Spoiler :
I take it those symbols are indicating what will improve/worsen the deal in the eyes of the AI, and what's off the table entirely. That's a good feature.
Spoiler :
I would not see the free melee unit as an "english" unit.
When England aquired colonies, they used local population to set up colonial troops like all those Indian Regiments and Divisions later used in WW2.
When at peace: Either actively scouting or on fortify spread through my lands.
When at war: Manually activate them all (required anyways), move them to the front. As long as the war continues all units are either active or fortying until healed. If I no longer desire to press on, I make peace and redistribute my units over my borders.
I'm really looking forward to the patch and to seeing what other balance changes they've made. Other than England-related matters, the announced changes look like a lot of steps in the right direction:
- Fixing turtles suggests a new found willingness to take the time to make sure intended features are actually implemented.
- Adding religious impacts to Loyalty is a logical step to expanding Loyalty into a fully fledged, integrated system. Of course we need to see how it works in practice, but that can be tweaked as necessary. The important factor to me is that Loyalty be influenced by multiple relevant factors rather than being primarily a result of relative population weights.
- Joint wars never really bothered me, they just didn't add anything positive to the game experience for me. This may change with the update, if the AI ever gets effective at late game war.
- Era score for national parks! Yes. Also for tier 3 buildings, which could use some additional benefits to warrant their cost (I'd have had them boost specialist yields rather than provide era score, but at least it's a boost).
- Fixing code errors. Hopefully they've done a pass to look for and fix more than just the "yeild" ones, and at least picked up the medieval_era and related goofs that have also been reported here.
And then there's England. I'm trying to picture the team brainstorming session that came up with this solution.
Dev 1: "People are mad about England. Anybody have any ideas?"
Dev 2: "How about giving them a melee unit when they build their unique harbour?"
Intern in back: "Umm, why would building a harbour give them a melee unit?"
Dev 1: "Right. That makes sense."
Janitor passing by in the hallway: "Wasn't England in Victoria's time renowned for having the world's biggest navy and a tiny land army?"
Dev 1: "Free melee units from harbours it is."
Like my grandad. He "fought" in the Ceylon Regiment of the British Army.
Well, he didn't actually get to see any warfare (perhaps luckily for him) cos Britain didn't allow coloured troops into battle. He dug trenches in the Cocos Islands.
Not exactly a Redcoat![]()
You could probably get away with building only navy with England and just getting free land units from colonial cities. At least you would have a navy that is proportionally larger.I'm really looking forward to the patch and to seeing what other balance changes they've made. Other than England-related matters, the announced changes look like a lot of steps in the right direction:
- Fixing turtles suggests a new found willingness to take the time to make sure intended features are actually implemented.
- Adding religious impacts to Loyalty is a logical step to expanding Loyalty into a fully fledged, integrated system. Of course we need to see how it works in practice, but that can be tweaked as necessary. The important factor to me is that Loyalty be influenced by multiple relevant factors rather than being primarily a result of relative population weights.
- Joint wars never really bothered me, they just didn't add anything positive to the game experience for me. This may change with the update, if the AI ever gets effective at late game war.
- Era score for national parks! Yes. Also for tier 3 buildings, which could use some additional benefits to warrant their cost (I'd have had them boost specialist yields rather than provide era score, but at least it's a boost).
- Fixing code errors. Hopefully they've done a pass to look for and fix more than just the "yeild" ones, and at least picked up the medieval_era and related goofs that have also been reported here.
And then there's England. I'm trying to picture the team brainstorming session that came up with this solution.
Dev 1: "People are mad about England. Anybody have any ideas?"
Dev 2: "How about giving them a melee unit when they build their unique harbour?"
Intern in back: "Umm, why would building a harbour give them a melee unit?"
Dev 1: "Right. That makes sense."
Janitor passing by in the hallway: "Wasn't England in Victoria's time renowned for having the world's biggest navy and a tiny land army?"
Dev 1: "Free melee units from harbours it is."
Any chance this comes out today? I am reluctant to start a new game until the patch comes out.
I'd prefer it if 2 Civs couldn't declare a joint war unless both had the same CB available against the target.
Like my grandad. He "fought" in the Ceylon Regiment of the British Army.
Well, he didn't actually get to see any warfare (perhaps luckily for him) cos Britain didn't allow coloured troops into battle. He dug trenches in the Cocos Islands.
Not exactly a Redcoat![]()
I take it those symbols are indicating what will improve/worsen the deal in the eyes of the AI, and what's off the table entirely. That's a good feature.
I can't believe I'm defending the developers but I don't know if ya'll realize how long it takes to do anything. I am as impatient as anyone, but changes to the game should be introduced slowly, to see how things interact with each other before introducing anything too drastic. Also, anyone who has worked in a large corporation knows that everything takes forever. Everything takes 100 times longer than someone not in the industry thinks something should take.
We added increased loyalty for cities that are following your religion and decreased loyalty for cities that are following a religion that is different from the one that you have founded.
At what time of the day can we expect a patch to come...?
The last several have been consistently early afternoon Eastern Time.