markusbeutel
NiGHTS
I have a problem with 9.6b - I can not build a spearman. I researched the tech but no spearman shows up in the building list. quite strange. But I could build the pikeman after I researched the tech for ti. I followed the install instructions as usual. But as nobody reported this so far with 9.7 I think it is now alright again...
Yep - fixed in 9.7. This was a result of moving some Tech's around and then not updating the resulting obsoleting techs.
how come at least one national wonder needs to move the capital???
most NW's are rendered use less to much for to lil. And to much you have to get to have this makes it a chore, that i am never willing to bother with......I mean who the hell builds a barracks in every city ???? normally i have one city some times 2 pumping out units never any more then that. my capital is really the only city other then city's 15 + i never build library's unless there is nothing els .
My point is these NW I never can use cause there req are all ways soo much a chore to bother with and maintenance on the buildings that it req such as a (barracks) is to great. in civup they had a good why to make it less a chore to get was like 75% of city's or 50% of city's need a specific building. then the AI may build NW's but i am pretty sure the way they expand and build stupid city's in places that has crap for production ... i do not think AI ever builds NW's
I still cant figure out why any one would want to change there capital unless you got a rely rely bad start point. any how why not make a building that can let any city be built into the capital?
Since your better off just building lots of wonders now that there are tones to build. for the last 5 games i have played nights and each time i have got way to many wonders i do not see any difference in how much they build them and the funny thing is im playing on a large map immortal with 14 civs sooo out of 14 civs i still get 80% of the wonders. i would think with more civs there would be more competition but nope.
One thing that may be effecting my tests is the victory conditions.. i all ways tern them all off and do domination only..im unsure if this is why they do not bother with wonders as much ...
I do not know maybe the industrious trait and the piety tree + marble gives a unfair advantage...
If there is to be so many wonders maybe there should be a city limit for amount of wonders that 1 city can build. or maybe by era you can have 1 or 2 wonders per era.
or each city can have only 2 wonders per era.
how come deer is not on the list for extra production from the stables building..if sheep do then how come not deer?
The National Wonder thing's being switched. I'll look at the CIVUP and see if that system would work better in NiGHTS - thanks for pointing this out.
As for Wonders, I'll raise AI flavors towards these even more. The Industrious Trait, policies that affect Wonders, and Monarchy will be dialed down even further - as the AI just can't really comprehend how to use these in combination like a human. I don't think turning off victory conditions alters the AI's path at all... I'm pretty sure if you do that some of them are still going to go for a UN win that isn't available.
I hadn't thought about adding Deer for stables - but I guess it sort of does make sense if sheep get a bonus.
Cool updates you got. Cheers
Comment on the above wonder issue: On Emperor diffuculty, 18 civ, all victory condition on, the AI always outbuilds me in terms of wonder. I get 1 or 2 here and there though.
Here are my opinions on your recent mod version.
I also think that moving the capital when a NW is built to be uneccessary.
Can you please confirm whether the tradition 20% increase in border expansion is working. Need 30+ turns on one of my game for a third cultural border plot.
Save file below.
Eidt: Did another game, seems I got used to the fast expansion rate of Egypt on vanilla civ. No need to worry, the tradition 20% thingy works
There is another tiny bit thing. The ruins sometimes doesn't say what you get. (most of the time, it happens when you get gold). I ignored it for quite a while since it is only a minor issue.
On the advance set up, the eras have black font colour.
View attachment 299795
Like bigstuff777 said - I think certain combination's are currently affecting the Wonder pace in games. Using a non-industrious Civ without access to marble, and then avoiding certain policies - well, then the rate of building Wonder's probably goes down quite a bit. It's something I'll have to adjust so certain Civ's don't have the advantage they currently do, (especially with how important Wonders are in NiGHTS).
Agreed on the NW mechanic - it's being reduced to function as it currently does only for 1 of the National Wonders in the next update. (Mainly because the AI just doesn't understand how to use them effectively).
I've noticed that with the ruins - it's a result of having to override/add in some additional notifications for the cultural revolutions. Gold bonuses should be displayed in text updates at the top of the screen - but culture bonuses generally only show up in the top bar. I'll look into fixing this.
The black text is currently a necessity as it ties in with how the UI for Policies is set up. If I didn't do this, I couldn't have the adopt-a-policy-branch display the Policy name, and instead would require a second button below the title of each branch. This just obscures artwork and clutters the screen - but the trade-off is that the text for Era's needs to be in black text.