Walter Hawkwood
RI Curator
Not really - probably something wrong, but can't locate it for now.
Something like that would be great. One of the frustrations I have with the early game right now is that there's little incentive to explore the world when defending your borders is such a critical and vulnerable thing. Typically I just turtle my early cities, don't explore, and may have a unit or two sit outside of my borders to clear fog around some useful bottlenecks. I only start going out into the world once I have skirmishers, irregulars, and an inkling of an economy. Getting a starting scout would help with that, but quests like these that provide more tangible outcomes for the risk of sending units outside of your borders will definitely give it more life and reason to engage with the ancient world.Thanks, I'll have a look, but it's unlikely it'll be something so ambitious. I was thinking about a bit of an early-game quest-driven content that would focus on founding myths and allow one to shape the exact bonuses their storyteller circles would provide through small "achievements" (like generating a specific powerful "totemic" animal to hunt down or some barbarian "neighbours" to raid for cattle).
As I alluded last year, I do have something in stock almost specifically for the medieval era. It will require quite a lot of work to implement (and actually quite some research too for all the content, and the good people here will be very welcome to help out once I get the core mechanic built out)
<iWorseRankDifferenceAttitudeChange>-4</iWorseRankDifferenceAttitudeChange> is that the max value of it?Exactly as described; for the differences in score from 0 to 40% (say, if one player has 1000 and the other between 1000 and 1400), there is a penalty that is at its highest when the difference is 20% (say, 1000 and 1200 score). The exact amount of penalty depends on leader personality IIRC.
No, the chance of an epidemic is >102%, and it can't be less.Hi, in the ImprovementInfos file, will <iEpidemicModifier>5</iEpidemicModifier> work, or does it always have to be a multiple of 10 now? (-10, 0, 10, 20, etc.)?
It will work but will not display (will show as +0)Hi, in the ImprovementInfos file, will <iEpidemicModifier>5</iEpidemicModifier> work, or does it always have to be a multiple of 10 now? (-10, 0, 10, 20, etc.)?
In the dll.and is it possible to change the panaulty for all higher score ? and where?
Civic | Working Class | Labour Union | Forced Labour |
Health effect | -1 | +1 (+1) | -2 +3% (+3%) epidemics |
Happiness effect | +2 (+1) | (+1) | |
Rush type | Spend money | Spend money | Sacrifice population, (-50% anger duration) |
Worker improvement speed | +50% | +50% | |
Craftsman hammers | +1 (+1) | +1 (+1) | +1 (+1) |
Other specialist effects | ([Great] Engineer +1 hammer) ([Great] Scientist +1 science) ([Great] merchant +1 gold) | ([Great] Engineer +1 hammer) ([Great] Scientist +1 science) ([Great] merchant +1 gold) (Craftsman -1 gold) | (Unemployed citizen +1 hammer) |
Secondary effect unlock building | Limited Liability Law (national effect, available shortly after working class; 900 hammers) | Social guarantees (national effect, available with labour union; 1300 hammers) | Labour camp (local only, a lot later than forced labour; 400 hammers x city) |
Improvement effects | +1 commerce for town +200% improvement growth rate | +1 commerce for village, +2 commerce for town +1 hammer for town, settlement +100% improvement growth rate -1 hammer for mine, -1 hammer for quarry, -1 commerce for precious mine | |
War weariness | +25% | (-25%) | |
Other | Unlimited engineer slots | (-1 food) (+1 free craftsman, 4 craftsman slots) |
By the way, it would be more honest if the military leader's trait would only give +10% to capturing the city from units.Militaristic is not a very good civic.
This will be a hard take, but if I had to pick, I would actually say that if any era sometimes feels like it drags a little bit, it would be the start of the medieval. While that may be deliberate inasmuch as the "dark ages" apply here, most of the techs are intellectual and physical technology (except for military engineering and land tenure) feels somewhat frozen for a long time. Immersion-wise, that is actually really nice, but sometimes it feels as if there is comparatively little to do gameplay wise in a way that could be spiced up a bit (perhaps anachronistically if one plays a European nation...), and that meaningful strategic alternatives are a bit more stilted here than anywhere else.
