Quick Questions / Quick Answers

Are puppets allowed to build military units, or is this a Venice thing. Never seen it before, until early in current game with Venice, where a puppeted city builds a warrior.

Venice's puppets can build anything puppets could previously build (not World Wonders).
 
Venice's puppets can build anything puppets could previously build (not World Wonders).

Thanks. That is good to know. Built another two units since then. I know other civs puppets can't, but wasn't sure about Venice, so that was why I asked here instead of the Github.
 
Thx for answer mate. I know that denying snowball through the war is best strategy to deafet ai and its always been like this, but it was possible to do it in kinda "side thing" when you went tradition, progress, artistry or statecraft. Now im just seeing that going anything other than authority > fealty is a bad idea in a long run. All it takes is one hyper aggresive ai like mongolia or really any ai that is snowballing and is in defensive map position and you cant do a thing if you dont have authority, the war is simply to money consuming in a long run and it dont bring anything for you. Im not talking that its unfair, i enjoy better ai, but in this state of game it feels like going authority>fealty is the only reasonable choice if you dont want to fakely increase difficulty lvl (gimping yourself). Anyone have good expiriences with playing on king+ without authority and fealty could share some insight, because i really feel like atm theres just one way to policy spec if you really want to win at higher difficulties and it gets a little boring and repetitive.
What is the strength of Authority? Is it the extra hammer in all cities in the beginning of the game?

I know I am probably doing something wrong, but I almost never go Authority. I war a lot, but I rarely declare myself, I kind of role play.
 
I tried vox populi after playing civ 4 since 2005 for about 1400 hours.
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there is no way to specialise the cities.
This is true for Civ V in general, city specialization is not that important. I played Civ IV a lot too, and this is indeed the feature that I am somewhat missing. To fix that, I am trying to specialize cities with specialists: scientists in one city, engineers in another etc. Playing at lower levels to grab more wonders and sort them in a similar fashion (based on +great people points they give) might help too. But I'm doing this for flavour only, I am totally not sure if this is a good strategy, and I'm too lazy to do the calculations and compare numbers.

What is the strength of Authority? Is it the extra hammer in all cities in the beginning of the game?
Very good question to which I would like to know the answer too. The thing is, even if I play (relatively) peacefully, I still find myself in a better shape ~ at the renaissance with authority rather than with other trees (of course it might be that I simply have no idea how to play other trees). Surely, these extra hammers play a role, but I also enjoy tribute and culture from it. Authority Mongolia and a few mercantile CSs nearby can give you tons of hammers for 1-turn wonders.
 
What is the strength of Authority? Is it the extra hammer in all cities in the beginning of the game?

I know I am probably doing something wrong, but I almost never go Authority. I war a lot, but I rarely declare myself, I kind of role play.

Authority has a spiky early game that relies on bullying CSs, getting the most out of barbarian camps, and getting a lot of cities onto the map. It notably only has a production bonus and a very minor culture bonus (at 5th policy, counting the opener) for its cities, where Tradition and Progress have more well-rounded bonuses, which usually means cities can get core buildings up and running but can lag behind in growth. Authority will fall off like a cliff culture- and science-wise if you're not ahead in military and employ all the bonuses fully. Progress is a much better peaceful scaling tree, but Authority can get you going fast, and it's up to the player, terrain, and a bit of luck, to keep that tempo.
 
Thanks, @jekke and @Necamijat .

I don't like tributing CSs, I rather befriend them. And I like crowded maps which create territorial tensions, so the Barbarian period is quite short for me. And I almost never declare war myself (although I already end up accidentally conquering half of the world, haha!), so I usually have peaceful start of the game. I think I deprive myself of the most ways that Authority benefits from by my gameplay.
 
Thanks, @jekke and @Necamijat .

I don't like tributing CSs, I rather befriend them. And I like crowded maps which create territorial tensions, so the Barbarian period is quite short for me. And I almost never declare war myself (although I already end up accidentally conquering half of the world, haha!), so I usually have peaceful start of the game. I think I deprive myself of the most ways that Authority benefits from by my gameplay.
I ask myself about Authority as well. But I got to say I'm extremely hooked on tradition lately. That initial bump of two extra citizens is a slam dunk for me. But Authority... I suppose the buff against barbarians could be nice if you were playing a game with a low amount of Civs. But I have to say I hardly ever see a barbarian in my games. And I'm doing a huge map with 16 Civs. 32 CS. Still never saw them much. You'll get your science from Dominance by killing units. And when you enable Discipline and get unit maintenance reduced by 15%, you will notice the gold income. And Great Generals are practically useless. Well not totally, but by the industrial age you should have some and be more on the offensive if you chose authority (instead of Citidels for defense) Then of course you have to go on a constant cycle of demanding tribute, some may not like this. So yes... It has it's advantages. But is definitely a niche playstyle. If you choose authority you're probably going for the domination victory and will probably choose Autocracy as well.
 
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Should i make my own multiplayer pack or do people routinely post new beta multiplayer packs on the forum.

Also thanks for the moderators here and the creators and contributors of this mod. Its incredible how much enjoyment you have provided. Truly thanks.
 
Why is it that once you obtain Astronomy you can send all your units across oceans, but your Galleas are unable to do so. I know Trimere's can't either, but these have been replaced by Caraval's, whereas Galleas haven't discovered Frigate technology yet. Seems silly that any military unit can cross the vast seas but your ship cannot. Surely once that tech has been discovered all units should be able to cross oceans.
 
