I personally played on the contrary, with no experience limit on barbarians. (it is changed via xml in the game files) . I played with the rule of Aggressive barbarians, they just come in a crowd, demolish weak civilizations in a few moves. And I used them to upgrade several units up to level 100. BUT!!Reducing the experience gained from barbarians by half is a great addition to my idea
Walter, please keep in mind that my Egyptian Triassic game, I have legions of slaves that were instrumental in connecting my empire and improving all the tilesThat does remind me to nerf the rate of slave capture; it currently feels rather excessive.
And what is wrong with thatThat, and the fact that I had so much colyseum champion that I was running out of cities to build gladiator school.
Should I really be that worried? Slavery has been so good to meEnabling Irregulars is usually the point where I switch from Slavery or Serfdom at the latest. The difference the 10 strength rebels make is massive!
Hmmm, I've noticed that....it would mean less OP unites running around, more diverse skillset...some units you need a nuke to get rid by late gameI know you're against limiting it to 3 levels, but 4,5,6 levels make warriors absolutely powerful. Maybe the maximum number of unit promotions will be 4?
I just load my last saveEven they manage to die with a 99.89% chance!
I don't like doing this, but the problem is that it very rarely helps, I did it for the sake of experiment. With a 99.89% chance, I was constantly dying, rebooting did not affect this, in any case, death, only skipping a turn could change the event. As the saying goes, "Where there is death, there will always be death"I just load my last save
Nor am I!I'm sure there are some crazy optimisations possible, but I'm not good enough of a programmer for that.
Not really, it's mostly personal experience working with maps - tiles often visually glitch when connecting across zero meridian. Most random map scripts deliberately try to never place land there too. And of course it's extremely annoying when using minimap around the "edge" of the map.Oh that is interesting, is there some place to read more about this?
Yeah, broadening the scope of Sahel civ is something I gave quite a bit of thought to in the past. Fulani jihad states are also something one could roll with, and Usman Dan Fodio would be a cool Theocracy-favouring leader. Ultimately, what I don't have is unique Kanem-Bornu assets that I could use to bring additional flavour.I've had a thought here recently. I think the Sahel civilisation could also be extended to represent the Kanem(-Bornu) people, since they're from within the Sahel zone as well. Here I would suggest the leader Dunama Dibbalemi since he was the one to greatly expand their empire. Matching traits would be Conqueror, Expansionist, Fanatical, I believe (the first due to the large expansion, the latter due to the treatment of the pre-islamic culture in the region). However, Mehmed II already has this exact combination - maybe there'd be another good trait combo for either of the two if the repetition is unwanted. Now of course with the gold panning, mint building and all, this civ is quite strongly related to the Malian and Songhai empires, but maybe it's worth trying to expand the civ to also cover the more eastern Sahel zone.
What I am sure of is that players would totally die from managing 50+ cities. Maybe there are some people out there who genuinely enjoy that, but I just keep screaming "Why?!?" in my head when I see a screenshot of a map where a player controls an insane number of cities.If only we could have an entire world map based on the Europe map, that one is actually amazing. (I had not tried it before recently.) While I don't know what the technical max dimensions of a Civ4 map are, I am sure the game would totally die on such a large map.
Thanks, will check and fix. Probably originally copy-pasted a description with a typo.- Many separatism event options misspell it as "sepratism"
I'll just give it a flood plain treatment. That's easy.- Chinese canals built on oasis will permanently destroy the oasis feature (automated workers like doing this). I believe the easiest way to prevent this is to just not allow canal construction on oasis tiles, since settlements are far superior and oases themselves already provide fresh water, so they don't even break a "canal network".
Canals really are an improvement, not a feature. They only use the feature for visuals (and for keeping the flood plain commerce intact, that +1 isn't from rivers, it's from flood plains).- Canals, being a feature, do not provide +1 commerce next to rivers when on grassland or plains. Only the canals + floodplains feature does so.
I don't know! I never figured it out myself! There was a poster here a while ago with harsh but to an extent valid critique that amounted to there being no overarching design behind the Chinese civ. There is no feeling of what Chinese "do", and Canals are definitely a part of that. Revisiting them with a more holistic approach is on my to-do list.I have been wondering... what is the intended usage of canals?
