JosEPh_II
TBS WarLord
Honest vs Deceiver and Aerial vs Defensive...……double Ying and Yang!I have a challenge. Honest, Aerial, Deciever and Defensive. If you get more positive traits you can take whatever but those 4 have to be the main focus

Honest vs Deceiver and Aerial vs Defensive...……double Ying and Yang!I have a challenge. Honest, Aerial, Deciever and Defensive. If you get more positive traits you can take whatever but those 4 have to be the main focus
Honest vs Deceiver and Aerial vs Defensive...……double Ying and Yang!![]()
Wait!??? Isn't that what you wanted???Ok So I might be dead but it isnt due to me having traditional/HG its due to Deity being so stupidly strong compared to Immortal. Also so many of the AI being so overly aggro
Wait!??? Isn't that what you wanted???
I do want them harder its just HOW much harder deity is compared to Immortal. Its not like a single step its like a leap off a cliff <3
Well Deity has always been like that with them getting an extra "settler" and other units at game start. Deity is you going against the AI that is double in almost everything from the get go. And even then we have Deity players from vanilla BtS game play that Complain bitterly that the AI is Too Weak. So StrategyOnly made Nightmare Deity. But even that has been watered down a bit too in the past.
But Finally we are getting the Mod to the point of being almost on par with vanilla Deity player's expectations. We got tired of hearing, " this mod is too weak". "The AI sucks, etc..."
It's good that our regular Deity players are now being challenged a little bit. Old C2C strategies will perhaps need to be re-thought out and new ones developed. This should be a Good thing for the Mod. don't you think so?![]()
Yeah I guess. I did used to find NM kinda easy as well tbh
You may be right... I'll take a look.@Thunderbrd Nomadic promotion is the opposite of what it should be I think? well at least the terrain movement cost is. As it is +1 terrain movement cost not -1? This equates to an overal nothing bonus
+% gold from buildings and especially resources vastly overpowers civics, traits and property pseudobuildings/pests as we know it.You are seeing my point that without more strain on gold... not crippling but stressing... from other areas in the game, the boosts to gold you CAN opt for in trait selections will have no value. The way this trait list is designed will show us how balanced differing parts of the game actually are in reference to the other elements.
It could be good to reduce those a bit but do it with care not to undervalue those sources tooo much.+% gold from buildings and especially resources vastly overpowers civics, traits and property pseudobuildings/pests as we know it.
Here is StrategyOnly's Noble/Normal/Large savegame screenshots, hes in middle of Industrial era.
Spoiler :
In his case capital gets base gold multiplied by 4.43x - 2.21x from bonuses, 1.38x from buildings and rest from other stuff.
Wonders are accounted separately.
I can halve +% gold from all buildings and reduce bonus influence to +1% for each resource.
Gold has highest multiplier to base, other "yields" have lower multiplier to base here.
I think end results would be higher disparity between buildings and resource +% gold boosters, as plenty of stuff already has +1% gold with resource.It could be good to reduce those a bit but do it with care not to undervalue those sources tooo much.
I think end results would be higher disparity between buildings and resource +% gold boosters, as plenty of stuff already has +1% gold with resource.
So producing/importing resources, that you don't have would be more important.
Also I remember when someone didn't have tires/automobiles in Atomic era or computers in Information era, they weren't annihilated because AI can't exploit that, at least after Renaissance era.
Looks like gold from bonuses will be snapped harder than gold from buildings.
Looks like reduction wasn't too strong.
Also buildings are spread across timeline, so effect is generally stronger in later eras, when you have more gold.
Spoiler :
Depending on where you are either you won't notice much of dip, or you may be in red, but already have millions of gold.
Or you can compensate by building +gold buildings.
10543
Reduced +% gold from buildings:
All resources now have +1% to gold multiplier at max.
Building and tech +% gold commerce was halved:
If X added +10% gold by itself and +10% gold with some tech, then X now adds +5% by itself and +5% gold with that tech.
Now all those +% gold from buildings, resources, and techs should be closer to all +% gold from civics, traits, and property pseudobuildings/pests.
Well those would have stronger effect, if you build them all in city with highest base gold output preferably a capital.One problem to remember, because we've had it before, you have to be careful Not to push the AI into building all the Bad Crime +giving buildings. I don't think they can handle that well enough still.
W Wonders and NWs Have to be looked at Seriously and can not be left untouched in regards toModifiers.