs although I tend to like the +faith and + culture when a great person is expended, and the opener for both asthetics ( + culture on Great people) and industrial (+gp on building)..... you get monstrous amounts of all resources whenever a city grows or builds something. These piggyback off each other especially with aqueducts and other keep food upon city growth buildings....where you finish a building you get a pop then you finish another building...basically one of the other or both every turn per city. Spamming new cities everywhere becomes worth it as they get you thousands of other resources and tens of thousands of gold as they grow. You get the produce any great people in industrial age and your funding your empire on cities growing buildings building and murdering your great people for projects.

I've tried this with some changes with Mayans. Byzantine. Carthage. China. Each do a something a little better but I've had 800,000 gp games (where im buying multiple building and units EVERY turn)with a score 4-5 the next deity AI.
I agree with the gold-situation, I have no idea what happened in the last versions, but in my last game I was sitting on 45k gold at turn 200, with absolutely nothing to spend it on, I'd bought all useful tiles in range, invested in all buildings, sat on a huge fully upgraded army and I had research-agreements going with everyone.

This strategy and synergies seem way too strong to be balanced and way too easy to achieve. I'm not sure I can point to the individual pieces being broken but comparing it to a tradition or military start game on other civs it's night and day stronger. Seriously try it out!! Maybe with + 1 food/2 citizen other follower belief on China ;)
Honestly, I don't think it's locked to a specific strategy at all, I've ran different builds and still ended up with obscene amounts of gold.

Also the +2 culture +1 faith per unique luxury good is maybe a little too good. It's hard to pick anything other than that unless the tiles around starting area SCREAM one of the specific tile ones.

Love civ5. Love this set of mods even more. Thanks for your hard work. ;)
Never actually picked that one, I always find something else a better choice. I mean even if I'm blind-picking somehow I'd probably go for the pasture boost over that one, as pasture resources are usually pretty common.
 
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