Hey everyone! Not much to hear from us lately, as some RL issues slowed our progress, but the 3.35 patch content is mostly ready.
Aaaand more!
1) Japanese distinctive unit replacing Galleass is O-atakebune. Japanese Armoured Carrack is also O-atakebune (though it has its own name in the description).
Fixed.
2) A stable (and thus horses) is required to get 2 XP for war elephants.
While it's not very intuitive, moving elephants to their own unit combat would be too cumbersome. Think of that as availability of experienced animal handlers in general. After all, it gives XP to camels too.
3) An idea for a national (world?) wonder - army standardization - reduce base cost increase for all units by 1%. Unfortunately I don't have a clue where to put it.
We don't have tags for that unfortunately. Still, an interesting fix for late-game unit cost escalation is in the works. It won't remove it altogether (since having it is kind of the point), but it will be more manageable and better spread out across eras.
4) Why is a work boat considered a military unit? It's cool that it's being built faster with rule of fear but it can't even fight.
I guess it shouldn't be. BTW it's not as cool as you put it, because you also pay support for it, as it's a military unit.
5) Encountered a bug in an event
Yeah, ran into something like this a couple of times myself, but couldn't put my finger on what exactly was wrong with the event.
6) Forced labour civic is sooo bad: for additional 15% epidemics you get -25% war weariness and an ability to sacrifice population which is not that profitable even in slavery era.
Remember labor camps too. Their special feature allows you to have hordes of craftsmen with little food.
7) Is there a way to settle a worker in a city for food like it was done in civ3? And what do you think about this?
No and IIRC can't be done via standard Civ 4 means.
8) How are civs being sorted in the espionage screen?
No idea. All advisor screens are third-party components.
9) Is there a way to autodistribute EPs to activate certain passives like 'can see demographics' or 'can see research'? I play with lots of civs and I want to be well informed of, for example, their military might. Checking if I have enough EPs every turn is pretty tiresome.
I agree that it would be cool, but see the above answer.
10) Yabusame (Improved horse archer) can't be built after the research of Flintlock Musket since this tech makes essential archery range obsolete. But the next unit in the upgrade line - Hussar - won't be available until Military Thought.
Hm... Will see that it's fixed. It will now be only discontinued with Flintlock.
11) 'Market Relations' and 'Stock Market' techs have the same icon.
Oops.
12) Do computer players have weaker conditions regarding logistics?
No, I don't think so. Remember that certain leader traits do, though.
13) And the most important thing: please please please keep improving the AI. It's becoming less and less interesting to fight a stupid but cheating machine. Placing units on a swamp near an enemy, declaring a war only to attack a city with bare skirmishers, placing cities almost exclusively ON resources (ignoring rivers and seashores), attacking civs on the other side of a continent on a giant map, deciding to attack when it sees a single archer in a city but not a stack several tiles away, asking to help in war when I'm already at war and being OFFENDED if I refuse, leaving powerful units behind (which I already mentioned), giving strange or unnecessary promotions, not using cool new features like extremely powerful forts, making improvements in places that are not worked by any city and so on.
Unfortunately, on this point, there is very little we can do. We just don't have enough manpower on our hands - our only coder is already almost 100% busy with just fixing bugs. So unless we find a separate AI coder, there is very little that will happen to AI in future.
Thanks! Your mod is awesome and so are you.
BTW, am I the only one who doesn't really use neither monarchy or repubic in RI? Despotism -> Federalism seems to be the obvious choice for a big civ. Or am I missing something?
Thank you, always nice to hear. We rebalanced early government traits for 3.35 so that now all of them are more obviously useful in various situations. Though big empires should probably still go for Despotism or Monarchy.
[Y];14168397 said:
Hmm. What is razing non-commerce tiles yielded different prizes? Such as Grazing Grounds, pastures, etc. giving a food boost to your closest city, and razing mines and quarries providing a hammer boost to the nearest city.
Not possible without lots of additional coding. Also, I am not sure how razing a mine would rake in additional production - do your soldiers quickly mine out everything that enemy workers couldn't?
