That’s weird, I’ll have to give that a look.The Aspabarata doesn't let me give it promotions.
The trick is to use your strong economy to citizenship rush units, and your initial crusaders are incredibly powerful, and you could immediately try to push into Egypt. I may give the UHV another check though, since both times I attempted it, Egypt was already being bothered by Crusaders which made conquering them easy.Hi, tried this modmod for the first time now and I have to say great work, thanks for it. Especially the migration is a great idea. Already got some population points this way.
You could use github for the faster bug fixing (and it will mean easier download and upgrade for us), but it is your call.
Anyway, I play Jerusalem civ (Monarch, 1100 AD start), big fun so far but I think these UHVs are literally impossible or there is something I am missing... All the goals are kinda contradictory - you have to build an army to conquer Egypt, get 4 GAs for 15000 culture and also get all Medieval technologies in 88 turns (epic speed) somehow. Even with Egypt I dont know if I am able to get all this in time.
You have big gold surplus from shrines but it seems useless as trading for techs is pretty hard.
The initial prophet in Jerusalem does not help, there are too many prophet points so getting any GA is a lottery even when I switched to Republic immediately to get free artist (also there is no initial free turn for changing civics).
And the third UHV, no Islam civs on Mediterranean coast... thats a very tall goal.
Well, thats my 2 cents for this 1 civ, will try more!
For the immigration, do they bring their religion with them? I saw Buddhism in a North African city, and I had never seen that before. Rome/Byzantium was also Zoroastrian this game. I don't have any problem with alt-history, but maybe immigrants bringing their religion helped influence that?- A rework of the immigration system. Now, immigration occurs in all eras, starting from 1000BC and all cities have an immigration and emmigration value determined by culture level, food gain, excess health and happiness, population (raises both immigration and emmigration) and civics (Many civics change immigration and emmigration value from -3 to +3). Check the food tab if you want to see your city's immigration/emmigration values. Note that open borders are required for (non-internal) migration, and external migration in totalitarian or isolationist states may lead to... Consequences.
- Rework of the (previously) Japan exclusive modernisation system. Modernisation now occurs for all civs with a dynamic bonus depending on both your era and the era of the civ you're modernising from. Expect extreme tech discounts between ancient and digital civs! (Note that the recently added "Tech Divergence" mechanic has been removed to account for dynamic modernisation, and Japan's UP has been changed to an additional 25% tech discount while modernising).
I think Civ 4 really needs more diplomatic interactions, so I really like this mechanic, though I haven't gotten a chance to implement it yet. This new ability is begging for you to include it in a UHV somewhere: "Peacefully vassalize and annex another civilization."- A new "Integrate Vassal" mechanic has been added, however, it requires your vassal to be both significantly weaker than you and have a sufficiently high opinion of you. As a coloniser, you could use this to unite all of Africa under your crown!
I agree that pre-industrial immigration should probably be tweaked to have a distance limit. Currently, it requires open borders and that’s all, so theoretically it’s possible to migrate from Ireland to China as long as you keep contact, which is a bit silly.Congratulations on 1.3! Exciting update, and it feels like 1.2 just came out a week ago!I've only had a chance to play through Ghana for roughly half their game so far. I have a few questions and comments.
For my first roll as Ghana, I got very lucky on turn three, meeting three separate civilizations.
Spoiler Hello! :
For the immigration, do they bring their religion with them? I saw Buddhism in a North African city, and I had never seen that before. Rome/Byzantium was also Zoroastrian this game. I don't have any problem with alt-history, but maybe immigrants bringing their religion helped influence that?
Spoiler Buddhist North Africa :
Playing as Ghana, at one point fairly early on, maybe 500 AD or so, people emigrated out of my civilization to Athens. That feels weird for immigrants to travel from sub-Saharan Africa to the Mediterranean so early when that is on the peripheral of my known world. I think the radius that immigrants can move to should expand through the eras. Like maybe 8 land tiles or 15 water tiles in the Ancient, 10 land tiles or 20 water tiles in the Classical, and so forth.
And for the Modernization, how exactly does that work? I think I saw I wasn't modernizing before I had open borders with the Arabs, but after I was.
I was hearing Mesoamerican music in the beginning of my Ghana game. But later on, when I heard your expanded soundtracks, I really enjoyed those.
I think Civ 4 really needs more diplomatic interactions, so I really like this mechanic, though I haven't gotten a chance to implement it yet. This new ability is begging for you to include it in a UHV somewhere: "Peacefully vassalize and annex another civilization."
For Ghana's UP, I was noticing some discrepancy between the yields shown on the city screen, and in the main game. Sorry I forgot to toggle yields, but you can see the Camel yields. Also the flooding didn't seem to occur every 200 years... For Ghana, it should switch in 500, 700, 900 AD, but the timing seemed off. And in the last picture, you can see the city screen only showed the Dye and one river tile as receiving the bonus. Sorry, I didn't think to grab a save... I'm usually better about that.
Spoiler River Yields :
I noticed I inexplicitly had two free priest slots in my cities. No, it's not Deification + Theocracy. I got a save attached there.
One last thing, in 920 AD I just settled a city with the intention of building the new Ouadane Ksar wonder in it... But I can't build it! China had already researched Finance in 920 AD, thus obsoleting it for me! Maybe you can change it's obsolesce technology, or change the rules for obsoleting wonders to allow this wonder to still be built.
I think I might actually know what’s going on there. I had Mycenae included as an “Expansion civ”, which I think gives them free units if you’re a human and control area which is historical for them. This was meant to be done to make Mycenae a threat to the Minoa player, but, clearly it’s designed for large civs in a later eras so it’s totally overtuned.Played a game with Minoa, noticed the Myceneans with an impossibly strong army north of me, just dozens of swordsmen milling around. I'll roll my game back and see if I can figure out what's going on.
Spoiler crazy army :
Edit: So it just seems like they're getting free units somehow, roughly one per turn, Light Swordsmen and Trojan Horses. This is marathon speed, if that matters, Regent difficulty.
African civs can build settlers, but it requires the feudalism tech. BTW, for a it more info about the Hausa UP, it’s a 50% chance of capturing units, and more units will spawn the more cities you have. I tried experimenting with 100% capture rate, but the AI snowballed with it and had a huge army, which I didn’t want. The UP affecting neighbouring civs is definitely an intended affect, and it’s pretty integral to playing the region. As Benin, for example, you’ll want to launch raids against the Hausa lands in order to get slaves and boost your production, whereas Kanem Bornu has to build up a larger army to fend themselves.Playing the Hausa for the first time, and their UA definitely does not feel like a cool ability, maybe "Unique Disability" is more apt. I'm not sure what the chance to capture units is, but it doesn't feel reliable at all, and it feels like there are too many unit spawns to handle. An interesting side effect is that they all seem to want to defend Ngazargamu, so the Kanem Empire is also negatively impacted. It also seems like the units can spawn adjacent to my borders, which caused a few of them to spawn in Benin as well.
It also seems like none of the new African civs (have yet to check Ashanti and Songhai) can build Settlers. Is this intentional, or do I need to research a tech first?
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I’ll have a look into that one…Just playing a chill Roman game, and... No idea if this is caused by Aeons or not, but... Celts have workboats on land
Spoiler boats on land :
One more bug for your queue. If you reload the autosave made in a civ's initial position after waiting out the autoplay turns, the capital city will have no tiles under its control. It fixes itself with one turn played but that causes a turn of starvation, so its pretty impactful.I’ll have a look into that one…