Solver's unofficial BtS 3.17 patch

Ahhhhhhhhhhhh!

I feel ashamed :(
such an easy solution...

Don't. While I never enable the city build governor, I do know that it exists, and I would never ever have thought of it buying stuff for you. Does it whip too?
 
Well i stopped reading at page 10 :p

Old stuff but I just wanted to say that i'm glad about the Barrage change, the Tank was just too powerful and i also believe Tank colleteral damage was not intended by firaxis.
 
Oh, YES! The production manager definitely whips.
I was unaware that it would also rush buy, though.

In that particular game I had around 100 cities. Without automation that's really not funny, when winning is only a matter of time, not skill.
Universal Suffrage and Slavery are impossible to use now with such an empire :(
 
In that particular game I had around 100 cities. Without automation that's really not funny, when winning is only a matter of time, not skill.
Universal Suffrage and Slavery are impossible to use now with such an empire :(
most of these cities probably need only a limited set of builds - just save a standard build queue by using ctrl-number and load it in fringe cities (number) - after they are done set them to build wealth or research and forget them - the production governor is not better than this...
 
In that particular game I had around 100 cities. Without automation that's really not funny, when winning is only a matter of time, not skill.
Universal Suffrage and Slavery are impossible to use now with such an empire :(
I've had 70-90 city empires on huge marathon games. US civic always (when available).

Leave the production automation off. Cities that have your basic build - depending on the city specialization - are either building an infinite unit queue, research or wealth. Browse through select cities on occasion to review.

Even in the early game, I NEVER want the production governor to actually CHOOSE what to build! It is only for knowing when to rush (whip) the production that I use it.
 
I have 2 questions, and didn't want to skim 20 pages to see if its covered already.

If a vassal spy moves in a master territory, it wont be captured - CAN it still be caught if it tries to esp you? I can see why they should be given safe passage to esp others but if they esp you, they shouldn't get a "get out of being caught" card for it.

Barrage. How does your fix affect the RFC mod?
 
1. Solver said earlier in the thread that he was pretty sure that vassals are programmed not to spy on their master.

That was not the case with 3.13 Bhuic, as I suffered from continuous sabotage after having vassalized the only other civ on my continent, prior to contact with other civs.
 
I have 2 questions, and didn't want to skim 20 pages to see if its covered already.

If a vassal spy moves in a master territory, it wont be captured - CAN it still be caught if it tries to esp you? I can see why they should be given safe passage to esp others but if they esp you, they shouldn't get a "get out of being caught" card for it.

Barrage. How does your fix affect the RFC mod?

Vassals can't do spy missions against a master.
 
Does the Solver Unofficial Patch alter the 3.17 version .exe file?
 
Question on Vassals,

not sure this is the right thread, but the other day I tried a new strategy on emperor level to try set up some colonies / vassals so that I could have a "safe" set of alliances to go through the rest of the game.

It seemed too me that these vassals were absolutly lame in their developpment.

So my question is when you grant your colonies independence, do the new vassals have the AI bonus / malus or keep the player's ones (big difference on levels above Monarch).
Same if you vassalise an opponent, does it keep the AI bonus ? or does it take over the player's ones .... (I am almost sure in this case keep the AI's out of past game experience).

Thanks,
 
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