True. But maintenance (unlike upkeep) is not critical since it can be reduced with buildings. Republic also gives you early happines without buildings, and you don't often have that many cities until renaissance. Theocracy prima facie is unattractive but imagine the combo: christianity+theocracy+civil religion. Democracy is just weaker federalism but I guess devs will make them more unique.
Indeed. Ran a very nice game recently where I had an isolated start and ran Republic up until Democracy became available. Tall development actually pays off, if you still have a reasonable number of cities.
Isn't making one megacity with national park a little unrealistic? I mean worlds largest agglomerations have nothing to do with national parks, and in fact national parks are less densely populated then ie industrial regions.
I think that first and final advantage of national park is that it gives specialist for every preserver. I always thought that no unhealthiness rule was dumb. More realistic approach would be to just let national park generate specialists, and maybe give a little bonus to global epidemic rate (as your population will be healthier if they spend vacation on unpolluted wild land).
Well, it's not so much unrealistic as it is not very fun - when you have an obvious strategy you always pursue, it's a poor design decision. Still, adding some epidemic reduction to National Park seems logical, both at local and global levels - though of course, not unlimited.
Also, no-one ever riots in London because they can go see Shakespeare's plays when they feel bad, right? Right?
I do agree, trying to make Mega-City One where no-one ever gets sick and everybody's happy isn't realistic. But it is fun...
Actually, come to think of it, London is kinda low on riots compared to other major cities...
Solid work on the latest SVN, but I think that making slash and burn farms buildable only on jungles was not that good of a idea. As it was before, ability to build them on forests could save you from terrible starting places. Also I'm still not sure about the new unit build costs. They work well in the early game but as the game progresses unit upgrade costs become ridiculous and it's very difficult to have enough good units to defend a large empire.
New promotion buttons and unit models look great!
Slash-and-burn as it was implemented before was too much micromanagement spam. We had to do away with it. And now it still serves the purpose of salvaging terrible starts, maybe even more so, because it makes jungle somewhat bearable.
2) What do you think of removing the semi-modern infantry upgrade to motorized infantry and the modern infantry upgrade to IFV thus leaving two separate trees: the slow (1
) infantry and fast (2
) mech infantry?
Not really a fan of this idea. Basically, "slow" versions of infantry are not intended to be parts of a well-equipped modern army. They are only there for those civs that can't produce mechanized units. IRL, in major modern armies, all infantry is mechanized.
3) A request: more compact view of giant enemy stacks. The current variant does not show everything when there are too many units. The game shows most of them individually (because of the upgrades I guess).
Interface modding isn't really my expertise. The best we could hope for is integrating someone else's component, if it exists.
4) Is there a way to make different logistics values on different terrains: highest on flatlands, worse on hills, far worse on forests/jungles?
Not now, and anyway I don't even want to think about the AI nightmare it would create.
5) Gems are not metals. Maybe they should be revealed by another tech? Mining or city planning (because of a jeweler)?
True and logical. Will probably move it somewhere later on the tech tree (though not to City Planning).
7) So maybe introduce some sort of penalty if an army is in enemy territory for a long time, for example, increasing supply costs: first turn zero
per unit, second - one
and so on (minus of course supply costs modifiers).
Would be rather easy to do, but again, hard on AI. And even for players I don't think it would be a fun mechanic, as it would basically put timers on their campaigns as well.
9) A request: increase distance from palace maintenance drastically in one of the svn versions to see if this would help against giant empires (especially the early ones).
Tried that, didn't help. Just slowed world development to a crawl, as everyone lived on 0% science.
Great mod. I've enjoyed playing this mod for many years and I just wanted to thank the people who created it, so thank you!
And thank you as well! It wouldn't be here if people didn't enjoy playing it for many years.
Hi there,
which map generator do you guys use if you want to play with a new world? Terra doesn't work for me (only land, no sea).
When I want a new world, I usually use PerfectMongoose.