Ultimately, anything that nerfs individual units shifts combat more to a simple "who has more units in a doomstack" test. Do people suggesting this really want that to be more of a case for combat?1) I would reduce the bonuses from unit experience. If a unit gains 4 promotions, it becomes 54% stronger and has a 99% chance of winning a battle against a unit with the same level but no experience. However, it is likely to suffer only minor injuries. Alternatively, a unit with 4 promotions in city attack has a 100% increase in its attack, allowing it to kill everyone in the city. I've had instances where I easily repelled an AI attack with an army twice the size of mine. This happened thanks to my units with 4 and 5 promotions. AI mostly throws new recruits to the slaughter
I don't deny the importance of combat experience, but I just want to make inexperienced warriors a little less worthless.
I don't deny the importance of combat experience, but I just want to make inexperienced warriors a little less worthless.
Maybe it would be enough to remove combat experience gained from killing barbarians, or at least cut it in half — that way, gaining experience on the battlefield would be much harder.
Hmmm, I've noticed that....it would mean less OP unites running around, more diverse skillset...some units you need a nuke to get rid by late game
What I am sure of is that players would totally die from managing 50+ cities. Maybe there are some people out there who genuinely enjoy that, but I just keep screaming "Why?!?" in my head when I see a screenshot of a map where a player controls an insane number of cities.
Ultimately, anything that nerfs individual units shifts combat more to a simple "who has more units in a doomstack" test. Do people suggesting this really want that to be more of a case for combat?
My brother made 5-8 nuclear missiles each turn, as the economy allowed (as I recall, he had about 50-70 cities with a population of 10 people).Now you are making me really wonder how weird are battlefields in the modern era. Given the current progress of Science in my game (old SVN...) I'm not even sure I will manage to see it before the game ends in a score victory.
Yeah, noticed that one too yesterday, and I thought I fixed in yesterday's revision, but apparently not. Will be fixed in the next one.
Is this persistent? If you restart BtS and load the game, is this still there? Logically there shouldn't be anything wrong there, and sometimes the game's renderer just glitches.I'm not sure what this missing texture is. Paved road on a(n Armenian Wheat) farm? It popped up right after I upgraded the road.
I think you misunderstood what I was trying to convey. A grasslands tile next to river gives +1 commerce. A grasslands tile next to river with forest gives no +1 commerce. A desert tile gives +1 commerce, but with floodplains, had floodplains no "+1 commerce next to rivers" of its own, it would no longer. Same way, the canals prevent the "native" +1 river commerce. They come with +1 flat commerce of their own, but that is independent of rivers. So I would suggest additionally adding the "+1 commerce next to rivers" to the canal feature (like canal + floodplains has).Canals really are an improvement, not a feature. They only use the feature for visuals (and for keeping the flood plain commerce intact, that +1 isn't from rivers, it's from flood plains).
Ok, good to knowI don't know! I never figured it out myself! There was a poster here a while ago with harsh but to an extent valid critique that amounted to there being no overarching design behind the Chinese civ. There is no feeling of what Chinese "do", and Canals are definitely a part of that. Revisiting them with a more holistic approach is on my to-do list.
That's absolutely true, and I have the same reaction. Yet at the same time I love detailed, large maps.What I am sure of is that players would totally die from managing 50+ cities. Maybe there are some people out there who genuinely enjoy that, but I just keep screaming "Why?!?" in my head when I see a screenshot of a map where a player controls an insane number of cities.
Canals are essentially making a tile into a river tile, no? I forget exactly what canals do, but it sounds like the purpose of a canal should be to make the tile an extension of a river. So instead of getting +1 commerce from being next to a river, maybe it should give +1 commerce to tiles adjacent to the canal. And also act as a trade route connector. And probably let you build river-adjacent improvements and buildings adjacent to it (watermills, levees, etc). Though I'm sure making watermill graphics work with something that's on a tile instead of between tiles would be a nightmare to implement.I think you misunderstood what I was trying to convey. A grasslands tile next to river gives +1 commerce. A grasslands tile next to river with forest gives no +1 commerce. A desert tile gives +1 commerce, but with floodplains, had floodplains no "+1 commerce next to rivers" of its own, it would no longer. Same way, the canals prevent the "native" +1 river commerce. They come with +1 flat commerce of their own, but that is independent of rivers. So I would suggest additionally adding the "+1 commerce next to rivers" to the canal feature (like canal + floodplains has).