After playing the first 3 eras of ver 3.7 a couple of times I totally agree with AS (though I would extend the "need for a little more" to include also the end of the Classical Era).As I alluded last year, I do have something in stock almost specifically for the medieval era. It will require quite a lot of work to implement (and actually quite some research too for all the content, and the good people here will be very welcome to help out once I get the core mechanic built out)
Makes sense. I wanted to reply it's already like that, but I guess I forgot to implement the actual change.Megalomaniac in my opinion should only affect world wonders.
Will consider.
- Militaristic is not a very good civic. The effect of Conqueror on melee/gunpowder units is typically superior, as city raider is a promotion you'll like to get a lot, and having a free promotion easily beats out +2 XP, because it still allows easily reaching two selectable promotions at 2 and 5 XP for 3 promotions total, while militaristic needs to reach 10 XP to get three promotions. Logistics are largely insignificant and its effects are easily countered due to support effects, but even there, the rural logistics are likely more impactful than the city ones. And on top of that, Conqueror still gives +3 XP to the mobile cavalry and armored units too.
- Why exactly is "Imperialistic" associated with great generals, actually? This is probably more a question to Firaxis than to you, since they added it with this as its main functionality when creating BtS. However, on some thought, it does not make all that much sense to me.
- I think both Imperialistic and Militaristic could be significantly improved by doing the following: Move the great general bonus to Militaristic (perhaps reduced to +50%), which would buff that trait and be a very suitable location for such a military-focused bonus (after all, militarism and military traditions/doctrines go hand in hand). Then, give a new bonus to Imperialistic: Reduced city maintenance (either total maintenance or city count maintenance - distance can be brought to negligible levels via civics quite easily). This would mean that Imperialist leaders would have an easier time than others at holding on to large, expansive empires. They'd still suffer from the typical problems of tech cost scaling and separatism, but maintenance already has a huge impact.
Yeah, Humanist does feel underpowered, though I am not sure if it is just psychological.Another change I locally made, but consider less important than the ones above:
Humanist Trait: I doubled the bonuses from +50% to +100%. While it still feels rather limited (using GPs for GAs is rather situational across the span of a full game, and most buildings buffed by it are either cheap or super late (communities)), it is at least a bit more pronounced in these aspects.
Probably, but I'm loath to buff Koreans; they're already one of the strongest and best-performing civs.While only a minor thing, the Seowon of Korea is quite disappointing compared to other unique buildings. It only provides a net +5% science - something that even some distinctive buildings like the agora may do. I suggest a really simple buff of bumping it to 10%.
+50% foreign income (Payanam) vs +25% trade income (Cothon) makes a lot of difference under Protectionism. I will consider a slight buff nonetheless; +1 XP to naval units or earlier on the tech tree (currently it comes at an era when Carthage IRL was already destroyed).The Dravidian Payanam is better than the Carthaginian Cothon (+50% trade income vs. +25% and -25% building cost; one has a short term effect while the other one lasts for the rest of the game), all the while Dravidia also gets a second unique building. Maybe give the Cothon +50% foreign trade to make it better than the Payanam in some situations, but without being a flatly "better" UB as is the case right now. But there are certainly other ways to go about it, too.
Will consider.I would say that Labour Union is by far the best of the three, with working class second. They also transition super well into another through their slightly different, but similar effects. Labour Union also got further improved with the improved engineers in 3.7, now not trailing behind craftsmen nearly as much. Forced Labour... it is terrible. You lose out on health, get epidemics increased, lose the option to financially rush a project. Furthermore, all your specialists except for craftsmen are worse, and to get craftsmen onto the level of the prior two civics, you need to progress much further into the tech tree and build a moderately priced building in every single city. The only notable advantages compared to the other civics are the free craftsman. The war weariness effect is generally minor.
