Great Admirals are frickin' amazing now. (and I finally picked up my Eleanor win... a religious victory on a terra map.)
Muahahahahahaha
Muahahahahahaha
This is a really nice addition. It puts the choice back in the hands of the player rather than an arbritrary "colour selection" algorithm. If I wanted to play with six red+colour civs, now I can.Advanced Setup now allows the player to select their civilization color (jersey).
I started Diety Terra.
First game Peter, spawned in desert with no tundra in sight. Ok, desert folklore if I can get it. Khmer wanders up with a warrior. I had gone scout/slinger to open. Just as the slinger comes out two more warriors show up and they declare.
Second game, got Vicky on a decent but not amazing river coastal spot. Monty's capital is 5 hexes away and he's mad from the get go...
Third game, got Vicky again. Pericles to north, Shaka to east, Indonesia to SE. I see three Indo warriors strolling towards me but fortunately Shaka gets in a three way war with Germany and Indonesia so the Indonesian warriors detour into Zulu lands. I manage to stay peaceful and make friends. Eventually discover Norway and Phoenicia are also in the game but I somehow get caravels first and reach the new world. I've got ten envoys banked and get suz with ten CS the first turn I meet a CS in the new world in a chain reaction of discovery, size, and more discovery.
Great people bug still showing.. no great admirals for me![]()
Good point, I’ll check when I can next get on but I do not remember any WC vote , it is just gone renaissance and I have been voting on things, but you never knowAre you sure they were not banned in WC?
I think Dennis mentioned it briefly in the initial feed but thanks for the reminder!One change I am most concerned about so far was that -20% to all resource harvest/chop yields: 25->20
They are not siege units, no nor use ‘bombard’ attacks.His city defence was at 60, and I was bombarding with a frigate with a great admiral. Is it normal that it was doing basically no damage?
I think Dennis mentioned it briefly in the initial feed but thanks for the reminder!
I’ll check it out.
Thanks for the info @Victoria . It may make certain naval units OP, but I wonder if naval ranged units should be treated the same as siege units.
Its very easy to get confused because the normal -17 str penalty a typical ranged type attack gets vs walls (and is displayed on the combat preview!) is equal to -50%.I'm pretty sure naval ranged counts as bombard (even if they are not called bombard) and does not have -50% strength vs walls as defined in globalparameters file
For some reason my brain says this nerf was only to resources and not features but I could be wrong. This just puts resources in line with features. I don't recall seeing any sub-20's when chopping woods yesterday. Could be totally wrong, sometimes magnus slips in, the sneaky dog.One change I am most concerned about so far was that -20% to all resource harvest/chop yields: 25->20 (banana,rice,deer,cattle,fish,sheep,stone,wheat), 50->40(copper,crab).
1. I just sorta proved the 50% reduction is in place.I'm pretty sure naval ranged counts as bombard (e
No, as I just posted, there are lines in global parameters xml that define damage reduction to walls. melee units have 85% damage reduction. ranged units have 50% damage reduction, but also have -17 combat modifier vs city defenses, which act as an additional -50%. However, Bombard units have no damage reduction vs city defenses, and naval ranged counts as bombard, thus they have no damage reduction vs city walls.Its very easy to get confused because the normal -17 str penalty a typical ranged type attack gets vs walls (and is displayed on the combat preview!) is equal to -50%.
However as @Victoria educated me recently there is an entirely separate, hidden, resistance that walls have. So effectively walls:
Take -80% from melee
Take -75% from ranged (0.5*0.5)
Take -50% from siege