Protective is a weird trait. Attacking is better than defending, so Protective is primarily useful to losing civs, and serves to bolster AI civs that would otherwise fall in the face of stronger opponents. Trying to make it alluring for a player can result in it being too powerful for an AI civ to run. Make it balanced for an AI civ leaves it feeling lacking for a player civ (assuming the player civ is trying to win). I think it's okay as is, even if its purpose is less as a practical trait that's useful to players and is best for making weaker AI civs more resilient.I've also locally done a change regarding Protective: While the trade certainly has its upsides, it's extremely reactive and doesn't really help you with anything but some early wall happiness from autocracy/monarchy. Sadly, yields/commerce from buildings doesn't seem to be changeable via a trait, so I gave protective a lot of +1 happy to defensive buildings: Walls, Castle, Fortification, Bunker, Nuclear shelter. Combined with a production bonus for the early ones of these, it feels like the trait is now actually good in the early game. I'd still take something like Industrious, Financial or Conqueror over it, but I think that's not necessarily bad, those traits are just really good. Late game, it typically still falls off due to abundant happiness, but I suppose it could help a tiny, resource-poor empire. If possible, I'd have made it give +1 money and/or culture from some of those improvements, for a bit more variety from the classic "+1 happy from X" trait effect.
I've been trying to play Mustafa Kemal Ataturk recently and this has been my feeling as well. I think the trait would be better served as reducing tech costs by 5% than by increasing research output by 5%. Increasing research output is a pretty narrow expression and basically requires the civ to invest in raw beakers in order to get a benefit from the trait--something easier said than done. But if it reduced research by 5% (or even 3% if 5% is too much), then it frees the civ up significantly to play the game as it sees fit while making good research advances.I think progressive is also somewhat underwhelming. The 5% research are absolutely dwarfed by the time libraries roll around, and financial is not only better at science but also more versatile. I think the 50% cheaper upgrading, while undoubtedly nice, don't make up for that difference. I think I'd raise it to 10%, and if possible, add +1 flat research to every research building from libraries onwards (so they keep scaling well instead of having the 10% modifier be turned insignificant due to additive bonuses).
They spread irrigation, so you could argue they act as a freshwater source like rivers, but the tile doesn't become nor act like a river (which are also between tiles, not on them). Constructing watermills and levees next to them seems weird, and as you say, a pain to implement. Providing the +1 river commerce to tiles further from a river sounds interesting.Canals are essentially making a tile into a river tile, no? I forget exactly what canals do, but it sounds like the purpose of a canal should be to make the tile an extension of a river. So instead of getting +1 commerce from being next to a river, maybe it should give +1 commerce to tiles adjacent to the canal. And also act as a trade route connector. And probably let you build river-adjacent improvements and buildings adjacent to it (watermills, levees, etc). Though I'm sure making watermill graphics work with something that's on a tile instead of between tiles would be a nightmare to implement.
I think all traits should be at least somewhat enticing to a human. They don't have to be the same power level as the very best traits, but at least feel better than having basically no trait.Protective is a weird trait. Attacking is better than defending, so Protective is primarily useful to losing civs, and serves to bolster AI civs that would otherwise fall in the face of stronger opponents. Trying to make it alluring for a player can result in it being too powerful for an AI civ to run. Make it balanced for an AI civ leaves it feeling lacking for a player civ (assuming the player civ is trying to win). I think it's okay as is, even if its purpose is less as a practical trait that's useful to players and is best for making weaker AI civs more resilient.
If that is possible to code, that would be a perfect solution. 5% that multiplicatively work across the entire game and start having an effect immediately, not just when you have 20+ research in a city.I've been trying to play Mustafa Kemal Ataturk recently and this has been my feeling as well. I think the trait would be better served as reducing tech costs by 5% than by increasing research output by 5%.
fast travel of units!I have been wondering... what is the intended usage of canals?
Is this persistent? If you restart BtS and load the game, is this still there? Logically there shouldn't be anything wrong there, and sometimes the game's renderer just glitches.
Fixed this one in SVN roughly two weeks ago - you must be running an older one."Maybe it’s a bug — when I select this unit, it basically won’t let me select any other units. It keeps selecting the same one unless I bring it into a city and put it to sleep.
Why? Fractional research is already a thing (and always was IIRC).I think the trait would be better served as reducing tech costs by 5% than by increasing research output by 5%. Increasing research output is a pretty narrow expression and basically requires the civ to invest in raw beakers in order to get a benefit from the trait--something easier said than done. But if it reduced research by 5% (or even 3% if 5% is too much), then it frees the civ up significantly to play the game as it sees fit while making good research advances.
Updating SVN on an ongoing game? Sinner!Yup, some combination of restarting and updating to SVN5502 fixed it.
I think that's only within cities, within your empire it's an integer. Hence the old tactic of 100% or 0% research to minimise losses to rounding.Why? Fractional research is already a thing (and always was IIRC).