What I have locally done to Forced Labour is the following: First of all, enabling cash rushing alongside the pop rushing. Pop rushing is awful at this stage of the game, while cash rushing is great. The civic still won't quite have the income of the prior two, due to lack of specialist effects and extra town commerce, but at least this - by that stage of the game - basic ability is retained. Making it kind of an "anti-labour-union", mines and quarries now give +1 production. Craftsmen get +2 base from the civic, and still the +1 from the labour camp. This means that the civic allows for the highest possible production output in the late game, at the expense of not having any other specialists buffed, retaining the awful health & epidemic effects and having to construct a building in every single city they want to fully benefit from the civic in. And having the immediate +2 makes up for the fact that the other +1 hammer effect comes so much later to each city than the ones already established via labour union or working class. I think these make the civic better, and maybe others would like to see that as well.
I still hardly ever go for it, but now it at least feels like an option in some cases.
Not a bug. Free craftsman = many additional hammers.On a side note, I noticed a bug: Assembly Plants still only give +1 hammer to engineers/great engineers.
This, OTOH, is an actual bug. Will fix.On the note of these, is the five year plan effect of +2 hammers for machine tools factory/assembly plant intended to only take effect in the city the 5 year plan was built in? It struck me as something that would probably be intended to be civ-wide, akin to the patent office or social guarantees.
Not a bug. Representation civic requirement made it too restrictive, so it was removed by design.Another bug, Constitutional Monarchy requires the Social Contract technology instead of the Representation civic.
It's a good point, maybe it is. But I think all-in-all, while maybe not as bad as perceived, it is certainly among the weaker traits. I also only just noticed that golden ages were made to last much longer in 3.7, maybe the default +50% duration from the trait will already feel better now.Yeah, Humanist does feel underpowered, though I am not sure if it is just psychological.
Makes sense! I was only looking at it from a building-centric point of view, but it is true that they have a great unique improvement, several nice leaders and good UUs.Probably, but I'm loath to buff Koreans; they're already one of the strongest and best-performing civs.
OH! I totally missed that the Payanam bonus is for foreign trade routes only - my bad. Then the buildings are fine as they are, I think. Especially since even without protectionism you can often find yourself in situations where some of your trade routes remain domestic.+50% foreign income (Payanam) vs +25% trade income (Cothon) makes a lot of difference under Protectionism. I will consider a slight buff nonetheless; +1 XP to naval units or earlier on the tech tree (currently it comes at an era when Carthage IRL was already destroyed).
I thought this additional hammer aspect is the part that makes the assembly plant unique in the first place, and is partially accounted for with the reduced base hammers (+2 instead of +5) of the assembly plant itself compared to the machine tools factory. Nerfing engineer and great engineer specialists compared to other civs seems unfitting in concept imo. Kind of ironic for GermanyNot a bug. Free craftsman = many additional hammers.
I see - then the ingame description needs updating instead, that's where I took the "bug" perception fromNot a bug. Representation civic requirement made it too restrictive, so it was removed by design.
<3Will consider.
<iDefense>0</iDefense>
<iNaturalDefense>100</iNaturalDefense>
<iObsoleteSafeDefense>0</iObsoleteSafeDefense>
<iBombardDefense>0</iBombardDefense>
<iObsoleteSafeBombardDefense>0</iObsoleteSafeBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
If it can be helpful (and you are interested in), I attach a savegame, where you can easily check when and how the problem occurs.Not really - probably something wrong, but can't locate it for now.
I was absolutely shocked, when I saw that the problem no longer occurs even to me, after reloading the savegame!I have loaded your save and I cannot reproduce your result. When I upgrade the 13 swordsmen to line infantry I get +310% for line infantry, as expected. Likewise, if I upgrade them to irregulars, the line infantry price remains unchanged, at +245%. Can I bother you to load that save yourself and re-test? If it now works correctly for you as well, this may also be a lead. If it still doesn't, I'll have to think about what is different in our setups.
There appears to be some information that is reused between games, until the executable is closed.Well, as I said, this is also a lead - seems like everything gets calculated and saved properly, but not everything of that gets used properly in an ongoing game.
I meant that, once the problem has occurred, it remains even if you reload the game, until you exit the game.Simply reloading the game without exiting doesn't seem to reproduce the issue, so be sure to let me know if you notice the trigger that reproduces this error.