Why is it that once you obtain Astronomy you can send all your units across oceans, but your Galleas are unable to do so. I know Trimere's can't either, but these have been replaced by Caraval's, whereas Galleas haven't discovered Frigate technology yet. Seems silly that any military unit can cross the vast seas but your ship cannot. Surely once that tech has been discovered all units should be able to cross oceans.
I agree with you on this. But CAN this be done? Currently not entering ocean is technically a promotion given to Galleas. Researching the technology would have to remove it. The devs are doing their best to balance this for gameplay. You'll drive yourself crazy nitpicking some things that aren't exactly historically accurate. For instance... Why are chariots unlocked before you research the wheel??
 
I agree with you on this. But CAN this be done? Currently not entering ocean is technically a promotion given to Galleas. Researching the technology would have to remove it. The devs are doing their best to balance this for gameplay. You'll drive yourself crazy nitpicking some things that aren't exactly historically accurate. For instance... Why are chariots unlocked before you research the wheel??

I am not sure what you mean by currently not entering ocean is a promotion. Surely it is the opposite. I think there are various options to look at:
Firstly bring back Frigates to Astronomy when units can embark across the Oceans. I don't like this too much as it brings them close to Galleas.
Secondly, bring back Galleas to an earlier tech, as it seems strange to be able to obtain this at the same time as Caravals. Whilst Galleas are upgraded Droman, Caravals are not only upgraded Trimeres but have a massive promotion to cross oceans. This obviously will not sort the problem of Galleas crossing oceans but does balance the naval units better.
Thirdly, push back Galleas & bring in unit between them & Frigates that can cross oceans but lot perhaps still weak unit. This is unlikely, as developers reluctant to add additional unit types.
Fourthly, & my preffered option is to enable embarked units to cross oceans when Navigation is introduced, at the same time as Corvettes & Frigates.

I think that something needs to be done though as it is a bit silly when your armies of Pikeman & Knights (including any non military unit) can parade around the world in flimsy craft, your top range naval unit can't.
 
I am not sure what you mean by currently not entering ocean is a promotion. Surely it is the opposite. I think there are various options to look at:
Firstly bring back Frigates to Astronomy when units can embark across the Oceans. I don't like this too much as it brings them close to Galleas.
Secondly, bring back Galleas to an earlier tech, as it seems strange to be able to obtain this at the same time as Caravals. Whilst Galleas are upgraded Droman, Caravals are not only upgraded Trimeres but have a massive promotion to cross oceans. This obviously will not sort the problem of Galleas crossing oceans but does balance the naval units better.
Thirdly, push back Galleas & bring in unit between them & Frigates that can cross oceans but lot perhaps still weak unit. This is unlikely, as developers reluctant to add additional unit types.
Fourthly, & my preffered option is to enable embarked units to cross oceans when Navigation is introduced, at the same time as Corvettes & Frigates.

I think that something needs to be done though as it is a bit silly when your armies of Pikeman & Knights (including any non military unit) can parade around the world in flimsy craft, your top range naval unit can't.
Yep. Cannot end turn in Ocean is a "promotion." This is how VP Devs have allowed the units to ENTER ocean but not end their turn in it
 
Why is it that once you obtain Astronomy you can send all your units across oceans, but your Galleas are unable to do so. I know Trimere's can't either, but these have been replaced by Caraval's, whereas Galleas haven't discovered Frigate technology yet. Seems silly that any military unit can cross the vast seas but your ship cannot. Surely once that tech has been discovered all units should be able to cross oceans.

Here is the open thread for this very topic if you want to continue the discussion. There have been some reasonable counterpoints, so it hasn't gotten any traction, but if you want to continue the debate lets do it.

Galleass | CivFanatics Forums
 
Here is the open thread for this very topic if you want to continue the discussion. There have been some reasonable counterpoints, so it hasn't gotten any traction, but if you want to continue the debate lets do it.

Galleass | CivFanatics Forums
Thanks I'll read this myself. I've never been a fan they can't end turn in ocean. But time and time again I tend to trust the devs reasoning.

One fix I think might help with this is stretching out coastlines a little bit further. I've never understood why the default algorithms of all the maps don't make coastlines extend out very far. If I recall the vanilla maps were even worse there would usually only be one space of coastline. To me the only reason for not allowing ships to enter ocean, it's just the aspect of separating the two continents for the first half of the game. You know, so there's a traditional new continent discovery around the Renaissance time. Other than that I see no real gameplay mechanic for it.
 
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What is the strength of Authority? Is it the extra hammer in all cities in the beginning of the game?

I know I am probably doing something wrong, but I almost never go Authority. I war a lot, but I rarely declare myself, I kind of role play.
I retract my statement of Great Generals being useless. I of course never meant it that harshly, but chosing that for faith purchases over Engineers or Writers?? Well I'm taking another look at this.

I'm doing a very war oriented game right now. And overabundance of citadel's certainly wouldn't hurt, however I chose Tradition. I like how the AI is a little more smart in VP and won't keep walking directly into citadels but they are certainly very useful. If you choose authority domination is most likely what your would be going for. So the great generals would probably be quite useful because in the end a cultural victory is not your goal...
 
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